Alganon

    Alganon Beta To Begin Nov. 11th!

    Posted Nov 03, 2009 by DoranM
    Filed in Alganon

    Quest Online has announced its upcoming November 11th Open Beta for Alganon! This is the final stage of beta testing before Alganon's official launch on December 1st, 2009.

    Players can join the beta through several MMO websites that will be announced soon!

    Alganon's recent beta updates have included many additions and enhancements including:

    • New Quests, Creatures, Weapons, Armor, Mounts, and Pets
    • Enhanced environments and visual effects
    • New Class actions, abilities and studies
    • Full guild support with MyAlganon tie-ins
    • Banks, Shared Mail, Auction and Consignment houses
    • Study Queue, enhanced Tradeskill recipes
    • Updated Alganon Installer
    • Numerous bug fixes revolving around connectivity and stability
    • Improved client framerate
    • A highly-interdependent crafting systems that encourages crafters to work together
    • A Family system that helps unite players with similar play styles
    • New in-game ticket system tied directly to Support
    • A rich and vibrant MMORPG community

    "Alganon is what players have been waiting for," says co-founder and President, David Allen. "All one needs to do is play during the Open Beta to find out. Prepare to be captured by a fun game and beautiful world you can immerse yourself in for years to come."

    Alganon is an upcoming fantasy-based MMORPG that allows thousands of people to play together in a virtual world that features a rich history dominated by commanding deities, powerful weapons and armor, deadly magic, epic quests, ancient places to discover, the utilization of detailed tradeskills, and more. Designed from scratch and based in a uniquely created world, the initial goal in designing Alganon is to provide "Fun game play with unlimited growth in a massive world of immersion and interaction".

    Here's a recent video for the editor tool used to create Alganon:

     

    Alganon Release Date Set: October 31st, 2009

    Posted Sep 15, 2009 by Kody
    Filed in Alganon

    For those of you looking forward to Halloween this year, you have something else to be excited about if you're a fan of MMORPGs. Quest Online announced the release date for Alganon, their upcoming subscription-based fantasy MMORPG, and it's none other than October 31st, 2009.

    You can check out the press release below, but don't forget to visit the Alganon news section here on Curse for quite a few exclusive looks at the game.


    Chandler, AZ - (PRWEB) September 14th, 2009 - Quest Online announces official launch date for the upcoming MMO Alganon

    Arizona online entertainment developer Quest Online LLC announces the release date of October 31st, 2009 for its upcoming Massively Multiplayer Online (MMO) title “Alganon” (http://www.alganon.com), a major fantasy-based gaming experience in the ever-expanding online marketplace.  Players will be able to pre-order Alganon before the end of September 2009 through the main website and other yet unannounced digital distribution networks, giving access to the exclusive beta and bonus features which will not be available after launch.

    Quest Online (QOL) has been working on Alganon for nearly four years now, and has been in private beta since July.

    “The vision of Alganon is finally coming to life as we approach our release date,” said David Allen, co-founder and President of QOL. “Players have been looking for a quality alternative MMORPG for years now and we’re finally in a position to provide it. Beyond the core game, we have also built a unique social and data infrastructure with the MyAlganon system, a feature that’s integrated directly into the game.” David continued, “in addition, the new study system will allow players to both plan and grow their characters over a period of years, both online and offline. We have built our own client, server, world building, support tools, installer, patching, and billing systems. We are truly a self-sufficient company and I couldn’t be more proud of what we’ve accomplished.”

    QOL is a privately financed and founder majority controlled company, operating a true virtual environment where their team of more than 40 work together to build the Alganon project and all its support systems remotely.

    “QOL is not hosting a public beta for Alganon, instead all beta participants will be either via pre-sales or exclusive beta-key giveaways.” David continues, “we want to focus on the feedback of people who actually have a passion for the game. Public betas often cause this feedback to be drowned out by participants who have no vested interest.”

    About Alganon

    Alganon is an upcoming fantasy-based MMORPG that allows thousands of people to play together in a virtual world that features a rich history dominated by commanding deities, powerful weapons and armor, deadly magic, epic quests, ancient places to discover, the utilization of detailed tradeskills, and more. Designed from scratch and based in a uniquely created world, the initial goal in designing Alganon is to provide "Simple Gameplay with Unlimited Growth in a massive world of immersion and interaction".

    About MyAlganon

    MyAlganon (http://www.myalganon.com) is the social and information hub for Alganon, providing the framework for all Alganon-related online user interaction, and in-game lookups of all types of data including guilds, characters, NPCs, items, actions, skills, studies, classes, and more.

    About Quest Online.

    Founded in early 2006, Quest Online, LLC (http://www.qol.com) is a privately held corporation focused on the development of next generation online games.

    Alganon Exclusive Developer Blog With Taylor Nichols; Data Designer!

    Posted Jun 22, 2009 by DoranM
    Filed in Alganon

    We've been covering Alganon for a while now and have written articles on Alganon Features, Alganon Closed Beta & Lore, and Alganon Exclusive Screenshots. This week we've got an exclusive developer blog from Taylor Nichols, Data Designer for Alganon! As a Data Designer being a real lore junkie is just par for the course, and that leads to some great in depth discussion on Teldis as he gives us his take on the lands of the northern border of Xanjuis!

    Here's the exclusive dev blog from Taylor Nichols about Taking on Teldis:

    Taking on Teldis

    On the northern border of Xanjuis Plains rests the jungle domain of Teldis. Before the Great Silence, dotting this landscape where massive obsidian spires built by the followers of Xukiss. For a time it was thought that Teldis would provide the means by which Xukiss would see his dream of the Animated become a reality. But time would not be on his side. While those faithful to Xukiss lingered behind the walls of Xanjuix Karr the Goddess Triasha was, quite literally, sowing the seeds of destruction for what might have been.

