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Operation: Inception


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#501 Springer Prime

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Posted 24 May 2012 - 07:22 PM

View PostTyphaon, on 22 May 2012 - 11:00 PM, said:

NORTH AMERICA WOOOOOOOO USA USA USA! ...I've been denied access to a lot of South Korean betas because I don't have a Korean Social Security Number... DAM YOU GUNZ2 AND DIZZZEL!

I have been fantasizing about this game since the mid 90's when I was promised a arcade mech simulator... that never came. Few remember this.


What you ever played Mechwarrior 4 in the arcade of the Simmulator Pods... man you missed out. lol they are sooo cool Working HUDS, playing teams against your buddies,. etc

UK complainers: I love the UK and a lot of your shows... but many people from there seem to want their cake and eat it too. They clain they cant Stand the US, they dont want Us to enjoy their shows.. Dr Who, Torchwood, etc. (Dr Who merchandise is almost no existant in the US because of this... but then you complain when we have something first... that you will get... if the product is worth it... I have no doubts you will get your own servers in short order.

Springer Prime

Edited by Springer Prime, 24 May 2012 - 07:25 PM.


#502 Brien

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Posted 24 May 2012 - 07:25 PM

I was on the ropes but if it helps the game dev then I'm down. Can not wait to wade into battle in a nice Heavy :P

#503 Ross486

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Posted 24 May 2012 - 07:30 PM

Has anybody here checked their profile? you can't see your computer specs anymore where you register for the closed beta.

#504 HellJumper

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Posted 24 May 2012 - 09:17 PM

^^ Noticed that as well.i wonder whats happening now

#505 Jagerlord

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Posted 24 May 2012 - 10:47 PM

I am signed up for beta testing. When do I get to test it?

#506 xlrate

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Posted 24 May 2012 - 10:57 PM

OMG where do I put money in my computer for you guys.

#507 Warthog11

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Posted 24 May 2012 - 11:19 PM

I will pay$30 for VETERAN Founder's Package

#508 Bhex

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Posted 24 May 2012 - 11:25 PM

If I buy the NA version, will I have to buy the Europe version separate when it comes out?

#509 Grezgorz

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Posted 25 May 2012 - 12:23 AM

View PostInnerSphereNews, on 23 October 2011 - 07:32 PM, said:


Welcome to Dev Blog 0!

Why is it called Dev Blog 0? Well, a lot has happened in the two years since we first announced MechWarrior back in 2009, and we felt a quick recap would help bring everyone up to speed on the events of the last 2 years. In order to make this blog a little more personal, we have referred to many people by first name.
The usage of we generally refers to:
  • Jordan Weisman founded FASA and co-created BattleTech. Jordan has also been responsible for numerous other ventures including WizKids, and Smith & Tinker.
  • Russ Bullock, Owner/President of Piranha Games Inc.
  • Bryan Ekman, Owner/Creative Director of Piranha Games Inc.
  • And sometimes the entire team at PGI, some 50+ awesome developers!
So let’s go back to the beginning before the 2009 announcement, when Piranha Games first began working with the MechWarrior license.
Rebooting Piranha Games

Three years ago, during the summer 2008, we put in motion a new strategy for Piranha, one that would focus our efforts on building killer original action games. With this ultimate goal in mind, we focused on three key areas.
  • Only take on action based work-for-hire games, such as Transformers 2 and Duke Nukem Forever.
  • Build an experienced development team, capable of creating fun and engaging products.
  • Develop a game by acquiring or licensing an existing intellectual property (IP).
With these goals in mind, we began identifying properties that fit the bill. In October 2008, while looking into the MechWarrior rights, Russ, learned that Jordan was working on a new venture at Smith & Tinker. Jordan, through S&T had licensed some of the digital FASA rights back from Microsoft. Not long after the initial call, we began working with Jordan on a new concept, a major update to the MechWarrior franchise.
Rebooting MechWarrior

The initial ideas revolved around revitalizing or rebooting the series by focusing on two areas:
  • Increasing the overall graphical fidelity of the entire game, especially the BattlMechs.
  • Solve some of the long standing gameplay issues from previous MechWarrior games.
From these two key areas, early design pillars emerged in the form of:
  • Urban Combat to address circle strafing and long range sniping.
  • Dynamic Battlefield further expanded on the concepts of Urban Combat and mechs having roles.
  • Dynamic pacing, introduced an early version of one of the final pillars, Information Warfare.
It would be designed for the Xbox 360 and PC. The game would take place on the planet Deshler, in the year 3015. Single player would revolve around Adrian Kohl and his exploits during an invasion by Kuritan forces. A gritty series of missions, designed to draw people deep into the rich vibrant and treacherous world of BattleTech. Multiplayer was a blend of features from previous MechWarrior games and modern FPS experiences. The package as a whole was the first step in making MechWarior cool again.
We continued to iterate on the design for several weeks, then started developing a plan of action.
Early on we decided to produce a marketing video that would demonstrate many of the core features and rebooted art style. We had three goals:
  • Announce the project and generate a major buzz within the gaming community.
  • Generate publisher interest.
  • Increase Piranha’s profile as a quality developer with publishers and the community.
The marketing campaign contained 3 teaser videos , the final full length trailer, and a feature interview on IGN. We rolled out the plan during the second week of July, 2009.
The reaction was overwhelming. We anticipated the announcement would generate a lot of buzz, however the end result outperformed even our highest expectations.
Oh Yeah, Harmony Gold

Contrary to all the press and speculation that Harmony Gold was getting in the way of a deal or development, this had no impact whatsoever on development or signing a deal for MechWarrior.
Closing a Deal

