World of Darkness | |
---|---|
Developer(s) | CCP Games |
Director(s) | Reynir Hardarson |
Producer(s) | Chris McDonough |
Artist(s) | Erling Sævarsson |
Series | World of Darkness |
Release | Canceled |
Genre(s) | Massively multiplayer online role-playing |
Mode(s) | Multiplayer |
World of Darkness, also known as World of Darkness Online, was a massively multiplayer online role-playing game (MMORPG) in development by CCP Games from 2006 until its cancellation in 2014. It was based on the World of Darkness series of tabletop role-playing games by White Wolf Publishing.
Players were to have assumed the roles of humans who could be turned into vampires of one of seven vampire clans with various abilities. The gameplay was going to be nonlinear and focus on social interaction and politics, with goals reached both through combat and through players forming alliances with each other.
The development was long and troubled, with organizational and managemental issues, including staff being moved to other CCP Games projects for months at a time, significantly slowing down progress and leading to work being abandoned and redone repeatedly. The team size was also significantly decreased throughout the production, with several rounds of layoffs.
Although World of Darkness was considered one of the highest-profile games to have been canceled in the 2010s, [1] the cancellation and layoffs were not unusual for the video game industry, something The Guardian considered a scandal in itself. [2] Preview impressions of the game were generally positive, particularly of its visuals and experimental gameplay, while later impressions based on leaked screenshots were less favorable.
World of Darkness was planned to be an open world, single-server massively multiplayer online role-playing game. [3] [4] [5] It was meant to take place at night and have a supernatural horror theme, [6] [7] and was based on the World of Darkness series' setting – the shared fictional universe of several of White Wolf Publishing's tabletop role-playing games, including Vampire: The Masquerade . [3] [4] [5] Players were planned to start the game as humans, with the possibility of being turned into a vampire from one of seven vampire clans with access to various vampiric powers, such as sucking blood, running quickly, and leaping high in the air. Other World of Darkness character types such as werewolves or mages were not planned to be playable at launch, [3] [4] [6] [8] [9] but would possibly appear as non-player characters (NPCs) [4] or as player characters in an expansion pack or in a separate game; [10] ghouls were planned to be included as minions to the player characters, which could be sent on missions. [11]
The gameplay was going to be nonlinear, and focused on social interaction and politics among players, [3] [4] with web-based communication tools available. [12] The game was to emulate the politics of World of Darkness tabletop games, allowing players things such as achieving the role of a vampire prince by being voted into office and rule a stylized version of one of several real-life capital cities, and communicate with other cities. [4] [12] [13] Cities were to be divided into different kinds of zones, including social zones like a coffeehouse district where players could meet up, and zones where players could fight territory battles. [13] Like in Vampire: The Masquerade, combat and killing was not going to be necessary, as players instead were to be able to reach their goals through creating alliances with other players; player-versus-player and player-versus-environment combat was however also going to be to an option, [4] [12] and permanent death would be applied to player characters who die. [7] The game was also planned to include tools to create items, distinctly different from typical item crafting systems in games. [6]
World of Darkness was developed by the Icelandic developer CCP Games, [3] [14] and was directed by Reynir Hardarson [15] and produced by Chris McDonough, [8] with concept art by Erling Sævarsson. [16] The game was said to be in its early planning stages during the announcement of CCP Games' merger with White Wolf in late 2006; [17] in June 2007, CCP Games estimated that the game would take them four to five years to finish. [18] The game was eventually unveiled three years later along with a trailer and concept art at White Wolf's Grand Masquerade event in New Orleans in 2010, with a planned release date of 2012. [3]
The next year, CCP Games laid off 20% of its staff, about 120 people, as they had been stretching their resources too thin; they moved their focus to their MMORPG Eve Online , but did not cancel World of Darkness, instead letting its development continue with a significantly reduced development team; [19] by 2012, the game was still in its pre-production phase, with a team of 60 working full-time on it. [20] The team had grown to 70 by early 2013, [6] 15 of which were laid off later in the year. [21] By early 2014, CCP Games described the game as still "years away". [5] In April of the same year, the game was canceled, and 54 staff members at CCP Atlanta were laid off, with remaining staff there shifting to working on Eve-related games. [22]
According to World of Darkness staff, the cancellation came after a troubled development, which they described as having issues relating to management and organization; staff often had to switch to working on other projects for 3–6 months, and at times the entire World of Darkness team was working on Eve projects, particularly leading up to the 2009 Eve expansion Apocrypha. Because staff kept getting moved between World of Darkness and other projects, progress was significantly slowed down, and partially-finished features and systems ended up getting abandoned and re-started several times. According to former CCP Games developer Nick Blood, very little of the core game was implemented five years into the production, with nothing to appreciate for people who were not already fans of the setting. [2] After Paradox Interactive acquired the World of Darkness series in 2015, including the produced assets from the video game, they said that the art and ideas that had been created for it would be used in other World of Darkness projects. [23]
