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31
Zitat
Bilder der Manchester-Kathedrale in "Resistance: Fall of Man" nicht genehmigt

Sony hat die Kathedrale von Manchester als Bühne für den Ego-Shooter "Resistance: Fall of Man" genutzt. In dem PlayStation-3-Spiel ist das Innere der heiligen Hallen zu sehen, doch Sony hat es versäumt, die Kirche um Erlaubnis zu fragen. Die Church of England fordert nun eine Entschuldigung, eine angemessene Spende als Wiedergutmachung und die Rücknahme oder Veränderung des Spiels. 

Nigel McCulloch, Bischof von Manchester, gegenüber der BBC: "Es ist uns unverständlich und in höchstem Maße unverantwortlich, wie ein Weltkonzern wie Sony eine unserer bedeutendsten Kirchen fotorealistisch nachbaut, nur um die Leute damit zu ermuntern, Kämpfe darin abzuhalten."

David Marshall, Sprecher der Kathedrale, will einen Brief mit vier Forderungen an Sony schreiben, wie die BBC weiter berichtet. Erstens soll sich Sony wegen der geschmacklosen Auswahl der Kirche für ein Gewaltspiel entschuldigen. Zweitens drängt die Kirche darauf, dass der Konzern eine große Summe Geld spendet, weil er die Kathedrale als Hintergrund verwendet hat, ohne Lizenzgebühren für die Innenansicht zu bezahlen.

Konkret will die Church of England von Sony Geld für verschiedene Gruppen, die dafür kämpfen, Waffengewalt in Großbritanniens drittgrößter Stadt zu reduzieren. Daneben fordert die Kirche, dass das Spiel entweder komplett vom Markt genommen oder aber die Szene mit der Kirche so verändert wird, dass die Manchester-Kathedrale nicht mehr zu erkennen ist.

Sony hat in einem Statement gegenüber der BBC verkündet, die Bedenken des Bischofs von Manchester zu verstehen und sehr ernst zu nehmen. Sony sei der Ansicht gewesen, alle nötigen Genehmigungen für die bildliche Nutzung der Kathedrale eingeholt zu haben und will nun die Kirchenbehörden kontaktieren, um mehr Details zu erfahren.

Zudem bekräftigt Sony, es handle sich bei dem Spiel eher um ein Science-Fiction-Spiel, bei dem auf Aliens und weniger auf Menschen geschossen werde. Bislang sollen bereits gut eine Million Exemplare des Spiels, das für den Ärger zwischen Kirche und Sony verantwortlich ist, verkauft worden sein. (yg)

http://www.golem.de/0706/52795.html


okeeeeee

32
Zitat
Pentagon Confirms It Sought To Build A 'Gay Bomb'


(CBS 5) BERKELEY A Berkeley watchdog organization that tracks military spending said it uncovered a strange U.S. military proposal to create a hormone bomb that could purportedly turn enemy soldiers into homosexuals and make them more interested in sex than fighting.

Pentagon officials on Friday confirmed to CBS 5 that military leaders had considered, and then subsquently rejected, building the so-called "Gay Bomb."

Edward Hammond, of Berkeley's Sunshine Project, had used the Freedom of Information Act to obtain a copy of the proposal from the Air Force's Wright Laboratory in Dayton, Ohio.

As part of a military effort to develop non-lethal weapons, the proposal suggested, "One distasteful but completely non-lethal example would be strong aphrodisiacs, especially if the chemical also caused homosexual behavior."

The documents show the Air Force lab asked for $7.5 million to develop such a chemical weapon.

"The Ohio Air Force lab proposed that a bomb be developed that contained a chemical that would cause enemy soliders to become gay, and to have their units break down because all their soldiers became irresistably attractive to one another," Hammond said after reviwing the documents.

"The notion was that a chemical that would probably be pleasant in the human body in low quantities could be identified, and by virtue of either breathing or having their skin exposed to this chemical, the notion was that soliders would become gay," explained Hammond.

The Pentagon told CBS 5 that the proposal was made by the Air Force in 1994.

"The Department of Defense is committed to identifying, researching and developing non-lethal weapons that will support our men and women in uniform," said a DOD spokesperson, who indicated that the "gay bomb" idea was quickly dismissed.

However, Hammond said the government records he obtained suggest the military gave the plan much stronger consideration than it has acknowledged.

"The truth of the matter is it would have never come to my attention if it was dismissed at the time it was proposed," he said. "In fact, the Pentagon has used it repeatedly and subsequently in an effort to promote non-lethal weapons, and in fact they submitted it to the highest scientific review body in the country for them to consider."

Military officials insisted Friday to CBS 5 that they are not currently working on any such idea and that the past plan was abandoned.

Gay community leaders in California said Friday that they found the notion of a "gay bomb" both offensive and almost laughable at the same time.

"Throughout history we have had so many brave men and women who are gay and lesbian serving the military with distinction," said Geoff Kors of Equality California. "So, it's just offensive that they think by turning people gay that the other military would be incapable of doing their job. And its absurd because there's so much medical data that shows that sexual orientation is immutable and cannot be changed."

(© MMVII, CBS Broadcasting Inc. All Rights Reserved.)

http://cbs5.com/topstories/local_story_159222541.html

33
Zitat
Prince of Persia movie script reviewed

More than a year and a half after it acquired an early draft of the Halo movie script, Latinoreview.com has apparently scored another game-film coup. This week, reviewer "El Mayimbe" recapped the script for the forthcoming film adaptation of Ubisoft's Prince of Persia: The Sands of Time.