    So there you have it, an entire domain centered on conflict, and the player caught right in the middle of a landscape that has been truly left in turmoil. For the past couple of months the members of the data team, me included, have been working furiously to flesh out the bits and pieces that will turn this nightmare in to a reality. Having two Deities locked in a furious battle, there are no shortage of opportunities to create content that follows the Xukiss and Triasha struggle. Teldis isn’t nearly as one dimensional as it would seem though.

    Teldis really is a place where anything can, and often does, happen. In the wake of Triasha’s incursion, both races have come seeking a land of opportunity. Unlikely as it would seem, an uneasy truce between Asharr and Kujix exists here thanks to a neutral organization known as ‘The HUD’. Asharr or Kujix, faithful or heretic; all are welcome to work alongside the “Organization”. Along with The HUD, there are numerous other factions that are struggling to carve out a foothold. Factions will surely meet in violent and brutal clashes across this part of the continent of Harraja.

    As we worked through the main story of Teldis, it was refreshing to create quests that had to do with personal struggles that were symptomatic of the upheaval happening in Alganon. All of our characters have unique challenges that need the player’s help to set right. Although, I caution you, as the Asharr and the Kujix may have varying degrees of what “set right” means. Our quest hubs are very open to newly arriving players. Any player of the appropriate level can arrive at a quest hub and have plenty of content awaiting them without worrying of hours of wading through pre-requisite quests.

    A great deal of time has gone in to the creation of our quest data and the clues that will shed light on the story of Teldis, both past and present. When I imagine the evolutions that this domain has undergone, I am reminded of old cities where the ancient and modern have merged together. This is a land where a Xukiss temple once stood shining, plated in obsidian, but now is crumbling by voracious undergrowth. Instead of Acolytes and Neophytes roaming great halls, the structure is now inhabited by a band of spear hurling Nidgits.

    Teldis is one of those unique areas where you experience a world on the brink of cataclysmic change, where the old glories have not yet all faded, but the seeds of change have not fully taken root either.

    - Taylor Nichols, Data Designer

    Curse.com: Alganon Q&A And Exclusive Look at Alganon World Editor

    Posted Jun 08, 2009 by DoranM
    Filed in Alganon

     

     

     

     

    Alganon is a new MMORPG that has been turning heads and gathering fans for the past several months with several of their press releases! We've been covering Alganon for a few months now and have written articles on Alganon Features, Alganon Closed Beta & Lore, and Alganon Exclusive Screenshots. As the game progresses we should get more and more information to show you!

    We were recently able to sit down with David Allen the CEO of Quest Online, the company creating Alganon, to get a better understanding of the game and some of the processes currently being worked on to finish Alganon. Much of the discussion is about the Alganon Editor, which we've included a link to at the bottom of the interview; Enjoy!

     

    Q. Describe briefly how the Alganon Editor works and why it is such a powerful tool for building Alganon.

    A. The Alganon Editor is the global workspace for the project. Every piece of Alganon Content is managed through this system. Assets, Animations, Sounds, Triggers, World Design, Object placement, Spawns, Loot Table, Item details, Class actions, Studies, Library data… everything.

    Q. What exactly can the Alganon Editor do that players would see as changes in the world?

    A. Everything. If it’s in the game, it’s managed with the AE.

    Q. What are some of the features that really stand out in the landscape/world of Alganon?

    A. Well if you mean related to the AE, it’s not as much about features in the landscape/world as much as the ability to customize things. The core textures and objects really define the ‘detail’, and right now would could go “hi res” if we wanted, but it’s important to keep the Video RAM and render passes to the lowest amount possible for a MMOG because of the wide variety of uncontrolled rendering that can take place.

    Q. What are some of the areas of Alganon you had the most fun in working with in the editor, and why?

    A. Actually our world building team has built the world; I have not personally built any areas. I did create the core maps, lore, and layout; the team then took that information and ran with it, refined it, and brought it to life with a custom look and feel.

    Q. In the video you suggest that multiple developers can edit the world simultaneously. Doesn't this create conflicts of editing the same location?

     

     

     

    A. No, because we have content locking. For example, only one person can work on the loot tables at once, and only one person can work on one given segment at once. But the great part is a MMOG is so large, and there are so many different data systems, you could have 50 people all working at once on different data sets or different segments. The AE allows this.

    Q. Does Alganon support player created content you can input into the editor, such as new graphical interfaces the players may want to use?

    A. Yes, our UI system is 100% LUA. We have plans on supporting an extensive API base for players who want to build their own interfaces.

    Q. If there was one thing you wished could be in the editor, what would it be?

    A. I honestly can’t think of anything more the AE “needs” to do. Granted there’s a few feature tie-ins we’re still waiting on, but that’s all already planned. When the AE is “complete” it will be a one-stop data and design environment for Alganon. I’d say the editor is around 90% complete at this time.

    Thank you Mr. Allen for spending some time with us and we look forward to taking our first steps in Alganon soon!

    Here's the exclusive video of the Alganon Editor:

     

    Alganon Dev Blog: MMO Multi-Tasking As Seen By Berek

    Posted Jun 01, 2009 by DoranM
    Filed in Alganon

    Quest Online Community Manager Mathew “Berek” Anderson has sent us the most recent community dev blog from Alganon!  In this dev blog Berek explains MMO Multitasking and the current MMO's he's playing, and the long list of MMO's he's played in the past!