CCP Games wanted the game to be more similar to live action role-playing games than massively multiplayer online games; to achieve this, they focused on encouraging human interactions and social gameplay by rewarding players for creating social networks, similarly to those in the World of Darkness tabletop games. [4] Comparing it to Eve Online, they were hoping to attract a larger number of female players, citing Eve Online's lack of accessibility, its complexity, and bad game design as reasons women would be less likely to be interested in it, as well as its science-fiction setting compared to World of Darkness's supernatural horror. [24]
Influenced by the games DayZ and Rust , CCP Games wanted World of Darkness to have an open world and unstructured game mechanics, allowing for natural player interactions. [5] The developers also wanted the game to focus on traversal and movement in a vampiric, "super-powered individual" manner, something McDonough described as akin to a "vampire simulator"; [12] they did not plan to put much focus on developing functionality for human player characters at launch, but considered developing expansions for human characters who are hunters or mages. [8]
The developers chose to set the game in the original World of Darkness setting rather than its successor, Chronicles of Darkness , despite the original World of Darkness line of tabletop games already having ended; this was because of how Vampire: The Masquerade was what White Wolf was known for, and was the more influential game, even though some tabletop players might care more about the Chronicles of Darkness setting. [9]
Although GameSpot described World of Darkness as one of the most notable games to have been canceled in the last few years as of 2019, [1] other publications found it typical for the industry: The Guardian wrote that the "real scandal" was that job cuts like those are common in the video game industry, [2] Polygon described it as neither shocking nor unusual, [25] and Kotaku called it disappointing but unsurprising. [26]
Preview impressions of World of Darkness were positive, praising its visuals and how it felt new and experimental; [8] [27] PCGamesN considered it one of the most interesting MMOs in development at the time, with a lot of potential, [8] and IGN described it as "super-stylish". [27] Following the cancellation, Polygon echoed these sentiments, calling the experience it was promising unique, and noting its freedom and ability to manipulate game politics interesting; because of this, and how there were no future World of Darkness games expected at the time, they thought the cancellation hit particularly hard for fans of the series. [25] Following the emergence of leaked screenshots and a manual from the game, however, Rock, Paper, Shotgun thought that the game looked poor, describing it as feeling "too MMORPG-y" and not enough like World of Darkness, lacking its mystique, sexiness and excitement. [28] Gamereactor similarly considered it a good example of the lacklusterness of CCP Games' projects outside of Eve Online. [29]
A massively multiplayer online role-playing game (MMORPG) is a video game that combines aspects of a role-playing video game and a massively multiplayer online game.
White Wolf Entertainment AB, formerly White Wolf Publishing, was an American roleplaying game and book publisher. The company was founded in 1991 as a merger between Lion Rampant and White Wolf Magazine, and was initially led by Mark Rein-Hagen of the former and Steve Wieck and Stewart Wieck of the latter. White Wolf Publishing, Inc. merged with CCP Games in 2006. White Wolf Publishing operated as an imprint of CCP hf, but ceased in-house production of any material, instead licensing their properties to other publishers. It was announced in October 2015 that White Wolf had been acquired from CCP by Paradox Interactive. In November 2018, after most of its staff were dismissed for making controversial statements, it was announced that White Wolf would no longer function as an entity separate from Paradox Interactive.
World of Darkness is a series of tabletop role-playing games, originally created by Mark Rein-Hagen for White Wolf Publishing. It began as an annual line of five games in 1991–1995, with Vampire: The Masquerade, Werewolf: The Apocalypse, Mage: The Ascension, Wraith: The Oblivion, and Changeling: The Dreaming, along with off-shoots based on these. The series ended in 2004, and the reboot Chronicles of Darkness was launched the same year with a new line of games. In 2011, the original series was brought back, and the two have since been published concurrently.
Eve Online is a space-based, persistent-world massively-multiplayer online role-playing game (MMORPG) developed and published by CCP Games. Players of Eve Online can participate in a number of in-game professions and activities, including mining, piracy, manufacturing, trading, exploration, and combat. The game contains a total of 7,800 star systems that can be visited by players.
Hunter: The Reckoning is a horror tabletop role-playing game, and the sixth main game in the World of Darkness series. It was originally released by White Wolf Publishing in November 1999 as part of their Year of the Reckoning line. A second edition, based on the Vampire: The Masquerade 5th edition ruleset, was released in 2022 by Renegade Game Studios. It is supported by a series of supplementary books which expand the game's setting and describe types of characters.
Player versus player (PvP) is a type of multiplayer interactive conflict within a game between human players. This is often compared to player versus environment (PvE), in which the game itself controls its players' opponents. The terms are most often used in games where both activities exist, particularly MMORPGs, MUDs, and other role-playing video games, to distinguish between gamemodes. PvP can be broadly used to describe any game, or aspect of a game, where players compete against each other. PvP is often controversial when used in role-playing games. In most cases, there are vast differences in abilities between players. PvP can even encourage experienced players to immediately attack and kill inexperienced players. PvP is often referred to as player killing in the cases of games which contain, but do not focus on, such interaction.