After writing at length about his days as a gamer, El Mayimbe reveals some plot details about the film, which he describes as a "9th Century Indiana Jones." Without revealing any of the spoilers in the review, it confirms the movie will stick close to the game's plot. It also reveals that the script superficially calls for the use of parkour, the gravity-defying street gymnastics used in Casino Royale's opening chase scene. Overall, El Mayimbe loves the script and forsees it becoming a major film franchise.

Announced at DICE in 2004, the Prince of Persia movie is being produced by Jerry Bruckheimer (Pirates of the Caribbean) for Walt Disney Pictures, with Transformers director Michael Bay reportedly attached to the project. Its script is being written by Jordan Mechner, creator of the original Prince of Persia game, and The Day After Tomorrow screenplay scribe Jeffrey Nachmanoff.

http://www.gamespot.com/news/show_blog_entry.php?topic_id=25671485

geiler kommentar: "Please...not Michael Bay..."

Zitat
City of Heroes suiting up for big screen
Transformers producer scoops up movie rights to NCsoft's superhero MMORPG; television series also possible.


Having apparently run out of old television shows to remake, Hollywood is now hell-bent on scooping up film rights to games. Though the Halo adaptation is on indefinite hold, Prince of Persia is being fast-tracked by megaproducer Jerry Bruckheimer. After a brief stay in development limbo, the Spy Hunter movie is back on the road, although the World of Warcraft film remains a ways off.

Today came word that another massively multiplayer online role-playing game will be headed for the big screen. According to today's Variety, producer Tom DeSanto has acquired the rights to NCsoft and Cryptic Studios' City of Heroes. According to the trade, he was interested in the 2004 game because it and its 2005 sequel City of Villains pit superheroes against aliens and offer a ready-made stable of characters.

"I see this as the next big superhero franchise," said DeSanto, who produced X-Men and the forthcoming Transformers. He reportedly will first make the film into a motion picture, which, if successful, will beget a television series.

34
World Of Warcraft / Thoughts of Tigole
« am: 07. Juni 2007, 15:48:31 »
Zitat
My thoughts

I've enjoyed reading this thread and I think there are a lot of valid points and views here.

(Disclaimer: I've also been following the threads on the WoW Forums that are similar and wanted to respond there but the forums are down!)

I think there is some nostalgia going on here though. Either that or we're watching a textbook case of the "grass is always greener" going on. In WoW 1.0, we faced many complaints about the lack of raiding options. We were often criticized with coming out with new raid content "at a snail's pace." In fact, I challenge anyone to find a thread from Winter 2005 where people are talking about how awesome the pacing of the raid content was.

Some other things to remember. You *could* skip some of AQ 40 in your progression if you wanted to. This was viewed as an interesting debate (having options is a good thing, yes?). Not a design flaw. We're always looking to give players options -- from PvP (multiple arenas, battlegrounds), to 5 mans to raiding. My biggest criticism of our 10 person raiding game right now (I have a few) is that there are no options beyond KZ. We're fixing that. But you get my point. Players need options.

I'll go ahead and make a controversial statement to illustrate a point. Let's pretend for a moment that Burning Crusade never came out and we were still in vanilla WoW land. The community, as a whole, would have eventually screamed bloody muder over the difficulty of the Four Hoursemen. The Four Hoursemen were considered one of our best tuned encounters in the game. But I'll argue that's because so few people actually progressed to the point of needing to beat them. And the ones who did beat them, were ok with going to extreme measures to do so (consumables, world buffs, server transfers for tanks in 4 peice dreadnaught). A fight that requires 8 tanks is *not* acceptable to the raiding community as a whole. A fight that requires 8 tanks was acceptable to the bleeding edge only (and their fans) and only because it seperated them from the rest -- not because that's what made a *fun* raiding experience. How fun was it for the hunter who got benched for Warrior #8? How fun was it for the guild who lost their main tank when he server transfered to be a part of one of the World Firsts?

For the place and time, Four Horsemen were great. They were beatable and mostly bug free.

While we're on the topic of Naxx, I want to remind everyone that during it's initial opening, almost ALL of the bosses died within the same period that the BT bosses are dying. People forget that because of the Four Horsemen wall. If raid content is tuned correctly, it will die relatively fast (UNLESS it requires some sort of progression check -- Onyxia Cloak, resist check). Even straight up gear checks are very dicey. More often than not that lead's to excessive raid stacking rather than a true gearing up.

Another thing to keep in mind is the PTR. In order to release the highest quality encounters, we put the content on the PTR. This happened with Naxx as well. It's not surprising that the three EU guilds who have progressed the furthest in Black Temple are also the guilds that spent the most time on the PTR. While it's "only taken them 2 weeks" to kill most of the content in BT, we've been watching them rep on the dungeon for 2 months now.

Properly tuned and accessible raid content will die. It's ok. We'll make more. That's what we do for a living. What's really important is for the content to be enjoyable to do for more than just one clearing. Because after all, your priest wants his shoulders off of Boss X or your tank wants that shield off of Boss Y. It should be epic to kill a boss like Illidan or Kael. But it shouldn't be epic because no one is doing it because they are overtuned or bugged out.

