Post by Morreion on Apr 30, 2010 9:10:43 GMT -5
Trion Worlds official site
Trion World Network Now Trion Worlds; Three Games Revealed (MMORPG.com)
Trion Worlds Event: End of Nations Preview (MMORPG.com)
End of Nations Developer Demo (MMORPG.com)
Trion Worlds, Inc., is a premiere publisher and developer of connected video games. Our creative and executive teams, comprised of some of the most respected names in the industry, have worked on blockbuster games and franchises from Aion and World of Warcraft to EverQuest and Pogo. Trion is redefining what a massively multiplayer online (MMO) game can be.
Rift: Planes of Telara™is a fantasy MMO Role Playing Game set in a dynamic world being torn apart by powerful rifts from other planes.
Our groundbreaking MMO real-time strategy (RTS) game, End of Nations™, puts the "massive" in RTS, allowing an unrivaled number of players to battle head to head or in co-operative play.
And, in a first-of-its-kind partnership, Syfy and Trion are collaborating on a new science-fiction franchise to be launched simultaneously as a global television program on Syfy and a massively multiplayer online action role-playing game (Syfy Action MMO) from Trion.
Rift: Planes of Telara™is a fantasy MMO Role Playing Game set in a dynamic world being torn apart by powerful rifts from other planes.
Our groundbreaking MMO real-time strategy (RTS) game, End of Nations™, puts the "massive" in RTS, allowing an unrivaled number of players to battle head to head or in co-operative play.
And, in a first-of-its-kind partnership, Syfy and Trion are collaborating on a new science-fiction franchise to be launched simultaneously as a global television program on Syfy and a massively multiplayer online action role-playing game (Syfy Action MMO) from Trion.
Trion World Network Now Trion Worlds; Three Games Revealed (MMORPG.com)
Trion Worlds, formerly Trion World Network, revealed their full lineup of MMO projects at a press event in San Fransisco last week.
Two of the three projects will be familiar to most, with the first being Rift: Planes of Telara. Along with the official company name change, Trion's Heroes of Telara is now known as Rift: Planes of Telara. Rift is a befitting name for the title, as the MMO is set in a world that is being torn apart by dimensional "rifts." The project's claim to fame is the use of dynamic events that can be triggered by players and developers alike to change the game world on a potentially massive scale. Rift's dynamic events "can lead to a range of changes across the world, including everything from minor events to dramatic shifts in the game’s landscape and the opening of new areas." Rift: Planes of Telara is scheduled for a 2011 launch.
Trion Worlds has also announced the development of End of Nations, a new MMORTS which is being developed by Petroglyph Games, who are currently also at work on True Games' action-strategy MMORPG, Mytheon. Scheduled for a 2011 release, End of Nations allows players to do solo combat or participate in large scale conflicts with thousands of other players in a persistent game world. In End of Nations, players develop their Commander and headquarters and will have access to numerous vehicles, weapons, and technology to do battle with.
Trion Worlds has also re-announced their collaboration with the SyFy Network to develop an action-focused MMO set in the world of a new sci-fi IP. The game is also being developed alongside a new TV series set in the same universe that will launch simultaneously with the MMO. The still unnamed project stand-out feature is the fact that events that unfold within the game world will affect the events playing out in the show and vice-versa.
Two of the three projects will be familiar to most, with the first being Rift: Planes of Telara. Along with the official company name change, Trion's Heroes of Telara is now known as Rift: Planes of Telara. Rift is a befitting name for the title, as the MMO is set in a world that is being torn apart by dimensional "rifts." The project's claim to fame is the use of dynamic events that can be triggered by players and developers alike to change the game world on a potentially massive scale. Rift's dynamic events "can lead to a range of changes across the world, including everything from minor events to dramatic shifts in the game’s landscape and the opening of new areas." Rift: Planes of Telara is scheduled for a 2011 launch.
Trion Worlds has also announced the development of End of Nations, a new MMORTS which is being developed by Petroglyph Games, who are currently also at work on True Games' action-strategy MMORPG, Mytheon. Scheduled for a 2011 release, End of Nations allows players to do solo combat or participate in large scale conflicts with thousands of other players in a persistent game world. In End of Nations, players develop their Commander and headquarters and will have access to numerous vehicles, weapons, and technology to do battle with.
Trion Worlds has also re-announced their collaboration with the SyFy Network to develop an action-focused MMO set in the world of a new sci-fi IP. The game is also being developed alongside a new TV series set in the same universe that will launch simultaneously with the MMO. The still unnamed project stand-out feature is the fact that events that unfold within the game world will affect the events playing out in the show and vice-versa.