    Here's a look at the Alganon Dev Blog:


    Alganon Community Blog 
    by Mathew “Berek” Anderson 
    Quest Online 

    Can you enjoy playing three MMOs in tandem? This is the dilemma I am currently facing. No, it's actually worse than that. I would consider myself trying to play four MMOs at once. Thankfully, I am paid to play at least one of them, that one being Alganon of course. The other three also include Alganon for fun, as well as a bit of time in two others (can you guess which ones?).

    Back in the Ultima Online and EverQuest days (those aren't the ones), I would spend (yes, in my mother's basement) an average night of 10 hours gaining one or two levels in EQ, or raising my Mining skill in UO by 10 points. This intense focus involved a lot of fatty foods, sugary beverages, and the occasional trip to the bathroom. At the "end" of the day, around 5 or 6 in the morning, I would throw myself on the nearby bed (a sofa). In brief reflection, I now understand why I lost 65 pounds in 5 months while teaching in China... and gaining it back by typing this while eating nachos, instead of riding my bike to lunch.

    At the peak of my gaming extravaganza, I had three computers setup next to each other, complete with an EQ account each so I could level-up secondary characters with my own private group. I also had a bad habit of collecting hundreds of items in Diablo 2 and spending days organizing them over eleven accounts. I'm not a pack-rat, but I do love sorting and organizing, which is a good thing because I've discovered being a good community manager requires this attribute.

    This kind of routine is ultimately unsustainable though. Eventually my schedule began to fill up beyond the ability to play at every waking moment. I had my "three legged stool" of work, school, and game time. For those of you who know what the "three legged stool" is really all about, it sadly doesn't include gaming. There was room during a few days a week for two or three hours of game time, if I was lucky to not have household chores or other interruptions. You know, those silly things that get in the way like mowing the lawn, cleaning out the garbage, and heaven forbid... clothes shopping.

    After the years passed, I began to shift my focus from those long-hour game sessions to shorter things that would keep my interest, such as writing blogs and focusing on my career. At the time I didn't know exactly what my career was; I just knew I loved working with the community, so it was something involving you guys. After I began volunteering in the EQ Guide program and news reporting at various media networks, it became clear to me what I wanted to do. I focused more on that and less on MMO multitasking.

    Fast forward to today and I somehow ended up back at playing multiple MMOs at a time, though I now only have one account for each. The days of three simultaneous accounts for EQ, eleven for Diablo 2 (which isn't an MMO, but that is beside the point in this case), and one account for UO or whatever other game I happened to be playing at the time, are over. I managed to fire up three distinct MMOs and play them at points during the past few weeks. Soon the need to focus on just one game at a time came back in a rush.

    Why is that? Why are MMOs requiring so much of our time that we can't enjoy two or three of them simultaneously, each at a satisfactory pace? Some of us watch movies a dozen times per week, go to the theatre at least once or twice, and find time to share their experiences with others. Are there any games out there today that are full fledged MMOs, but only require small chunks of your time to really advance and feel a part of their worlds without being forced to abandon one for the other?

    Is Alganon one of those games? Alganon has certain qualities that allow you to find time to play it around the other MMOs that you enjoy. The designers built it to be familiar at its base, yet dynamic and unique as you become more involved in the world. You may have heard our Lead Data Designer, Hue Henry, talk about how Alganon is "not a jealous game". After working with the game for several months, I am beginning to understand what he means.

    Alganon will be a full featured MMO, yet you won't have to spend countless hours gaining one level and feel you've come away with nothing other than a higher number on your character's stat sheet. You could if you wanted to of course, but you don't have to just to keep up with your friends. And that, I think, may be a major reason why I can still play two other MMOs, while playing and working on Alganon, all at the same time.

    Alganon May Exclusive Blog Update With David Allen!

    Posted May 28, 2009 by DoranM
    Filed in Alganon

    Alganon

    We've been covering Alganon for a few months now and have written articles on Alganon Features, Alganon Closed Beta & Lore, and Alganon Exclusive Screenshots. This week we've got exclusive May Update from David Allen! David says the open beta should begin in July and gives us an update on the state of the game!

    Here's the Alganon Update from David Allen:

    David Allen’s May Alganon Update Blog

    Wow, where to start! The amount of work that's being done right now is pretty intense; finalization of new features and core systems, managing tester feedback, etc. There is quite a bit going on.

    Many ask when we'll start Public beta. At this point we're shooting for July. There are still many things being built out with the game in the areas of balance and continued bug fixes. All of this takes time.

    We've also been building and refining numerous support tools including our server monitoring systems and the GOD CSGM tool.

    We already have over 1,400 quests, 6,000 items, and 1,000 different mob/NPC types; and we're still building things out. The game is coming along nicely and we're able to solidify our core architecture on both the client and server sides based on the Beta tester feedback. Our installation and patching system is working great, and we're going to be expanding our Beta testing base shortly.

    Once the classes are really solidified (which should happen in June) things will really begin to come together. Big thanks to the current private testing group for their patience and feedback!

    Alganon Hires Some Names You Might Know For Voice-Overs!

    Posted May 11, 2009 by DoranM
    Filed in Alganon

    Alganon

    We've been covering Alganon for a few months now and have written articles on Alganon Features, Alganon Closed Beta & Lore, and Alganon Exclusive Screenshots. This week we've got exclusive content from Hue Henry, the Lead Data Designer for Alganon and Eric Speier who's also working on content for Alganon! In a recent update we were told that recently he has been working with several famous voice actors to head the development of the NPC voices in game. This week they back that claim up with some exclusive content given to us regarding who's doing some of the voice-overs in Alganon. The resume of the people doing voices for several characters in Alganon speak for themselves and should definetaly peak interest in the game! Alganon is currently in Private Beta with Public Beta scheduled for the beginning of June, and release set for July. Game testing is about to commence, with the Library database game feature being in testing for over 4 weeks now.