My opinions on Black Temple? Najentus is tuned perfectly -- we wanted a "reward" boss for getting in. Akama is a tad easier than we had hoped but he's a really cool, fun fight so it works out. Reliquary of Souls is just where we wanted it to be -- it's very hard. Teron is a hard fight until people know what they are doing at which point it becomes easy. The more guilds that kill Teron, the easier the fight becomes for everyone.

I think the raid game is in a very good place right now. Raiders of all skill levels and time commitments have a variety of options. There *are* some extremely challenging and rewarding fights in the game (Kael, Reliquary, Archimonde, Illidan). Raid tuning walks the razor blade. Things that make raids *seem* more challenging (trash, raid stacking, consumables, resist checks, attunements, limited access, limited tries) are usually perceived as tedious or "progression blockers" and the complaints fire away. But I'll reiterate, a well tuned raid boss -- even a very hard and complex one -- will die quickly if it's tuned properly and bug free.

I'll leave you guys with a question. How many people posting in this thread that the Black Temple is too easy have killed a boss in Black Temple?

http://elitistjerks.com/showpost.php?p=375941&postcount=130

35
Film / Fernsehen / BSG: Eine Staffel noch, dann Ende.
« am: 02. Juni 2007, 20:41:26 »
Zitat
"Battlestar" gets grounded by Sci Fi

LOS ANGELES (Hollywood Reporter) - The upcoming fourth season of Sci Fi Channel's "Battlestar Galactica" will be its final one after all.

After months of speculation, the show's producers are set to make the announcement at a press conference Friday.

Ending "Battlestar" with the upcoming 22-episode fourth season was a creative decision made by the hit show's executive producers Ronald Moore and David Eick.

"This show was always meant to have a beginning, a middle and, finally, an end," Eick and Moore said in a statement Thursday. "Over the course of the last year, the story and the characters have been moving strongly toward that end, and we've decided to listen to those internal voices and conclude the show on our own terms. And while we know our fans will be saddened to know the end is coming, they should brace themselves for a wild ride getting there -- we're going out with a bang."

The fourth and final season of "Galactica" will kick off in November with "Razor," an extended two-hour episode, with the rest of the season slated to run beginning in early 2008.

Sci Fi executive vp original programming Mark Stern said the channel's brass "respect the producers' decision to end the series."

For months, Sci Fi had dispelled rumors about "Battlestar" ending its run after the fourth season.

A couple of weeks ago, one of the show's stars, Edward James Olmos, was quoted as saying that the upcoming batch of episodes were definitely the last ones. Sci Fi issued a statement denying such a decision had been made.

Reuters/Hollywood Reporter

http://www.reuters.com/article/email/idUSN0131913620070601

[edit] hab mal den Titel zu BSG geändert ;)

36
Der Herr der Ringe Online / Evendim Testserver Patchnotes
« am: 31. Mai 2007, 01:56:09 »
http://forums.lotro.com/showthread.php?t=63576

Evendim release notes vom testserver. too much to quote. nur ein beispiel:

Zitat
Brewing is in! Farmers can now purchase recipes and materials and grow crops necessary to produce beer. Yay beer!

 :yay:

oder

Zitat
CSM support for player names in chat window
You can now right click player names in any chat communication and get a CSM (context- sensitive menu).

der letzte wow patch is dreck dagegen :biggrin:

37
Off Topic / z0r
« am: 25. Mai 2007, 22:11:56 »
bevor wir die shoutbox sprengen:

hier die z0r fundstücke rein und warum sie hier rein sollen.

http://z0r.de/?id=552 - chillig

http://z0r.de/?id=458 - true gangsta party

http://z0r.de/?id=461 - raving in the rain

und ein wenig drumcat geht immer
http://z0r.de/?id=376

38
Film / Fernsehen / Baphomet's Fluch wird verfilmt...
« am: 25. Mai 2007, 10:59:05 »
Zitat
Broken Sword Movie Begins

A motion picture of the popular video game series "Broken Sword" is under way. Legendary video game creator Charles Cecil ("The Da Vinci Code," "Beneath the Steel Blue Sky") and his Revolution Software are teaming with a Hollywood production company to transform his adventure games into live action films.

The exciting task has been given to action/adventure producers Jay Douglas and Nav Gupta ("Level 7," "Quantum Heist," and the upcoming "Stonehenge: Rise of the Druids" franchise) and their CastleBright Studios production company. Gaming expert Justin Kaplan united Cecil with the company and will join to produce.

Beginning with "The Shadow of the Templars" (released the U.S. as "The Circle of Blood"), films will follow the adventurous duo of George Stobbart and Nico Collard as they battle evil forces across the globe for ancient relics of power.

Specific details of the storyline are being kept under wraps, but filmmakers promise to stay true to all of the fan favorite elements. "'Broken Sword' is the kind of complex story every producer dreams about, rich with mystery and adventure, so for me, this is a real honor." said Douglas.

As for who will helm and adapt the novel-like video game, initial talks have begun with leading directors and screenwriters from such films as "Harry Potter," Casino Royale, "X-Men" to name a few.

