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  1. #1
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    Pantheon: Rise of the Fallen (From the creator of Everquest)


    Pantheon: Rise of the Fallen is a group-focused MMORPG based on challenging gameplay and open world high fantasy. It takes place on a world populated by deities and heroes, called Terminus. Mortal and planar shards which have collided create the dramatic and epic environment of Terminus. With some of those shards came deities and demigods that, over time, raised empires which forged the turbulent political landscape. Centuries later, new planar collisions have occurred that will pull the players into the world and its politics. The player is a legendary hero, stripped of his or her powerful relics and left to explore the dramatically diverse and epic regions of Terminus with hopes of reclaiming their relics and those of lost heroes.

    Pantheon’s combat places a focus on preparation and awareness of the enemy. The player can actively dodge, block, or deflect attacks. Spell and ability pre-selection is critical to defeat encounters, as is forging alliances with other players. You won't want to be caught in the wilds of Terminus alone, but exploration of the vast and dramatically diverse world landscapes will be richly rewarding. Through exploration the player can uncover mysteries and unique adventures as well as acquire rare and exotic spells and abilities from dungeons and challenging encounters.

    Pantheon: Rise of the Fallen is an intensely social game for the determined thrill-seeker, because we believe that the greatest sense of accomplishment comes when it is shared. Imagine a vast, detailed world of swords and sorcery, of dragons and knights, of fiery swords and chests overflowing with treasure. A world in which a myriad of sentient races and creatures live and affect change.

    • An MMO developed by gamers who aren't afraid to target an audience of like-minded gamers.
    • A fantasy themed Massively Multiplayer Role Playing game (MMO) with a heavy focus on character development, an immersive world, and teamwork.
    • An MMO for players wanting a challenging and rewarding experience.
    • An open world in which you explore to obtain not only more powerful items but also new spells and abilities.
    • Travel where and when you want to in a non-linear world.
    • A huge world to explore, trade, and adventure in.
    • A complex back-story that players may gradually discover as they grow in power and explore the world.
    • A constantly expanding and evolving world.
    • Group-focused social gameplay using a class based system to encourage teamwork.
    • Customize your class by bonding with the spirits of fallen warriors.
    • Reactive combat where you can determine what the NPC is doing and react to it. (move, counter, deflect, etc.) .
    • Combat will be challenging and involved -- your decisions will matter and directly affect the battle's outcome.
    • Travel the world and profit from selling exotic items collected from distant realms. Different cities and outposts may have local Bazaars.
    • Limited and class based teleportation may get you close, but in order to reach many destinations you will have to traverse the planar scarred lands of Terminus through the use of your own two feet or on the back of your mighty steed.
    • Earning experience is only part of what it takes to level up. Exploring the world you will gain knowledge and power allowing you to overcome more powerful enemies.
    • The game will run on PC, Mac, and possibly other platforms in the future.


    Spoiler: show
    http://www.kickstarter.com/projects/...-of-the-fallen
    https://twitter.com/PantheonRotF
    http://facebook.com/PantheonRotF
    https://www.youtube.com/channel/UCD6...?feature=watch

    Perhaps it's a good omen that Brad McQuaid—former architect of EverQuest, one-time executive producer of Vanguard—was forced to announce Pantheon: Rise of the Fallen early last week. Fittingly, the Twitter account responsible for the leak was discovered by curious players seeking out developments, and in a recent conversation with me, McQuaid speaks of a world where players discover new abilities and spells scattered throughout a forbidding landscape. The world of Terminus will be steeped in the challenges and social charms of MMOs past, but tempered with the best lessons of their contemporary cousins. And, he emphasizes, it won't be for everyone.

    Scheduled for an official listing on Kickstarter later today [Update: the Kickstarter campaign is now live], Pantheon grew out of McQuaid's belief that modern MMOs have sagged under the weight of their own massiveness. Effectively, in their drive to please everyone with unwieldy budgets and being "all things to all people," they end up pleasing no one. With Pantheon, McQuaid is taking the opposite approach. "We're identifying a target audience, and we're going to focus on them and make a really great game for them," McQuaid says. "We're not going to concern ourselves with the fact that there may be other MMO fans who may not like our game."

    Pantheon isn't just a pretty name, nor is its subtitle "Rise of the Fallen," as generic as it initially sounds. McQuaid describes Terminus as a world where fallen dimensional planes rub up against each other like tectonic plates, and jealous God Kings roam the motley environment seeking devotees lest they lose their tenuous divinity to their neighbors. Fallen heroes of the past kept these gods in check in their original settings, and Pantheon follows them as they reassume that role as players in this strange, jigsaw puzzle world. One of the most notable concepts McQuaid mentions is the potential for each of their dimensions to present their own climates and physics.