    Here's the Voice-Over Update from Alganon:

    The Sound and the Fury

    On the DVD for the Usual Suspects, the Director of that film, Bryan Singer, tells the story of how he met Kevin Spacey for the first time. Singer's first film was showing at a film festival, and Kevin Spacey was so impressed by it, that he told Singer that he wanted to star in whatever film he did next. At some point in his life, Bryan Singer had to call up his writing partner, Christopher McQuarrie, and say to him, "I just got Kevin Spacey to star in our next film."

    Can you imagine what it must feel like to call up your friends and say something like that? I can... Because I get to tell people that I just got Lani Minella to record the voice-overs for our game.

    You may not recognize Lani Minella's name, but one glance at her resume and you'll most likely "geek out" as much as I did. She was Rouge the Bat in the Sonic video games, the succubus in World of Warcraft, the Dropship Pilot and Zerg Queen in Starcraft, Nancy Drew in countless Nancy Drew games, some of my favorite voices in EQ's Lost Dungeons of Norrath and Legacy of Ykesha expansions, and has done amazing voice work in more than 400 other games! Even as she introduced herself and I got to know more about her, she'd shift into voices I immediately recognized and loved. You can check out her IMDB entry here: http://www.imdb.com/name/nm0591115/.

    The other voice actors were just as amazing to work with. They nailed the character themes perfectly. Before we recorded these voice-overs, I was the kind of guy who always played games with the sound off and my own MP3 soundtrack blaring instead... I don't think I'm going to do that with Alganon. We're still in the process of editing the sound files, adding in effects, and hooking them up to the characters in the game, so I can't post a video of the Talrok jokes just yet, but soon... very, very soon.

    - Hue Henry, Lead Data Designer

    Eric Speier Here. I am the composer for Alganon. I've been composing music for most of my life. Some projects that I've worked on include the entire score for the WB and Cartoon Network animated series, "Mission Hill", "The Oregon Trail", and music in films such as "Harold" and "Kumar Go To White Castle", and "The Punisher", etc... If you like, you can check out my credits on my web page at http://www.filmmusic.org.

    I've been really excited about the music I'm composing for Alganon, taking the approach of creating a "sound" for each of the major areas of the game. There are some major themes that I bring back in variation in several places throughout the game, but much of the music I'm composing for this stage of the game is laying out a musical foundation for the existing parts of the world. We are trying different approaches to music that have more of a storytelling effect within major story arc quests. I will be working very closely with Hue to bring that to realization.

    It's been a very creative time for me, as I'm really getting to stretch out and try some new things musically (which for me is what music is all about). I also get a chance to work with some truly talented people. These past few weeks, I've been working with Lani and Hue to finish up the voice-over requirements, which is something new for me, having previously focused mostly on music. Lot's of learning to be done!

    In the meantime, while you wait for more of these tracks to be produced, we have a wide variety of music and sound effects for you on our website at http://www.alganon.com/music. Mathew Anderson, Community Manager for Alganon, insisted you listen to his favorite track, the Asheroth theme.

    - Eric Speier, Composer

    Alganon Exclusive Video of Xanjuix Karr City-Scape!

    Posted May 06, 2009 by DoranM
    Filed in Alganon

    Alganon has released the fourth video highlighting certain key locations in the lands of Harraja and Ardonya! This video focuses on the city of Xanjuix Karr and it's vast beautiful landscapes. We've been covering Alganon for a few months now and have written articles on Alganon Features, Alganon Closed Beta & Lore, and Alganon Exclusive Screenshots. As the game progresses we should get more and more information to show you!

    Here's the exclusive video for the City of Xanjuix Karr:

     

     

    For more information on this upcoming title visit Alganon.com!

    Alganon Releases More Information on In-Game Families

    Posted Apr 28, 2009 by DoranM
    Filed in Alganon

    Alganon has released some more information on families and how they will work/interact inside the game. Families will be an important feature in Alganon for those that wish to join groups above and beyond their guilds. A major theme players look for in a game is flexibility. This is a key feature that gives players another option for grouping with each other and forming bonds with players in a social setting. Families in Alganon are race specific and will fall into one of five categories.

    To read more about families visit the Alganon Families and read below:

    Being a part of a family in Alganon is a great way to join with players that share similar interests. For example, power gamers can be in the same family and casual gamers can be in their own family. You can switch families for a fee or by completing a certain quest, but only between families for a given race. A Kodian cannot join a Human family, for example. While family names will be displayed by default upon entering the game, you will have the option to turn them off.

    Each race has five different families, and each family represents a different "theme" that attracts gamers of a specific category. Instantly communicate with your new family, protect your siblings, and establish your family's name in the history books.

    1. Achiever - Players focused on building their character, collecting things
    2. Competitor - Players who focus on competition
    3. Explorer - Players who prefer to explore the game
    4. Socializer - Those who prefer social interaction foremost
    5. Crafter - Those who prefer to gather, build and sell items

    Major cities will have Family merchants that sell merchandise just to specific family members. These items are called heirlooms and only affect the player visually. Wedding dresses, tabbards, and even smoking peter pan caps, all types of fun stuff will be available. Different families will have different colors and themes. There are also heirloom pets, such as kittens, frogs, etc. All of these options are based on race and family type.