Discussion about creating a film swirled early in the year, and after the recent success of "Broken Sword 4: The Angel of Death," a plan for a live action adventure went into full swing.

http://www.comingsoon.net/news/movienews.php?id=20540

39
MMOs / Jobs
« am: 22. Mai 2007, 12:02:38 »
*Hust*

für den einen oder anderen der vielleicht jemand kennt für den das interessant wäre, hier mal ne kleine liste für jobs & mmo's ;)

gpotato (thanks skeltem)
http://www.gpotato.eu/forum/viewtopic.php?t=9600

eve - sogar in deutschland!
http://www.jobs-clientlogic.de/Eve2007/

goa
http://www.manpower.ie/goa_jobs/

"a leading MMORPG"
http://www.gumtree.ie/dublin/78/7037178.html

lotro
http://www.alchemicdream.net/jobs2.php


40
Vanguard / Bezüglich Vanguard, SOE & Brad McQuaid - Part II
« am: 18. Mai 2007, 17:51:12 »
Zitat
The Hub of All Blame: A Postmortem
This is the transcript of an interview with Brad McQuaid via telephone which began at 1:40AM and finished at 3:09AM on May 17th, 2007. As before, I am adding no personal comments to this article outside of what is presented in the interview.

f13.net: What was the relationship in the office between Microsoft and Sigil prior to the split?

Brad McQuaid:: As I've posted a number of times, there was a regime change at Microsoft where they reorganized a lot of their game studios. The people who were in charge of the Vanguard project on the Microsoft side went elsewhere and a completely new group of people were put in place. In that new group of people, the upper management side were also in charge of getting the Xbox 360 out the door. So, the PC games at the time were not receiving a lot of support and I don't blame Microsoft for this at all. When you've got billions of dollars spent trying to launch a new console and millions on the PC titles, you're gonna make sure that the Xbox 360 kicks ass - I think they did a good job of that. The lower level people were put in charge of our project were people who didn't have any MMO experience. They had done Zoo Tycoon 1 & 2. We tried very hard to bring them up to speed and with open arms to show them the differences and similarities between developing an MMO and a single player game - the scale and things like that. That just didn't seem to work. Previously, the people who were dealing with us committed to us - verbally - that they, Microsoft, wanted and were determined to launch a AAA Massively Multiplayer Role-Playing Game - and to do whatever it took to make sure that happened. While that's not down on paper - as no company ever would put down on paper - that was our understanding. Under the new regime, that commitment, nobody remembered it.

When games like WoW were getting heavily into development and dollar amounts on games like EQ2 and WoW were becoming public - we said it would always be our understanding and agreement that we would compete with these guys. They backed down off of that and said that it was no longer their goal and at that point, the money started drying.

f13.net: So, Microsoft simply wasn't ready to compete and they had previously failed projects...

Brad McQuaid:: You have to understand how Microsoft works - and like I said, I don't blame them. They're given different marching orders from a corporate level when it comes to large expenditures. If you go back to Xbox 1 there was a lot of concerns. Can it handle Nintendo and Sony and Sega? Microsoft, you're big, but you can't have the console arena. Microsoft said "we're gonna do it, whatever it takes." The Xbox 1 was ok, and the Xbox 360 is doing great - and that, well, that was their mandate: To do whatever it took to start dominating the console market. They may not be there yet, but they're a lot farther along than they were with the Xbox 1. They had made that decision at some level to look ahead at online gaming and really do the same thing with MMOs. The day or the day after I left Sony, Ed Fries - I think the general manager at Windows Gaming - and other publishers called me, EA and NCSoft, but I had known Ed from before and had a relationship with him. I just knew that Microsoft, when they put their mind to do something, there's no stopping them. They were ready to make the next big MMO. A couple years into the project there was a significant change - the gaming group - and that was no longer the mandate. It took several months to really figure that out. When you have the Zoo Tycoon team assigned to you and the upper manager is in charge of your project and in charge of launching the 360... he must have had ten seconds a day to bother thinking about Vanguard. As there are - and I don't want to sound bitter - in large corporate entities, they make changes. When that change occurred, our relationship started going downhill. We knew what we needed to be competitive with World of Warcraft was in jeopardy.

f13.net: People have said that Microsoft were completely hands off in the development...

Brad McQuaid:: Well, before the transition, they weren't completely - but we were working hand in hand. It was a fantastic relationship. After the change they became completely hands-on.

f13.net: What did that do with the game?

Brad McQuaid:: It slowed down development significantly. Managing the game from their perspective, well... We tried to explain how MMO development is different from Zoo Tycoon and that explanation just wasn't being agreed with or understood - one of the two, I'm not sure. They wanted detailed schedules going out for months that were fairly inflexible. The more artistic a project is, the less schedulable it is down to the long term. I'm all for scheduling - but you have to be flexible. What if a technology doesn't work out? What if you find a better way to do something? You have to be flexible. Especially in pre-production. They wanted everything systematically and that it would take exactly this amount of time, this amount of art assets, and this amount of people to make, say, a dungeon. Are we talking about a premiere dungeon? A level 30 dungeon? A raid dungeon? A dungeon for core gamers? A dungeon where we can reuse certain art assets? Are we talking one where new art is used? There are a lot of variables there. There's not a lot of flexibility there. Our interpretation of that early on is that they don't understand MMO development. Later on, we determined that the decision was made that this is how the studio would be run regardless of the game.

f13.net: I was told that Microsoft actually came in and set a firm release date when you all were somewhere between 55 and 65 percent done.

Brad McQuaid:: Before the regime change, they had committed to us that they would adjust budgets and time frames to make sure it was a AAA game. These things take a long time to develop. Changes are happening, getting more expensive and customers are expecting more. We went back a couple of times together with [the managing team] to increase our budget or increase our time here and there. They were totally cool with that and understood that it was necessary to remain competitive.