The hard work began in earnest after the video release. We had an aggressive schedule to visit publishers and gauge interest. In the month of August we met with all of the major publishers, pitched the MechWarrior game to a captive audience and waited. The answers rolled in slowly, starting with the smaller publishers. Then word showed up from the big five. The answer was no.
We knew going in, there were two major risks. No PS3 version due to a Microsoft restriction, and the epic market collapse and major recession. In the end, it was mostly the lack of a PS3 option that did us in. The scope and budget required to develop a console reboot needed the support of a PS3 SKU and we just couldn’t convince publishers to take a risk. By late fall 2009, our dreams of making a MechWarrior game, began slowly drifting away.
Through the end of 2009 and into 2010 we rallied numerous times, reducing scope and budget, re-pitching the concept as a LIVE only title, etc. etc. In the end, nothing stuck.
To be honest, 2008/09 were some of the hardest times this company has ever seen. We spent a lot of time, resources, money and energy on MechWarrior, and it wasn’t looking good.
Then, in the spring of 2010, we secured the Duke Nukem Forever contract. This was a huge achievement and a cornerstone in our development history. MechWarrior played a large role in helping us secure the deal. A few key hires filled out our incredibly talented multiplayer AAA team.
MechWarrior took a back seat, as we focused on a very challenging and time compressed project.
2010 ended, and we rolled into 2011 without much fanfare as Duke Nukem Forever entered the final phases of development.
The Birth of MechWarrior Online

In the winter months of 2011 we assessed the state of MechWarrior. We came to the realization that any further work on MechWarrior would come at great risk to PGI. If we planned to take on significant risk, we needed to control the IP. After several sessions of deliberation, we decided to plunge in head first. Russ approached Smith & Tinker with regards to licensing the MechWarrior rights and within a few weeks, we signed a deal.
Not long after signing, we quickly realized licensing the rights was one of the most important and future sighted decisions made by us in the last 12 years. Offers were coming in from all over the planet, especially to make or license a free-to-play MechWarrior game.
Because of the overwhelming interest, we decided to spend some time researching what a free-to-play (F2P) MechWarrior game would look like. We spent some design cycles adapting our previous concepts and quickly realized a synergy between F2P and the BattleTech universe. We worked hard through spring, negotiating, designing, and rejecting a few potential partners. As it turns out, we didn’t have to look very far.
During much of the past 12 months there was a local group that also had a large amount of interest in developing and publishing a MechWarrior title. Once Piranha had become the license holder they came over immediately and met with us. From this point onward we decided to combine our efforts with Piranha as the rights holder and with them as the Publisher. After about 6 months of hard work together, funding had been secured, Infinity Game Publishing was born and development could begin.
The most positive thing that can be said about the relationship between Piranha and IGP is that both companies wanted to make the same game and Piranha was free to execute upon our vision.
The road to this Blog was an adventure filled with many hurtles and momentous occasions. We are excited and proud of the direction MechWarrior is taking as a PC F2P game. It offers us the ability to make a successor worthy of the MechWarrior name, and one that fans will enjoy for years to come!
Welcome to MechWarrior Online.



Shut up and take my money!

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#510 DDM PLAGUE

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Posted 25 May 2012 - 03:18 AM

Pinch me! is it real? There is a god & he drives a Mech. or at least mine does.

#511 Talon Thorn

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Posted 25 May 2012 - 03:26 AM

Welcome to the forums DDM Plague!

#512 No7

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Posted 25 May 2012 - 03:41 AM

Signed up and ready to go!

7

#513 Aegis Kleais

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Posted 25 May 2012 - 04:27 AM

It's kind of funny because I give a LOT of companies grief how they are now charging $60 for PC games (20% increase) but they don't reflect a price increase to consoles, moving those from $60 to $72) The only answer I can think of in these cases is pure greed.

Here, PGI wants $60 and the only thing I can think of in my head is "HA HA! I'd have paid TWICE that! SOLD!" :(

Very decent package too. It's to be seen what $80 worth of credits will get you in game, but the limited edition skin Mech w/ bonus and other methods of recognition as "thanks for your support" is always a nice thing.

#514 Confalone

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Posted 25 May 2012 - 06:20 AM

this game needs to come out now

#515 SwordofLight

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Posted 25 May 2012 - 07:02 AM

Well, I'll wait and see. I'm very invested in the game in general, both Mechwarrior and Battletech, but I've also been burned enough times that even 30 bucks is a bit much to pre-order. However, that may change once I start playing the beta - having spent the past few days playing the CounterStrike:Global Offensive beta, its gone from a Wishlist to a Must Have.

-Don

#516 11kodiak11

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Posted 25 May 2012 - 07:41 AM

When will game play be available in Europe

#517 Naughtyboy

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Posted 25 May 2012 - 07:45 AM

read Operation:clarification..says it all ....in other word same time as for NA(just not on any euro servers).

#518 THE Leo

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Posted 25 May 2012 - 08:17 AM

I am so confused... When will the beta come out? Where can i pay my $60 bucks to join the inception operation?
I am a long time fan of the mech-universe and would dedicate endless hours to previous games. I would really appreciate some enlightenment.

And how do i change my tag of 'Newbie'?

#519 GB Tarkus

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Posted 25 May 2012 - 08:19 AM

View PostTHE Leo, on 25 May 2012 - 08:17 AM, said:

I am so confused... When will the beta come out? Where can i pay my $60 bucks to join the inception operation?
I am a long time fan of the mech-universe and would dedicate endless hours to previous games. I would really appreciate some enlightenment.

And how do i change my tag of 'Newbie'?


Post more

Edited by GB Tarkus, 25 May 2012 - 08:20 AM.


#520 Starlace

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Posted 25 May 2012 - 08:48 AM

I am so happy to be here. The first mech I jumped into was made of cardboard. We've come a long way, baby! I look forward to playing with you all. :D





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