    Every family has its own chat channel that all family members can freely participate in. This channel is automatically "made active" when you log into the game. You will be able to disable/remove the channel, but can rejoin it at any time. You can only join their own family's channel. MyAlganon will have a Family section that lists all the families in the game (for each race) and the members of each family, when they joined, their heirloom status, etc.

    You can also create guilds and accomplish tasks to be etched in the Great Library's history books.

    Alganon Exclusive Developer Blog By Lead Data Designer!

    Posted Apr 21, 2009 by DoranM
    Filed in Alganon

    We've been covering Alganon for a few months now and have written articles on Alganon Features, Alganon Closed Beta & Lore, and Alganon Exclusive Screenshots. This week we've got an exclusive developer blog from Hue Henry, the Lead Data Designer for Alganon! He spends most of the day filling in the game world with hundreds of quests, NPC placement, history and lore descriptions, and most of the interactive items you will discover in the game. Recently he has been working with several famous voice actors to head the development of the NPC voices in game. Alganon is currently in Private Beta with Public Beta scheduled for the beginning of June, and release set for July. Game testing is about to commence, with the Library database game feature being in testing for over two weeks now.

    Here's the exclusive dev blog from Hue Henry about Embracing the Trinity:

    Embracing the Trinity

    Hue's Second Rule of MMO Design: The collective intelligence of MMO Players is much greater than the collective intelligence of MMO Designers.

    I don't even have to think for a moment when I am asked about my favorite aspect of MMOs. My favorite part, without any doubt, is the players. I've seen MMO players defeat gods that designers thought were immortal, decode cryptographic messages in less time than it took to develop the code, infect entire cities with plagues, use crates and blasters to make decorative furniture, and murder the highest-ranked avatar in a game.

    MMO players are simply amazing. No matter what "it" is, if it's possible in an MMO, players will not only find a way to do it, they will find the best way to do it. The best example of this is the trinity of MMO combat. The idea of healer/tank/DPS wasn't created by a game designer. It was created by players!

    Originally, in pen and paper games and early computer RPGs, player classes were designed only with Role Playing in mind. Wizards weren't designed to be DPS classes; they were designed to be Gandalf. Fighters weren't designed to be tanks; they were designed to be Conan. Clerics weren't designed to be healers; they were designed to be "heroes of the gods."

    MMO players are smarter than MMO designers. They looked at the problem - "that boss has loot that I want" - and they used their collective intelligence to determine the best possible solution to that problem. Players quickly learned that the best solution involves making the enemy attack Conan, instead of smashing poor Gandalf. Not only does it save Conan from having to chase the enemy down before he can hit him with his sword, but Conan is also more likely to survive the enemy's attacks than the cloth-wearing magic user.

    Remember Hue's Second Law? It comes into play here.

    No matter how the game is designed, no matter how smart the game designers are, the players will find the optimal solution. If players have even the tiniest control over which player the enemy attacks, they will learn to make the enemy attack the player most likely to survive. Then, they will learn how to make that player as "survivable" as possible. They will outsmart the designers. They will invent the "tank."

    Once a group has a tank, the remaining members of the group can afford to trade survivability for more damage. The more damage they do, the sooner the problem can be solved, and so, the optimal solution is to make that sacrifice, and transform the other classes into the glass-cannons we've come to know and love.

    If a game allows healing, it can make the tank even more survivable, and allow a party to face off against bigger and badder (and more loot-filled) enemies. As long as you have a capable tank, sacrificing survivability for healing as much as possible is a better solution. In time, healers become squishy, too.

    Many MMO designers think they can outsmart their players and make a game where this trinity doesn't exist. I'm not that arrogant. I realize, and love, the fact that our players are smarter than I am. I want to take advantage of that intelligence, and use it to make Alganon better than I could ever make it on my own.

    I realize that if we try to get rid of "tanking" and try to give all players the same survivability, players will find even the smallest flaw in our design. If a class has even a microscopically better chance to survive, players will, in their slow, but inevitable migration to the perfect solution, discover this and use it to their advantage. In other words, we will not have created a game without tanks, we will have created a game with lousy tanks.

    If we try to get rid of "glass cannons" and try to give all players the same level of damage output, players will still find a way to maximize their damage done. If a class has even a the slightest advantage in damage per second, players will discover this and sacrifice everything they can to maximize this damage. In other words, we will not have created a game without DPS; we will have created a game with lousy DPS.

    If we remove healers, players will find a way to increase the amount of life their tanks can lose before they die. Even if this means they rotate tanks and wait for the resting tank to regen, they will find the best way to heal their tanks and they will do it. In other words, we will have failed to remove healers; we will have created a game with lousy healers.

    In designing Alganon, we decided we didn't want a game with lousy tanks, lousy healers, or lousy DPS. We decided instead to embrace the idea of healer/tank/DPS, and try to find ways to make this dynamic even more fun. This led to the design of the Frost Magus, a very non-traditional tank, but a tank none-the-less. It led to the design of the core Ranger class, a class that is designed specifically to control the game AI and use that to the advantage of the party. It led to the dual-role system that will allow players to always have a place in a party, no matter what classes are already in the group.

    Embracing the trinity allows us to make a great game, and I can't wait to get it your hands, so that you can make it even better.

    Alganon New Exclusive NPC and Creature Screenshots!

    Posted Apr 17, 2009 by DoranM
    Filed in Alganon

    Alganon New Screenshots

    We have written about Alganon a few times, once with our Alganon Features article, and again with our Alganon Closed Beta & Lore announcement. Alganon has sent us a new set of NPC and Creature screenshots! We have received 5 new screenshots, the game is due to enter open beta in the next few months and things seem to be progressing quite well. Be sure and visit Alganon.com for the latest and greatest news and information regarding the game!