After the regime change, that was considered "we were late" or "mismanaging" or "not adhering to strict schedules." It was looked upon not as staying competitive or making a AAA WoW-level game but rather that we were doing something wrong. They frowned upon us needing more time or money. When we'd ask for it, it was considered that we were making errors. Each time that occurred the micromanagement would increase. More and more Microsoft people would come down and try to analyze what was going on. Where we were "messing up." What they could do to "help us." Until finally they flat out said no. No more money, no more time. Your release date needs to be in the July 2006 time frame and that's it.

They didn't have their MMO people anymore really, and they had a major priority of getting the Xbox 360 out which cost billions and billions of dollars. Our ability to petition this to higher-ups and get any attention just really wasn't there.

I don't want to appear to negative here... but this happens with large corporations. There are changes and changes in mandate and focus, and clearly the Xbox 360 is doing very, very well. It has great titles and Microsoft is sitting fine. It's not like they made a catastrophic corporate error. I very much respect Microsoft as a whole and there are a lot of great people there and I'm definitely not one of those "I love Linux and hate all things Windows guys." I understand that all these things happen. Unfortunately it happened to us.

f13.net: Right after the split and before the tragedy the other day, that's when people claim you started to be in the office... not quite as much. Can you explain why?

Brad McQuaid:: We need to back up a little bit. After we split from Microsoft - because obviously we couldn't ship the game in an unready state - we had to go out and do something. Find money to make the game that we could and all dreamed about. We cut a deal pretty quickly so that we could get into SOE's E3 kiosk. We ended up having to meet payroll and to pay the bills. We needed to raise money. We went out and found some people who specialized in venture capital and I worked with those people immediately following the deal coming together. I started working with them on putting a deal together to fund the game to completion and fund the company post-completion and to possibly start a second title. It was basically "get money that we needed." So I started working with these people, it was a learning experience - I'd never really been in the private investor/VC world - and we started that process. I was in and out of the office quite a bit. Demoing the game, showing it to potential investors and putting together the documentation. All sorts of stuff you have to do for that kind of money.

f13.net: So that time being out of the office was business?

Brad McQuaid: It was a bummer. Even going back to SOE, I want to make games. The executive producer side of things is more fun than the CEO business side of things. But it had to be done, right? So it was a bummer leaving a lot of that behind and it simply had to be done.

f13.net: The SOE-speak was vague in their press release, what are you doing on the game now?

Brad McQuaid: Pretty much what the press release said. It will become more clear and more announced in the future. I'll be posting on message boards, working with the creative/marketing team on Vanguard, perhaps future things... projects, and working as a consultant in that area. Which are some of the things I really enjoy like posting on message boards.

f13.net: Like FoH?

Brad McQuaid: If that had gotten to me, I'd have gone under in 1998.

f13.net: I don't know. You refuse to post on f13, even though you said you "read us daily."

Brad McQuaid: No offense, it looks like a lot more people read FoH and I was posting on there to get the word out about the game. I had no intention to argue or or debate about the game. It was to show people that there was a difference. F13 is a smaller group of guys that really gets into MMOs - the analysis of MMOs and what makes them work. I enjoy reading it, it just doesn't seem like the same type of forum [as FoH].. On FoH, some people would say - "Oh Brad, you're just here promoting, go away." I say, "well, if that's your feeling, let me know." A bunch of other guys say "stay" and well, as long as I'm welcome here that I would. I was simply too engaged with other stuff to get into the more esoteric and more philosophical parts of MMO design which f13 is a bit more focused on...

f13.net: Well, it's irrelevant these days since everyone links to everyone else.

Brad McQuaid: This is true.

f13.net: For everyone involved, do you have a Google Alert on "The Vision?"

Brad McQuaid: Hm. No. I have it on McQuaid and Sigil I think. I should probably put one on "The Hub of All Blame" as well.

f13.net: Actually, 9 out of 10 people believe that "The Hub of All Blame" is Gilbertson and Fisher. Do you even want to comment?

Brad McQuaid: No. They're great guys, personal friends of mine and I can understand why people can be upset with them. While I understand it, I disagree on a professional level. Going further would have to wait for an SOE interview.

f13.net: Do you think some of that contributed to some of the eventual problems that arose?

Brad McQuaid: I can't answer that, but when a company grows and you start being a manager, it's worrisome to hire somebody from outside though. So your inclination is to hire from the inside, your downside to that is that. Growing a company really, really fast is tough. I certainly made my share of errors and there are books written on it. It's not something easy. It goes back into something I said earlier about how quick this industry is expecting more and more - Everquest cost 8 million dollars, WoW cost 80 Million. Jesus. That's in a period of how many years?




41
Vanguard / Bezüglich Vanguard, SOE & Brad McQuaid...and more
« am: 15. Mai 2007, 15:16:18 »
wurde mir gerade zugespielt:

Zitat
The Short and Morbid Tale of Sigil Games Online

The axe finally fell. It was only a matter of time, I suppose. And while many of you may try to spin this to make SOE look bad, apparently this wasn't really their doing. You see, SOE doesn't own Sigil. It doesn't own Sigil now and they won't own them tomorrow. But they do own Vanguard. What fate awaits that game? I don't know. Don't particularly care either.

But I do know that at approximately 4:30PM today, Sigil employees were told to meet outside. At which point they were terminated. On the spot. By whom? Doesn't seem to have been Brad McQuaid, if it was, nobody is talking. But that doesn't seem like something he'd do. But I suppose the executioner is irrelevant since most folks secretly want it to be SOE and it wasn't. As it stands, people were told to come back tomorrow to do their paperwork and some may get hired by SOE.