    The concept, McQuaid says, is probably best termed "epic planar high fantasy." Stock fantasy races like dwarves, elves, and an assortment of humans will populate the world, and a wider cast (along with player factions and PvP) may also appear if the project meets some of its stretch goals. And it will be hard. McQuaid believes that the successes of brutal games like Dark Souls and Monster Hunter prove that niche games can do well, and he's confident that there's a hefty group of both young and old MMO fans that craves the challenges of the genre's past.

    "For us, challenging does not mean tedious," McQuaid says. "We're not going to put in repetitive content or grinding just to make the game more 'difficult' or to slow down the gamers." The details of that content system are still in the works, but McQuaid notes that most of it will revolve around a "sweet" class-based combat system incorporating what he believes are the best aspects of modern and older designs.

    "There's still an auto-attack and you're still selecting abilities and spells, but it's also reactive in that the NPC will have 'tells' that let you know what they're about to do." McQuaid mentions a system of watching for "graphics on the floor" reminiscent of WildStar's telegraphs, as well as the idea that "there may be a target on your friend's chest" indicating that a projectile is about to fire. But it gets better—McQuaid also speaks of using those signals to reflect or even replicate the spells. "We're not just rehashing the past," he said, "Where it makes sense, we're preserving it, but we're also moving forward and innovating as well."

    McQuaid says players will have to formulate tactics and strategies of their own to succeed, and will have to bring the right equipment, abilities, and items for specific encounters. "You're also not going to have 47 clickies up on the screen," he says. "You've got to think to yourself, 'I've only got 12 slots, I need to decide how many offensive spells I'm going to put in here, how many defensive, and the like.'"

    But the key emphasis is to nudge players toward helping each other. "Grouping's a big thing," McQuaid says. "I think you get more of a sense of accomplishment out of a shared experience; it's the way we're wired." This grouping content would unfold in both the open world and in instances, and while McQuaid currently believes that most content will take place in the open world, he and the team have yet to formulate an exact ratio.

    Nonetheless, grouping will be so essential to Pantheon's design that McQuaid sees "less of a difference between grouping and raiding" and players assembling in larger groups earlier than they normally would in competing MMOs. "It's kind of a travesty when players are ripping through these levels and they're not enjoying all the content you've created for you them," McQuaid says, although the exact details of what this content would entail were still being discussed at the time of the interview. In line with that, leveling could end up focusing on more "horizontal" content than "vertical," so (in McQuaid's words) you end up with as much content in 20 levels as you normally would in 50.

    The drive for communication among adventurers carries over to the economy. "We're probably not going to have a global marketplace," McQuaid says. "Instead, we would like to encourage some form of merchant role with a focus on certain locations and regions." He speaks, for instance, of an ideal situation in which players would farm materials from a dangerous part of the world, bring them back to more civilized zones and make a profit owing to the time and effort involved.

    McQuaid believes he can pull all this off with the team at Visionary Realms, Inc., which currently consists of no more than 10 industry veterans working out of a garage once or twice a week, with around 10 more awaiting funding before they jump in themselves. Such a close-knit group, he says, mirrors the social experience they want to create with Pantheon.

    "I think people who enjoyed shared experiences are looking for a game like this, particularly since facing such virtual adversity is a great way to get to know a person," he says. "We want people to have memories of this game, and a lasting memory involves other people."
    http://www.pcgamer.com/2014/01/13/pa...allen-preview/
    http://www.pcgamer.com/2014/01/05/pa...-brad-mcquaid/

  2. #2

    I'm sorry, but some of those stretch goals are things that have become the norm for every other MMO out there. Crafting? PvP? Absolutely not.

    Anyway, there are too many of these MMO kickstarters popping up when we'll be lucky to see anything coming from them before 2015. Some of the ideas sound cool, but maybe it's because I don't have a warm-fuzzy feeling about EQ, but this sounds mediocre overall. Bluh.

  3. #3
    Impossiblu
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    Just what we need, another sub based MMO.

  4. #4
    Relic Horn
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    It's a heavily group based PVE MMO similar to EQ1 and FFXI. This is a good thing to me.

    Unfortunately, i don't trust McQuaid to deliver after his Vanguard debacle. That game was the epitome of fantastic ideas implemented poorly or unfinished. Not even going to get into the cocaine and hookers he's known for. Great idea man but shouldn't be leading or running a project. He could surprise everyone i suppose.