    Here's the five exclusive screenshots:

    Alganon:

     

     

      

    Alganon Exclusive New Wallpaper: "The Healer"

    Posted Apr 13, 2009 by DoranM
    Filed in Alganon

    The staff over at Alganon.com has seen it fit to give us an exclusive first look at a new "Healer" class wallpaper for the game! We've also included some of the recent news and updates from the Alganon front! Alganon is currently in closed testing but has plans to open their doors soon! Read about our GDC Meeting with Alganon Community Manager Mathew, Alganon Developer Blog & Screenshots, and our Alganon List of Exclusive Features!

    Here's a look at the Healer Wallpaper, click it and then download it for the full version:

     

     

    "Healers are masters of life. In addition to keeping people alive with the most powerful methods of healing, Healers can dip into the state of Trance to enhance their healing abilities.

    Not defenseless by any means, Healers use deadly Words of Power and Touches of Power to smite their enemies. Healers can also use a unique ability called Deathwalk, which turns them into the living dead, able to deliver a monumental amount of damage!"

    Recent Alganon Updates:

    CURRENT EVENTS

    * Good Friday Goodies
    * Community Roundtable No. 9
    * Community Dev Blog at Curse
    * Soldier Class Interview
    * Asheran city video
     

    POPULAR TOPICS

    * So what do you absolutely -hate- in other games?
    * Monster for a day
    * Comp specs you will use to play Alganon
    * Views on RMT (Real Money Trading)
    * What are you playing now?
    * Three word game.

    POPULAR BLOGS

    * Alganon: Taking Me Back To The Very Beginning - by Drakus
    * First thoughts from an outsider - by Danj
    * Solo MMO Gamer - by Mordechai
    * The necessity of Families - by Unomat
    * Whats lacking in MMOs - by Mordechai

    POPULAR GROUPS

    * The Way of Talrok
    * Nexus
    * Italian Players
    * Hyperion
    * OTG
    * Ganked Again
     

    PICTURE PICK

    * Veg food at the 'House of Nature' - by Ollie
    * Paintball Challenge! - by Drox
    * Battle On High - by Draconian
    * Marching - Kenzo
    * Bear Hug - Sirena

    And a welcome to all the new MyAlganon community members! Have a happy Easter weekend everyone!

     

    Alganon Exclusive Developer Blog and New Screenshots!

    Posted Apr 07, 2009 by DoranM
    Filed in Alganon

    We have written about Alganon a few times, once with our Alganon Features article, and again with our Alganon Closed Beta & Lore announcement. Well we've continued talking with the Community Manager of Alganon the past few weeks and convinced him to give us some exclusive new screenshots, a unique look into how he handles the Alganon community, and any new Alganon info we can pry out of him! We've got 8 new screenshots and 3 of my old favorites from the game for your viewing pleasure; right after the exclusive blog from Mathew "Berek" Anderson; Community Manager for Alganon:

     

     

     

    Here is a little bit of insight into how I think as a community manager and why I write these blogs, bring in other developers to write them, and disseminate all those articles you read on Alganon and our community. There are three primary reasons: The first - it is my job and duty to ensure that you receive only the very best in communication and information about our efforts. The second - it is my passion and goal to help the communities I am a part of to understand and enjoy the games they play. Third - I hate dirty dishes not stacked properly.

    I love to organize and plan out everything in my daily routine as much as possible. I also hate to lose or forget something, whether it is a couple of images from Alganon I had intended to deliver to the editors at Curse (this hasn't happened yet, thankfully...) or my iPod dropping into a pool of rainwater with my only copy of music (this has happened unfortunately, twice). While I am not obsessive compulsive, I like to maintain this attitude of organization and commitment when providing information to those sites we associate with, such as Curse.

    A major milestone was reached last week with the official start of Private Beta for Alganon. Our team is excited by this event, continually reading and listening to your feedback as we proceed through this phase and look in anticipation toward the next. The Library is currently our focus, as we want to provide you with a database for Alganon that is robust enough to be your information gateway to the game. Soon, we will be focusing more on the game itself, and before you know it we will be entering Public Beta and the entire community's participation will be needed!

    Over the last several weeks leading up to the Private Beta, we have seen a large influx of community members to MyAlganon and our discussion areas. While this is a normal process as a game advances along its development timeline, I see the Alganon community forming into its own unique group in a way that stands out from other games. Our Library system is being tested by this core group of community members as I write this. Activity at MyAlganon has seen some fantastic blogs written by talented community members. I read each one, always appreciating the writer's perspective.

    What is in store over the next few weeks? More, of everything! Our class interviews have begun, articles about the economy and combat of Alganon are being released soon, and more beta participants are being brought in on an almost daily basis. Soon, we will be bringing in communities like Curse, starting first with their leaders, and then shortly after that key promotions will begin. Expect to see new features such as guild support at MyAlganon, as well as the occasional event and contest to give you a piece of Alganon you can keep after beta closes and release begins.

    Community participation through your feedback from articles is also an important focus for us. A section for articles like this one will be created on Alganon.com this week to help you keep a track of information about the game and our general development timeline. This blog hosted on Curse is but one piece of what we're trying to give to the community in order to show you what Alganon and its developers are all about. Expect to see more of these features in the future. As always, we want to hear what you want to hear about!