I contacted SOE since I'm not in the business of burning bridges or spinning news and they had this to say:

"...an announcement is forthcoming tomorrow."

Update: There's some debate over this being ALL employees or just some of them. Obviously, it's not ALL of them - after all, someone had to do the firing. Let's just say that - from what I've heard - they don't have enough employees left to update a casual game... like Snood.

http://www.f13.net/?itemid=560

und

Zitat
Brad McQuaid Abandoned Vanguard, Sigil

This is the blog post that I hoped I would never write. I recently became aware of some "things" about the internal goings-on at Sigil, but for the sake of the people that I know that work there I've kept them to myself. Or should I say "worked" there. According to f13.net, "at approximately 4:30PM today, Sigil employees were told to meet outside. At which point they were terminated. On the spot." You can see the article at www.f13.net.

I was able to get confirmation on this tonight from a couple of very reliable sources. So the company has now officially been driven into the ground. Here is what most people don't know, outside of Sigil.

Brad McQuaid has been an absentee manager at Sigil for months. Not only has there been a leadership vacuum at Sigil, with the employees there left twisting in the wind, but I have been able to confirm that Brad hasn't even bothered to be at the office.

Since last year.

Reliable sources confirmed to me that Brad hasn't been at the Sigil offices save a couple of brief visits since December of last year. Whether or not he was supposed to be the creative force behind the game as we were lead to believe, he was the leader of Sigil and at a time when the game was under a deadline and his people (many of whom left promising or lucrative positions elsewhere to hitch their wagons to his star) were left to fend for themselves. That's right. When the shit was hitting the fan, and the game was under crunch, Brad went all Brian Wilson on his people. I'm not sure what the psychology of that was, or whether the producers there didn't want him around. Whatever the case, he wasn't able to show the leadership to rally the troops, or even to keep them up out of the dirt. To their credit, the people working at Sigil remained professional even in the face of the lack of professionalism from the top.

As a fansite operator, I can testify that Brad wasn't around for us either. As a matter of fact, Brad never showed support for the affiliate program. Whether you believe that the Affiliate Program was a good idea or not, the CEO of the company should probably support it. When we challenged Brad on his record of (lack of) support for the program, he let us know that he thought it was better spending his time posting on sites like FOH and MMORPG.COM, to evangelize the program. Evidently that took a lot of time, or it just wasn't possible to cut into his Hero-Clix schedule.

It would be amusing how fast the denizens of FOH are throwing dirt on Sigil's grave were it not so tragic for the lives and careers he's irreparably harmed. Irony at it's finest.

The bottom line for me is this;

I can't believe that the CEO of the company can't make an appearance at his own company for 4 or 5 months if to do nothing more than lend moral support. I have heard that Brad is worthless for anything important, and a lot of people probably found him an irritant. I know that most of my later interaction with Brad wasn't positive. His fansite presentation at E3 2006 left me cold. Jeff Butler had a ton of energy and told us a lot about his vision for the game, but Brad couldn't have looked less interested in being there. On one of my visits to Sigil, Brad was overheard telling someone in a customer/community position not to give an answer to a question, and if someone asked why, just to "tell them I'm eccentric." The best he had to contribute was dismissive. So Mr. Eccentric, how does it feel to have a mud-hole stomped in you by effing Turbine?

In the interest of full disclosure, I should tell you that I'm pissed that I wasted 2 years on developing a community at my site for a game that is nothing more than a steaming pile of shit. I'm pissed that the good people (and good developers) that I care about at Sigil are now in the street, and Brad still has millions and Jeff Butler a job. I'm also pissed that the game was so badly mismanaged and allowed to get to this point. I'm also pissed that the good people at my site have dedicated so much time to help each other only to see this happen.

I truly hope that all the good people at Sigil will land on their feet. I also sincerely hope that no one ever gives Brad another cent to make a game or to start a company and put other's livelihoods at risk. It's evident that Brad lacks the skills, dedication, or maturity to handle that situation.

In the end, this game may someday be good. Tomorrow, when this news is announced a lot of the SOE haters will just jump ship, whether SOE had anything to do with this game failing or not. Fact is, it has (failed.) And fact is, it's not SOE's fault. The blame for this one falls squarely at the desk where the buck should stop. The CEO's office. The empty one in the corner.

http://grouchygamer.blogspot.com


Zitat
OGDC '07 Interview - Alan Crosby on Community

I had an opportunity to sit down with Alan "Brenlo" Crosby, the Director of Global Community Relations for Sony Online Entertainment (SOE), for a chat about gaming communities. We were joined by Craig Dalrymple, SOE’s EverQuest II community manager. The gentlemen shared their thoughts on managing expectations, dealing honestly with players, and fansite communities. We also discussed Vanguard: Saga of Heroes--the MMORPG that SOE co-published and launched in partnership with its developers, Sigil Games Online--and the stories and rumors circulating around claims that SOE is about to become “more involved” with the forward progress of the game.

First impressions of Alan Crosby suggest a good-natured, genuine and funny man; Crosby is one of those people easily classified as a “nice guy.” But speaking with him reveals this nice guy knows his stuff when it comes to building and wrangling gaming communities.

Facing the Vanguard Community

Naturally, with my attachments to the Vanguard community, my first question to Crosby was regarding the future of Vanguard given the impending increased SOE presence. As you might expect, Crosby was unable to discuss the details. Still, he offered that some information could be heading our way the week of May 14th.