Trion Worlds Event: End of Nations Preview (MMORPG.com)
...Mike makes no bones about the fact that he thinks they’re making the world’s first truly massive and epic MMORTS. The three main focus areas of development are persistence, massive scale, and socialization. Persistence is achieved by ensuring End of Nations isn’t about “matches” or competition cycles found in traditional RTS games. Like with any MMORPG, the world of EoN is always on, always living whether you’re playing or not. The shape and state of the world will truly change depending on the actions of its players but there’s never a reset button or starting over. Along with the persistent setting, Mike assured the audience that many of the MMO genre’s staple features will be present on EoN. Guilds, friends lists, auctions and trading, and form of player housing called Headquarters will all be ready when the game ships in 2011.
End of Nation’s massive scale is based on a number of things. The obvious, but not yet really achieved in an RTS game, is the fact that thousands of players will be interacting and commanding their own armies in one world. Petroglyph is touting maps that are larger than any yet seen in the RTS space and they’d better be to support any kind of large population. Secondly, the enemy and battles are massive in and of themselves. The Order of Nations versus the resistance is really a David & Goliath situation with the Order army providing some extremely epic PvE encounters that one might compare to raids from more traditional MMOs.
Legg continued by explaining that players will develop their own characters just like any other MMOG only they won’t be traipsing about the battlefield themselves but rather commanding a huge army. Players will start at level one, gain experience, level up, gain achievements, build and improve their army’s capabilities, add more units, customize their HQ, and so on. Your commander’s class will decide what unit types you specialize in (tanks, strike, artillery) but every player will be able to build their actual army any way they see fit. Mike wasn’t shy in announcing that they already have a massive number of unique units in the game and ready for collection at launch, but more and more will be added after release.
In most RTS games, the gist of play is about match-making, winning or losing, and then repeating the process. In End of Nations the developer’s goal is to take away all the waiting that is typically associated with RTS. There will be a world map interface in place where you’ll be able to easily identify what’s going on and where, where your friends are at and then just drop in and join them. Right in the middle of the ongoing battle. When you need to leave to feed the kids, walk the dog, or whatever it’s as simple as logging off. The game will go on without you, and be waiting when you can come back (though you might miss out on some pretty wicked battles).
End of Nation’s massive scale is based on a number of things. The obvious, but not yet really achieved in an RTS game, is the fact that thousands of players will be interacting and commanding their own armies in one world. Petroglyph is touting maps that are larger than any yet seen in the RTS space and they’d better be to support any kind of large population. Secondly, the enemy and battles are massive in and of themselves. The Order of Nations versus the resistance is really a David & Goliath situation with the Order army providing some extremely epic PvE encounters that one might compare to raids from more traditional MMOs.
Legg continued by explaining that players will develop their own characters just like any other MMOG only they won’t be traipsing about the battlefield themselves but rather commanding a huge army. Players will start at level one, gain experience, level up, gain achievements, build and improve their army’s capabilities, add more units, customize their HQ, and so on. Your commander’s class will decide what unit types you specialize in (tanks, strike, artillery) but every player will be able to build their actual army any way they see fit. Mike wasn’t shy in announcing that they already have a massive number of unique units in the game and ready for collection at launch, but more and more will be added after release.
In most RTS games, the gist of play is about match-making, winning or losing, and then repeating the process. In End of Nations the developer’s goal is to take away all the waiting that is typically associated with RTS. There will be a world map interface in place where you’ll be able to easily identify what’s going on and where, where your friends are at and then just drop in and join them. Right in the middle of the ongoing battle. When you need to leave to feed the kids, walk the dog, or whatever it’s as simple as logging off. The game will go on without you, and be waiting when you can come back (though you might miss out on some pretty wicked battles).
End of Nations Developer Demo (MMORPG.com)
After decking himself out with a handful of tanks, Jeff jumped into one of the game’s larger maps and we were off on our mechanical adventure. This particular map is one of the game’s many public instances or “hubs” meaning that it’s large, dozens of players can share it at one time, and there are standard MMO facets like safe towns and mission-givers and vendors for different usable items. Think of it like a traditional zone in an MMORPG and you won’t be too far off. Todd told us that if need be, though they haven’t had to test this yet, the technology will allow them to create several instances of each zone should the player load get too great. What that limit is they haven’t decided yet, but that’s what the eventual beta testing will be for.
As we drove about the landscape picking off smaller bands of the Order army, avoiding randomly spawning tank barriers (little bunches of concrete designed to deter tanks from moving past a specific point), and in general creating havoc and destruction for the fascist regime, I noticed that the game does employ a sort of “Fog of War” that has become so iconic in the RTS genre. Jeff told me that it’s more like an area of awareness, and that systematically the game renders units and action that’s going on near you and your party, only revealing what’s happening elsewhere as you get closer to that area.
As we drove about the landscape picking off smaller bands of the Order army, avoiding randomly spawning tank barriers (little bunches of concrete designed to deter tanks from moving past a specific point), and in general creating havoc and destruction for the fascist regime, I noticed that the game does employ a sort of “Fog of War” that has become so iconic in the RTS genre. Jeff told me that it’s more like an area of awareness, and that systematically the game renders units and action that’s going on near you and your party, only revealing what’s happening elsewhere as you get closer to that area.