    Mathew "Berek" Anderson 
    Community Manager 
    Quest Online

    Here are the new Screenshots from Alganon:

     

             

    Alganon: Closed Beta April 1st, Lore, and Our GDC Meeting

    Posted Mar 28, 2009 by DoranM
    Filed in Alganon

    Alganon Lore

    This week at GDC we were fortunate enough to catch Mathew Anderson, the Quest Online Community Manager for Alganon, and speak with him about the upcoming MMORPG. There are several exciting things in store for the game and the Alganon Website, which will be entirely re-done in the coming weeks!. During our conversation we also touched on lore in Alganon. The game features a history-rich world that spans over five millennia and eight unique ages. When you step into Alganon you are brought into a world dominated by Deities that are representative of two warring peoples known as the Asheroth and Kujix, Order and Chaos, respectively. They each have a unique culture, skill set, and abilities. These two civilizations are battling for dominance of the two largest continents in the world, Ardonya and Harraja.

    Deities and Crusades

    Deities and crusades play a large role in the world of Alganon, they are two of the foundational features of Alganon. Deities play an important part in the game's history and the character's interaction with the game by giving special training, powers, and rewards to those who follow them. Crusades are massive missions assigned to the followers of certain deities, often involving epic story lines and difficult assignments. Politics, special skills/attributes, and aggro in Alganon are influenced by these deities. If you're in an area that is hostile towards your selected deity the area will be aggro towards you. If you've been following the game you've seen our Alganon Exclusive Screenshots & Features post a few weeks back. We're very excited about the game and have been told closed beta will begin April 1st...no seriously, closed beta for Alganon begins April 1st with a core group of fans/players. We've taken the first two timelines from the Alganon World History page to get you started on the storyline and familiarize yourself with the lore. 

    To find out more about Alganon visit the About Alganon official page. Be sure and signup for the Alganon Beta!

    Alganon World History:


    The First Age: A Time Forgotten

    Long ago, the world of Alganon was born unto the universe as a gift to the gods. Out of respect to the universe for its gift, the gods blessed Alganon by creating a master race of giants. These legendary titans were known as the colossus-born, or Fek'zah in the ancient tongue, translating as "the first". They were the children of the gods, and were said to be towering creatures of such size and might they could move the very mountains with their hands. They built magnificent cities reaching into the heavens, and dug so deep into the planet they were able to drink from the very blood of its core. When they were at war, entire continents broke apart, and the very center of the planet shook with fury.

    Masters of the world and all living things, rich with culture and a love for their home, the colossus-born abandoned their gods, believing themselves to be just as powerful. The gods had no choice but to strike down a number of the colossus-born as a sign of their superior power, and to serve as a warning to their children; they must worship their creators or suffer the consequences. Unfortunately, the gods did not anticipate the response from their creation. Pure focused rage towards the gods and what they had done consumed the massive race. They tore the planet apart in blind fury as they fought to vanquish the gods and erase every sign of them from the world, even if it resulted in the total destruction of everything they had come to love and cherish.

    Heartbroken with such a wave of guilt and sadness, the gods responded the only way they could. They struck down every living colossus-born on the face of the planet, destroying every creation built by their children. In an instance, the massive cities, culture, language, magic, and love for Alganon held by these giants was gone forever.d

    The Second Age: Devastation


    Alganon had been devastated. The damage was nearly unmanageable. The gods considered abandoning the world, but the remaining tattered remnants of life clinging on just to survive caught their already wounded hearts.

    The gods contemplated the source of their now lost children's demise; where did they go wrong? They realized the biggest mistake had been in creating their children as giants; nearly gods themselves - able to dominate the world any way they saw fit.

    The gods would not make the same mistake again.

    It was decided they would create new races; tough, intelligent, capable races to help rebuild the world. But this time, the new races must be smaller, more appreciative and respectful of their life and the world around them, therefore more fragile. These new races also had to be created with an innate need to create things. Forests needed to be planted, cities needed to be built, oceans needed to be cleaned, animals needed to be controlled, and most importantly, the gods needed to be worshiped.

    The gods created numerous species to test the result of different breeds and environments. They populated the land, water, and air with both animals and sentient beings of all kinds; however most of the sentient beings did not actively work to rebuild the world to the gods wishes because they did not have proper direction. The gods also learned they would have to create new races physically built for specific tasks. Once they realized this, the gods began to create their new children.

    First, they created the Dronar. While tiny compared to their previous creation, the Dronar were very large among the other races to come, a proud subterranean dwelling race that would serve as the strength to help rebuild the world. The gods gave the Dronar a passion for taking on large tasks and building magnificent structures, all while harvesting the precious metals from deep within the earth.

    While the Dronar were efficient at building structures and harvesting materials, they lacked the organizational abilities necessary to plan huge tasks. For this reason, the gods created a new more balanced race known as the Humans. They were smaller than the Dronar, more sensitive to their surroundings, and quicker to think and act, yet lacked the drive of labor that the Dronar so cherished. Humans then began to manage the Dronar and direct their work in order to accomplish great tasks quicker and more efficiently.

    The gods recognized that their decision to focus on industrialization had caused a serious oversight in the world. Forests were being stripped, and lakes were being poisoned. Realizing their mistake, they needed a race deeply attuned to nature, the lands, all living things, especially the plants and animals. They created the Sylvain, a proud tall extremely intelligent with a talent for the magical arts. The Sylvain learned to work with the Humans and Dronar in peace as the rebuilding took place, helping their friends understand the importance of balance, magic and beauty.

    As the population of the world grew and the dark ages slowly began to disappear, the races flourished. At this point, the gods realized their words were not being spread among the new children of the races as quickly as they would have liked. For this reason, they created a race that would spread the word of the gods and pay tribute to those who created them. Thus the Talrok were born, a dark intelligent race, often compared to as the counterpart of the humans, their mission; to spread the word of the gods across the lands and protect the god's interests.