I asked Crosby about the challenges SOE would face in confronting a restless Vanguard community. After all, there’s a potential for significant new developments in a game about which players already have many opinions and expectations.

Alan Crosby, Director of Global Community Relations, Sony Online Entertainment

“When people become attached to an idea it’s actually worse than becoming attached to an IP,” said Crosby. “People might get upset about red squirrels versus grey squirrels in a game like Lord of the Rings Online, but they’re usually willing to be somewhat forgiving. But when people are attached to a vision, they’re a lot less forgiving. It’s the ideas and not so much the content they’re attached to, and when those ideas change, that’s very upsetting.”

And we talked a bit about those changing ideas and ideals and their effect on the community. It’s obvious that Crosby still feels the weight of the much maligned Star Wars Galaxies NGE (“New Game Experience”) hanging over his head. He mentioned, after a discussion panel just prior to our interview, that he’d been waiting for the NGE to come up during the roundtable. “It always does,” he quipped.

So how does a community manager deal with an increasingly hostile crowd, particularly one, like the Vanguard community, harboring fears that their game is about to be messed with, not to mention some gamers who are still carrying a grudge over SWG and the NGE?

“If I was going to manage that situation,” Crosby said, “I would be honest with the players. I would open up discourse and stop talking about names and visions and start talking about practicalities.”

“Are you going to be able to sell that?” I asked.

“I think it’s going to be a tough challenge,” Crosby replied, his expression resolute. “But games, as much as our fans want them to be [something else], are still a business. The audience at large is a different audience than there was 8 years ago, and you have to acknowledge that and make the best decisions for the good of the game while still keeping its integrity.” He went on to clarify, “That doesn’t mean that you go in and you remove the death penalty or something…you stick with the game’s core…but you improve upon it.”

At this point, EQ2 community manager Craig Dalrymple jumped into the conversation. “Even if it’s not ‘somewhere over the rainbow’ type news, if you’re being forthright and honest [with your community], I think people respect you more,” he said. “When it comes to EQ2, and I have to make some announcement I know isn’t going to be popular, I never lie. Or if I don’t have an answer, I’m honest about that, even if it makes me look foolish to say, ‘I don’t know, but I’ll find out.’”

On EverQuest II

This gave us an opportunity to talk more in-depth about EQ2. Through community chatter, I’ve had the feeling a good many people left EverQuest II to play Vanguard. I asked Crosby if there was an exodus from one game to the other.

“There was not,” he answered.

“The EQ2 forums quieted for a little while,” added Dalrymple, “but that’s normal when anything new comes out, whether it’s a game or a new expansion. People are curious.”

I put forth my opinion that EverQuest II is a much better game now than it was at launch, but that the improvements came only after a good many of EQ2’s players had unsubscribed. “How do you get those people back?” I asked. “Can you?”

“It’s a challenge,” said Crosby. “In my opinion, it’s not marketing, it’s word of mouth that brings players back. You have to get people talking. Get guilds talking. When you have a game like EQ2--which I think is the best MMO out there right now--word gets around. We can’t go out there and say, ‘Hey, this is the best MMO out there,’ because people won’t believe it, but when you can get the players talking they’ll get people back.”

“It’s not about slick marketing and buzz words,” added Dalrymple. “You’re a gamer, so you love games, and you go out and you talk to people. ‘Hey, we’ve got this coming down the line. I think it’s really cool.’ It’s about communicating as a gamer to other gamers. If you’re enthusiastic, that shows.”

Fansites (Huh!) What are They Good For?

During the panel on community earlier in the day, Crosby had remarked that doling exclusives out to fansites might not be the best way to for developers to go when it comes to building community. “That doesn’t bring players to [a game’s official] site,” he said. Other panelists disagreed, so Crosby clarified. “It’s not that I don’t like fansites; I love fansites.”

Later, during our interview, I decided to get a better take on Crosby’s stance. “Doesn’t traffic to a fansite ultimately result in players to a game?” I asked. “Don’t we have similar goals; to provide information to players about an MMO?”

“Absolutely,” answered Crosby. “It’s a symbiotic relationship. But community deals with retention. And when I give you an exclusive like an interview, that’s going to reach current players and increase retention, but it’s not going to bring new players to the game.”

“That doesn’t mean you won’t get exclusives and interviews and dev diaries and such,” he quickly added. “There’s a mountain of content waiting to be shared with the fansites. Even with a game like Toon Town, which is the simplest of games, aimed at kids, there’s a huge amount of content to talk about.”

“And in a game as big as EQ2 or Vanguard,” added Dalrymple, “you’ve got things like game mechanics and quests and character development and on and on. There’s really no end to it.”

The Future of Vanguard

While Crosby was unable to enlighten us as to how SOE will become more involved with Vanguard, he did offer reassurances.

“Vanguard isn’t going anywhere,” he said. “The game will go on. And there will be no NGE, or NVGE, or whatever. Vanguard will still be Vanguard, only, we hope, better.”

The next few weeks should prove to be interesting as news of SOE’s increased involvement with Vanguard becomes official. In uncertain times, one thing seems clear: Alan Crosby is a voice of reason and knowledge when it comes to community matters.

http://www.tentonhammer.com/node/7846

hab mal das gesamte interview genommen um den satz zu vanguard nicht ausm kontext zu nehmen.

42
Zitat
Evendim will be the first of many significant expansions for Lord of the Rings Online when it arrives sometime this month.