  5. #5
    Relic Shield
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    The kickstarter failed as most probably know, but they have a site and have continued on with it. I personally have an interest in seeing if a "quality" focused niche game can be made in this method, considering they don't have to try and please everyone, or be all things to all players. Thought it may be interesting to some that they have developed an ogre language.

    https://www.pantheonrotf.com/blogs/3...gruun-language

  6. #6
    Bagel
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    Hmm let's see, their Kickstarter failed and Brad started taking donations on the Pantheon website. I think they made about 150k in funding off of the Pantheon website. Then Brad for some strange reason said he needed a 3 month salary in the tune of 45k from Pantheon's own funding campaign, to alleviate personal affairs. That money has since been spent, leaving the already shaky financial state of the game worse off than it was.

    http://segmentnext.com/interstitial....-personal-use/


    http://www.incgamers.com/2014/05/pan...under-scrutiny

    To make matters worse non of his staff got paid a dime, so when they all saw him take 45K for personal reasons they were all pissed off and every single one of them quit in protest. Now Brad is out of a staff and is now looking for volunteers to help him make his dream game.

    He still promises that the game will be made and is looking for that angel investor but things are not looking too good at the moment. We will have to wait and see.

  7. #7

    Sweaty Dick Punching Enthusiast

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    lol

  8. #8

  9. #9
    Impossiblu
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    never saw this development occuring

  10. #10
    Bagel
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    Well it seems that Brad has managed to get a new team together (all volunteers) and wanted to show the progress he has made. Here are some videos





  11. #11

    2005 called, they want their graphics back. They can keep their motion animators, though.

    Definitely... er... volunteer...

  12. #12
    Bagel
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    Oh boy, Vanguard 2.0 here we come.

  13. #13
    D. Ring
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    This will probably never see the light of day due to all the bad press it's gotten. I can't see EQ'ers supporting this project like they were several months ago. There's been too much drama behind this Torama.

  14. #14
    Bagel
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    Brad won't give up on the project no matter what! In fact, now he is saying the game will be playable in just a matter of months.

    http://massively.joystiq.com/2014/07...matter-of-mon/


    Here are some updated videos that have been posted.





  15. #15
    Relic Horn
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    That is how you would walk if your spine and shoulders were welded into a single piece.

  16. #16
    Special at 11:30 or w/e
    Sweaty Dick Punching Enthusiast

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    WTF did I just watch...

  17. #17
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    Did his server kick him in the top video?

  18. #18

    Quote Originally Posted by Purrrfect View Post
    That is how you would walk if your spine and shoulders were welded into a single piece.
    I just want to go outside and jog for a bit with my torso straight up and my hands locked at my side.

  19. #19
    Old Odin
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    game looks total shit, no hype nothing

  20. #20
    Sea Torques
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    Quote Originally Posted by Kalmado View Post
    WTF did I just watch...
    You just watched the best MMORPG in existence!

    http://massively.joystiq.com/2014/07...matter-of-mon/


    "Brad McQuaid is back with a mammoth 3,200-word update (treatise?) on Pantheon: Rise of the Fallen, specifically to rebut misinformation about the project without returning to his former "evangelist" mode. "


    Except the whole thing was just another evangelizing on his part.


    So Brad:


    1. Fails at a kickstarter


    2. Decides after the failed KS to take over 45k from the pledges people gave to his website after the failed KS. He cites that it was an advanced pay to himself. Picture of email of the original statement later put on their FB page and website: http://www.rerolled.org/attachment.p...8&d=1403842670


    3. Declares the project is "on hold" because of no money. Claims then that funds will go to maintaining the website only.


    4. Then his entire dev team quits. Many different reasons including: not being paid, being under paid, being paid then Brad attempting to ask for the money back, not reimbursed for stock assets and licensing paid on the Unity store etc etc.


    5. Some backers charge back on the credit cards and get their money back as things crash and burn.


    6. Brad then a few weeks later declares the project back in development. "Hires" a team of volunteers including a woman, her husband and 3 of her home schooled children to be on this new "developer team". Said woman then is given the title of lead for the project due to her attempts to make a bible mmo and other similar religious projects. http://www.laurenewells.com/ Other "devs" are pulled from the few backers that continue to drink the cool aid on the project.


    7. Brad then starts doing horrible video's every other week claiming that it is all "progress" by his "team". It quickly gets pointed out that the terrain, monsters and characters he "shows off" are completely stock assets from Unity. He continues to do this to this very day.


    8. Two devs(moderators for his tumbleweeds forum) are removed from their positions: one for exposing some of the issues with the project and brad. The other for not getting along with other members of the team.


    9. It is learned that Ian Jones, host for Brad's pantheon website is the former host of an infamous forums of the past known as Fires of Heaven. Questions are put to him whether the pantheon website are in fact being hosted for free to which is refuses to answer. If true, then statements made by him in point 6 become that much more contentious.


    10. Brad comes out to defend his choice of team and the money he took. This time he claims the money was for back pay, which contradicts his statements months ago as being advanced pay.


    And much much more.

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