    Unlike the other three races, the Talrok were much darker in nature, able to engage in subversion and deception, which was acceptable to the gods as long as it served their will. Over time, a mistrust for the Talrok by the other three races began to form, but this mistrust was silenced as the gods would not hear of any conflict between their new children.

    As the races continued their expansion into unknown and ancient lands, they had encounters with many species from the past, some from the ancient times. Unfortunately, many of these encounters resulted in many deaths. For this reason, the gods created a Guardian race that would focus on defending the other races. They were to be a large tribal race that could withstand extreme physical punishment from aggressors, and serve as a buffer for internal conflicts between the races. Thus came the birth of the Ogres, a large muscular simple race burning with the fire of combat and victory.

    As the world began to reshape itself, it was soon apparent that one final race was necessary to complete the balance of the five races. With the inert deception built into the Talrok, the gods no longer trusted them as unconditional servants. A buffer had to be created; a new race able to keep a close eye on the other races, report any issues that the gods may want to be made aware of, and was completely dedicated and would not stray from the path of enlightenment. Endowed with an innate knowledge of ancient magic, the gods decided to create the Vesperlings, a race that is still shroud in mystery to this day. An all female race with unknown origins, they hold themselves as the "chosen" of the gods since they have no memory of their birth, therefore believing each must be created by the hand of the god.

    While the gods were now complete in their task to create the new races, they kept the history of the world from their children; afraid if they learned of the past, they too would be overcome with either rage or fear.

    The second age had begun. While there was some discontent, the new races began to clean and rebuild the world by working together in their own way towards a common goal, but behind the scenes a fracture of allegiances was beginning to take place, paving for a very different future than the gods intended.

    To read more visit the  Alganon World History & Lore page of Alganon.com.

     

    Here's the original Alganon Exclusive Screenshots & Features from a few weeks ago:

    Clicking on any picture will take you to a full size screenshot:

     

     

     

     

     

    Key Features

    Key features in Alganon include the introduction of MyAlganon, a method of training skills offline called Studies, The Library, a Kudos system, Families, and a Consignment system.

        MyAlganon -

    •  Social network platform that will include news/forums/groups.
    • A listing of your game accomplishments for all to see.
    • Guild hosting and communication.
    • Access to the Alganon Library.       

        Alganon Library -

    • A complete game repository equipped with all you'll need to show off your character.
    • A complete collection of all lore related to the game.
    • Specific quests made available to those who wish to help populate the Libraries of Alganon.

        Studies System -

    • The ability to advance your character without being logged in.
    • Allows characters to increase statistics and grow over time at the same rate as hardcore players.
    • Will provide a system for casual gamers to compete with hardcore gamers.

        Kudos -

    • Allow players to rate each other based on several criteria.
    • Enhance the "Looking for group" feature, lets players search for highly ranked players.
    • Incentives being polite in game and having good karma.

        Consignment System -

    • Allows players to post for "wanted" items.
    • Help pure crafters obtain the items they need without having to kill for them.
    • Allows players to setup and participate in player-based "Item Quests" within the Consignment house.

        Families -

    • Families will have: family chat, family merchants, family statistics, and more
    • Families are race specific.
    • Each family has a name and a history.
    • Families have special Heirloom items that are specific to them.

     

    To find out more about Alganon visit the About Alganon official page. Be sure and signup for the Alganon Beta, closed testing will begin April 1st! We will be posting more information as it becomes available about this new title!

    Alganon MMORPG Exclusive Screenshots and Features List!

    Posted Mar 17, 2009 by DoranM
    Filed in Alganon

    Introduction to Alganon

    Alganon is a highly anticipated new MMORPG that should release later this year. Alganon is rich in lore, quests, magic items, a highly advanced tradeskill system, and new methods of training that are not seen in most MMORPG style games. We've broken down some of the key features you're likely to find in Alganon below, we were also lucky enough to have recently obtained four EXCLUSIVE, never before seen screen shots of this incredible in game world. Clicking on any picture will take you to a full size screenshot:

     

     

     

     

     

    Key Features

    Key features in Alganon include the introduction of MyAlganon, a method of training skills offline called Studies, The Library, a Kudos system, Families, and a Consignment system.

        MyAlganon -

    •  Social network platform that will include news/forums/groups.
    • A listing of your game accomplishments for all to see.
    • Guild hosting and communication.
    • Access to the Alganon Library.       

        Alganon Library -

    • A complete game repository equipped with all you'll need to show off your character.
    • A complete collection of all lore related to the game.
    • Specific quests made available to those who wish to help populate the Libraries of Alganon.

        Studies System -

    • The ability to advance your character without being logged in.
    • Allows characters to increase statistics and grow over time at the same rate as hardcore players.
    • Will provide a system for casual gamers to compete with hardcore gamers.

        Kudos -

    • Allow players to rate each other based on several criteria.
    • Enhance the "Looking for group" feature, lets players search for highly ranked players.
    • Incentives being polite in game and having good karma.

        Consignment System -

    • Allows players to post for "wanted" items.
    • Help pure crafters obtain the items they need without having to kill for them.
    • Allows players to setup and participate in player-based "Item Quests" within the Consignment house.

        Families -

    • Families will have: family chat, family merchants, family statistics, and more
    • Families are race specific.
    • Each family has a name and a history.
    • Families have special Heirloom items that are specific to them.

     

    To find out more about Alganon visit the About Alganon official page. Be sure and signup for the Alganon Beta, closed testing will begin April 1st! We will be posting more information as it becomes available about this new title!

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