Cinescape Exclusive!


EXCLUSIVE: Sneak Peek at Microsoft's VANGUARD: SAGA OF HEROES!

By: Frank Pais
Date: Tuesday, March 16, 2004

The massively multiplayer online (MMO) game industry is no longer in its infancy stage. It has rapidly grown into its Terrible Twos and soon will be all grows up and moving out. MMO games are not for a small niche of computer addicts sitting in the basement of their parent's house any more. Well maybe that niche still exists, but the games themselves have become bigger, badder and appeal to a much broader audience. To give you an idea how exponentially fast this genre is growing, the sale of virtual items from within these games is estimated to bring in five billion dollars over the next five years. (The sale of virtual items opens a can of worms labeled intellectual property that we won't go into here.) We have online role-playing games based in science fiction, sports, warfare and even karaoke. The subgenres are countless. However, the most familiar and successful to date have been the High Fantasy role-playing games.


With over 460,000 subscribers, Sony Online Entertainment's EVERQUEST (EQ) is the undisputed heavyweight champion of multiplayer madness in this country. EQ's success, coupled with the longevity of other titles such as MERIDIAN 59 and ULTIMA ONLINE, has led to a flood of competition for your subscription dollar. Real time strategy gurus, Blizzard Entertainment, jump into the MMO game fray this quarter with WORLD OF WARCRAFT. SOE will follow with the long awaited EVERQUEST 2. These two launches will mark the pinnacle of Second Generation online games. Evolution in the industry is moving at an accelerated pace. Before we have seen the last of second generation games, buzz is already flying about the next generation of titles; CITY OF HEROES, MIDDLE EARTH ONLINE and a certain force gathering in Carlsbad, California under the flag of Sigil Games Online (SGO).


Brad McQuaid (co-creator of EQ) and Jeff Butler (EQLive Producer) have since left their adventure at Sony to begin a new journey. In January 2002 they announced the formation of SGO, committed to the development of massively multiplayer online role-playing games. Almost immediately the player community took note. After waiting two years, it finally became official this week. The first game from SGO is entitled VANGUARD: SAGA OF HEROES. It will be distributed by Microsoft Game Studios and promises to bring back much of what made EQ so popular a few years back.


Brad and Jeff are

The logo for Sigil Online Games, creators of VANGUARD: SAGA OF HEROES.

considered by many to be leaders in the industry. After all, that is why so many of the best designers, programmers and artists left their comfy positions with other companies (namely Sony) to join Sigil. The creative team is being given free reign to build a world without limits from the ground up. There are no corporate types trying to force a vision upon them. The result is obvious even at the earliest stage of development. The game world thus far is huge, mind-boggling in fact. The cities within the world are enormous. They are much bigger than anything today's MMO players are used to seeing. The creatures inhabiting the environment look like they just walked off the screen of Peter's Jackson's THE LORD OF THE RINGS. I'm serious! This game looks that good. Perhaps this is the first of many titles that brings the two mediums closer in terms of visual quality and entertainment.


We met with the developers prior to the press release of March 16th. While they were extremely chatty about their upcoming game, they didn't exactly divulge the ingredients of the Secret Sauce. Here is what they had to say:


Why has the release of game information been so tightly guarded?




Brad McQuaid: There are really several issues. We want to make sure the timing is right, and that we're ready and our publisher, Microsoft, is as well. There is quite a bit of preparation involved, including planning the release of information, creating the web page, contacting game magazines and web sites, etc. We also need to be careful about some of the ideas we feel are more revolutionary and keep those under wraps until both we and our potential competitors are farther along in development.


Does being labeled third generation prior to release of some second generation titles place added pressure to really innovate?




Brad McQuaid: It probably does, yes, but it's mostly self-imposed. With EVERQUEST behind us, no matter how proud we are of that game, we know we have to one up it in a sense. It's analogous perhaps to a musician's feelings toward his first album while he's working on his second he wants to do an even better and more polished job, and he wants to take his artistry forward.


One advantage of being third generation is that we'll be able to look back not just at EQ and other games of its era, but also at the second generation games like EQ 2 and WORLD OF WARCRAFT and learn from both what they end up doing right and wrong.


What will VANGUARD offer to attract someone that has never played a MMO game?




Brad McQuaid: We will be spending quite a bit of time and effort on the initial gameplay the newbie experience. We want to have a very deep game with a lot of content and detail, but we also don't want to intimidate the user new to the genre with a lot of statistics and minutia. So the game will unfold gradually and naturally as the player builds his or her character.


The world itself will be very appealing, and we hope with successes like THE LORD OF THE RINGS movies that more than your typical High Fantasy buff will be interested in trying out the game. Certainly with advances in technology and gameplay innovations we hope to attract existing core MMO gamers as well as more casual gamers and even people who have never played a game like this before. Lastly, these games are very social in nature, and there will be many mechanisms in place to help bring people together and to create a friendly initial experience.


In what ways do you see the industry moving towards or away from the Hollywood formula?




Brad McQuaid: I think massively multiplayer games are an early component of what I like to call interactive entertainment. Most entertainment nowadays is passive when you watch a movie or read a book you're letting someone else entertain you. And this, of course, will always be appealing. But with interactive entertainment you become involved in the story and the setting. You get to make decisions that affect the outcome of the story and I think this will end up being very appealing as these games become more mainstream. In terms of Hollywood formula I think we're still talking about watching or doing things most (or all) people can't do in real life. You can be the hero and save the world, or fly a spaceship, or wear a magical ring. The difference is that the experience will be much less linear and will last longer. You won't be the only hero, and there will be others sharing these virtual worlds with you.