It will add a vast new area for players to explore, Evendim, which will offer more than 60 quests to get stuck into, plus lots of content for players over level 30 - including the first major raid in the game.

There's also a spattering of new skills to enjoy, enhancements to the Champion class, as well as a handful of new monsters and a fresh storyline to get stuck into.

You see, Aragorn needs your help to scour the ancient city of Annúminas for the powerful relics within, so that he can repair his uber sword. Typical royal behaviour. You'll also get to meet an Ent who is roaming the hills in search of some missing Entwives.

It's just the start of the ongoing support Codemasters Online Gaming will offer the game, according to product manager Ed Blincoe, who insists the publisher has huge plans for the future.

"The Lord of the Rings Online has had a great launch. We're please to welcome the hundreds of thousands of people that have already signed up to play the game," Ed Blincoe told Eurogamer. "We have huge plans for content updates going forwards and the arrival of The Shores of Evendim just a few short weeks after launch highlights this perfectly."

The Lord of the Rings Online is a massively-multiplayer online role-playing game that is actually pretty ruddy good. You can't play as Aragorn and the Fellowship cronies, but you can interact with them on crucial storyline quests.

Head over to our Lord of the Rings Online review to see why it's one of the best MMOs out there.

Alternatively you can follow Frodo into our Book 9: Evendim gallery to see what awaits you in the first major update.


43
Der Herr der Ringe Online / Patchnotes US 2007-05-03
« am: 03. Mai 2007, 11:24:24 »
    Zitat
    The following changes will be made in the patch on May 3, 2007:
    • Guardians can now play some musical instruments at level 5.
    • Fixed a bug with "Mischievous Glee" (Burglar) and "Sign of Power: Wizardry" (Lore-master) that was causing some enemies to assist the player in combat.
    • The sky-diving NPC in Bree has been grounded, and will stop dropping from the sky now.
    • In the “Shield Brothers” quest, players will no longer have to worry if the wight slave is killed by someone else. Using the barrow door again will cause the wight to re-appear so they can complete the quest.
    • Bosses in instances are no longer scared of the players! They are immune to fear and will not be sent running like little scared hobbitses!
    • Players can now destroy any and all of their Pre-order items if they so wish. This includes, but is not limited to, the Ring of Agility. Be warned, however, that once you've destroyed the item, that character can never get it back!
    • Removed uncommon & rare loot drops from Tarburz the Wood Troll.
    • Fixed a problem where some players were unable to enter any private instances.
    • The problem with Undying titles not being granted to players has been identified and fixed. We’re still looking into whether we can retroactively grant the titles to those who didn’t receive them because they were fellow’d up in an instance with another player who died. This may not be possible, but we’ll try!
    • Fixed pathing issues with the Rhavameldir encounter in Fornost and the Lagmas encounter in Urugarth.
    • The Auction UI will now properly enable Kinship Only options when an online player’s Kinship reaches the appropriate Lifespan Rank (6).
    • Fixed the following bugs on machines running Windows XP. A Windows Vista fix is still being investigated:
               - Players will no longer see their Overall Graphics Quality as "Custom" when they log in
                 if they had originally set it to Low, Med, High, Very High, etc.
                -Fixed a bug which caused certain Graphics Options to reset to 0 every time the game was
    [/list]

    schade, troll farmen ist nicht mehr, ich hab einen slot mehr (der scheiß ring nervt wirklich), der npc wird mich nicht mehr ablenken.
    /approved  :biggrin:

    44
    World Of Warcraft / Shirt?!
    « am: 25. April 2007, 08:33:32 »
    http://www.pennyarcademerch.com/pat070311.html

    Schade dass ich kein wow mehr spiele, aber das shirt wäre echt ein idee..*g*

    45
    Film / Fernsehen / Sam Raimi für Hobbit-Verfilmung?
    « am: 25. April 2007, 06:17:09 »
    Zitat
    Raimi Clarifies Hobbit Reports

    Writer/director Sam Raimi confirmed to SCI FI Wire that he has spoken with New Line Cinema honcho Robert Shaye about helming The Hobbit, a Lord of the Rings prequel film based on J.R.R. Tolkien's book, but only once and only informally. "I spoke to him once, so it's a little more overblown, I think," Raimi said in a news conference in Beverly Hills, Calif., over the weekend while promoting his upcoming Spider-Man 3. "That's why I don't want to pretend that it's bigger than it is. I had one conversation about the possibility of it, and that's really where it's at."

    As for his interest in the film, Raimi repeated that he would only sign on with the OK of Peter Jackson, the Rings director who has been blacklisted by New Line as a result of a lawsuit over Rings revenues. "I'd have to know that he was OK with it," Raimi said. "It's really his picture and Bob Shaye's picture."

    Raimi added: "The truth is, I just don't know what I'm going to do next. That's the most honest answer I can give you. And I can't honestly say, even though I have spoken to Bob Shaye, that I don't know that I could honestly say that anything's been offered to me until some time in the future, because it just wouldn't be exactly right. Or true." As for his thoughts about how he would helm The Hobbit, Raimi said: "I haven't had any of those thoughts yet, because I think it's still Peter Jackson's project. It would be so premature. I'm so overwhelmed with my own insecurities, I can't take his on just yet." Spider-Man 3 opens May 4

    http://www.scifi.com/scifiwire/index.php?category=0&id=41230

    Seiten: 1 2 [3] 4

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