Does the Art team strive to create photorealistic content or is it fair to say the goal is to achieve something never before seen?




Keith Parkinson (Art Director): From the initial conception of our world, the goal has always been to create a realistic environment, but not a photorealistic one. There is a tremendous difference between the two. While we are

Concept artwork from VANGUARD: SAGA OF HEROES.

maintaining a level of reality that I'm comfortable with, we are not constrained by what is strictly photorealistic. This allows us to accentuate the themes that are appropriate to the different areas of our world. I also want people that journey though our world to come away with a sense of place each time they go to a new location. With that in mind, each area is unique, right down to the trees and grass that grow there. There is contrast between them too. There are areas that players will go where they will immediately feel comfortable and at home, and there are other places that will be like nothing they've ever seen before and may be a little intimidating at first. I have to admit, that coming up with those areas has been tremendous fun.


Describe how important the cinematic approach is to creating the world? 




Keith Parkinson: Anytime someone travels through an environment they are, in effect, experiencing a movie. We are approaching the construction of our world with that thought in mind. It is essential in creating something that is visually dynamic. In a way, we are story telling with our art and that dictates the order and the manner in which we reveal it to the player. What do you see when you round a bend in the road and how is it shown to you? What do you notice first? What does it bring to mind and how does it make you feel? These questions are what I ask when we build a new area. Generally, this approach is quite a challenge too. Since we don't control the camera and the paths through our game are not linear, it needs to work from most approaches. And yeah, we love a challenge.


Do you foresee the day when films and MMO games share similar entertainment value and social accolades?




Keith Parkinson: As MMO technology advances and level of visual detail narrows between games and movies, games are becoming more difficult to distinguish from their older cinematic brother. Also, when the interactivity that MMOs offer is combined with the visual and audio immersion movies have, it is very compelling and appeals to a much wider section of the public. Of course perception is a large part of the battle too. When something looks and sounds like something else that already has wide acceptance, the door does open, sometimes in spite of itself. Realistically, good entertainment will always have a place in the mainstream.


How does the Design team feel cinematic material influences their process?




Bill Fisher (Lead Game Designer): Cinematic material often introduces designers to new ideas, just as reading books, listening to music and various other forms of entertainment have done in the past and continue to do. As a designer the more general knowledge you are exposed to the better chances you have of two interesting ideas colliding and creating a new or innovative idea.


From my perspective cinematic material primarily influences the artistic side of game development: The look and feel, camera angles, and special effects. There are many important lessons that can be learned by game developers in those regards, though one of our talented artists could probably comment in a much more meaningful way on this subject.


 


John Capozzi (Senior Game Designer): While I know that art and animation in these games are heavily influenced by cinematic material, on the design side of things, much of the inspiration in terms of design and story is more likely to be drawn from literature than cinema. 


Did the recent success of high fantasy in Hollywood affect what you have designed at Sigil




Bill Fisher: I don't feel that the recent success of High Fantasy in Hollywood has affected our design process any more than other recent cinematic innovations. When designing games you have to set out with a clear set of vision statements and stick to them, lest you fall into the trap of designing for everyone.


I do believe that the recent success of high fantasy in Hollywood bodes very well for our product - just the other day I overheard a pair of cheer leaders talking about Orcs and Goblins! Exposing more people to the fantasy setting is a very good thing.


John Capozzi: It certainly helped to legitimize the genre with the mainstream, and there will be positive trickle-down in terms of customer awareness.  It hasn't affected our design much, other than to (maybe) cause us to unconsciously play upon what made LotR a cinematic success.  Then again, we were already emphasizing much of what made LotR and others a literary success, so perhaps the short answer would be... no affect.


Do you see some things being more accepted by the masses than others?




John Capozzi: science fiction has traditionally been a more mainstream niche than high fantasy.  That acceptance is directly tied to successful television and cinema exposure of sci-fi titles.  Awareness of the genre after the success of LOTR could have as much impact on the fantasy genre as STAR WARS did on the science fiction genre.  Historical epics (BRAVEHEART, GLADIATOR) and syndicated television fantasy (HERCULES, XENA, HIGHLANDER) are helping to increase awareness and acceptance with the masses as well. 


That being said, I doubt that high fantasy will ever be as accepted or as popular as sci-fi with the mainstream. Sci-fi tends to resonate more with the viewer/reader/player, since we're living in an age of marvels and daily progress in science and it's generally easier to relate to the standard sci-fi protagonist, as they are essentially modern people with neat gadgets and stylish clothing.  Many sci-fi productions also play upon the fear of the future and the dangers of technology, which strikes another chord with the mainstream audience, whereas high fantasy is often viewed as purely escapist.


CINESCAPE would like to thank Brad McQuaid, Jeff Butler, Keith Parkinson and the entire development team at Sigil Games Online for taking time out of their busy schedules for us. We're watching this one closely, so be sure to check back for more details as the saga unfolds. Check www.vanguardsaga.com for all the latest news.


 


More Content By Frank Pais
Sword Play
(Monday, November 1, 2004)
PREVIEW: The Journey Begins for VANGUARD: SAGA OF HEROES
(Friday, May 28, 2004)
Preview: MIDDLE-EARTH ONLINE
(Monday, April 19, 2004)
EXCLUSIVE: Sneak Peek at Microsoft's VANGUARD: SAGA OF HEROES!
(Tuesday, March 16, 2004)
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