An adventure is a playable scenario in a tabletop role-playing game. These can be constructed by gamemasters for their players, and are also released by game publishers as pre-made adventure modules. Different types of designs exist, including linear adventures, where players move between scenes in a predetermined order; non-linear adventures, where scenes can go in multiple directions; and solo adventures, which are played alone, without a game group.
Warhammer Online: Age of Reckoning was a massively multiplayer online role-playing game based on Games Workshop's Warhammer Fantasy setting, developed by Mythic Entertainment and published by Electronic Arts in 2008. The game revolved around the continual worldwide conflict that the Warhammer Fantasy setting is known for, and the game is geared toward ongoing, constant war laced with dark humour. Age of Reckoning ended up selling over a million copies and peaking at 800,000 subscribers, but dropped to 300,000 subscribers several months later. The game received generally positive reviews from critics but shut down in 2013. Since at least 2014, an active private server called Return of Reckoning has been run by fans, and it remains active as of November 2024.
CCP ehf., doing business as CCP Games, is an Icelandic video game developer based in Reykjavík. Novator Partners and General Catalyst had previously collectively owned a majority stake in the company, and in September 2018, CCP was acquired by South Korean video game publisher Pearl Abyss for US$425 million. CCP Games is best known for developing Eve Online, which was released in 2003 and has since been maintained.
Victorian Age: Vampire is a tabletop role-playing game published by White Wolf Publishing on September 30, 2002. It is part of the World of Darkness series, and is based on the 1991 game Vampire: The Masquerade. Players take the roles of vampires existing in secrecy among humans, in 1880–1897, during the Victorian era. The setting is primarily focused on Europe, but also features locations including Africa, India, and the United States. The core book does not contain the full rules for the game, and so an additional rulebook is required, such as Vampire: The Masquerade Revised Edition or Dark Ages: Vampire.
The history of massively multiplayer online games spans over thirty years and hundreds of massively multiplayer online games (MMOG) titles. The origin and influence on MMO games stems from MUDs, Dungeons & Dragons (D&D) and earlier social games.
Eve Online is a player-driven persistent-world massively multiplayer online role-playing game set in a science fiction space setting. Since its release on May 6, 2003, the developer CCP Games has added a total of twenty-one expansions to the game. CCP provides expansions free of charge to its subscribers. This article highlights the expansions and changes introduced to the game.
Dust 514 was a free-to-play first-person shooter video game, developed by CCP Shanghai and published by CCP Games and Sony Computer Entertainment for the PlayStation 3. Dust 514 took place in New Eden and was directly connected to CCP's game Eve Online. There was direct interaction between the two; player actions in one game affected the political, economic, legal, environmental, and social status of the other. The two games were officially connected on January 10, 2013 in preparation for the open beta on January 22. The full game was released worldwide on May 14, 2013. While previews of the game were highly positive, the full game received a mixed reception upon its initial release. It received constant updates and hotfixes after release. The game was shut down on May 30, 2016.
The Battle of B-R5RB or the Bloodbath of B-R5RB was a massive-scale virtual battle fought in the MMORPG space game Eve Online in January 2014, possibly the largest player-versus-player battle in gaming history at the time. The 21-hour-long conflict pitted the Clusterfuck Coalition and Russian alliances (CFC/Rus) against the N3 Coalition and Pandemic Legion alliance (N3/PL), and involved over 7,548 player characters with a maximum of 2,670 players in the B-R5RB system at one time. The in-game cost of the losses totaled over 11 trillion Interstellar Kredit (ISK), an estimated theoretical real-world value of US$300,000 to $330,000, as derived from the contemporaneous market value of PLEX, an item purchasable with real currency that can be redeemed either for subscription time or traded for in-game currency.
Vampire: The Masquerade – Bloodlines 2 is an upcoming action role-playing video game published by Paradox Interactive. A sequel to Vampire: The Masquerade – Bloodlines (2004), the game is part of the World of Darkness series and based on the tabletop role-playing game Vampire: The Masquerade. The game was initially developed by Hardsuit Labs, but by 2021 had been moved to The Chinese Room. It is scheduled to release for PlayStation 5, Windows, and Xbox Series X/S in the first half of 2025.
Vampire: The Masquerade – Coteries of New York is a visual novel developed and published by Draw Distance. It is based on the tabletop role-playing game Vampire: The Masquerade, and part of the larger World of Darkness series. It was released in 2019 for Windows, and in 2020 for Linux, macOS, Nintendo Switch, PlayStation 4, and Xbox One. The stand-alone expansion Shadows of New York followed in 2020.
World of Darkness Preludes: Vampire and Mage is a series of two interactive fiction video games developed by White Wolf Entertainment and Fula Fisken: Vampire: The Masquerade – We Eat Blood and Mage: The Ascension – Refuge. They were released on February 15, 2017, individually for Android and iOS, and together as a set for Microsoft Windows, MacOS and Linux.
Pearl Abyss Corp. is a South Korean video game developer and publisher, known for creating the cross-platform MMORPG Black Desert Online and the upcoming open world action adventure Crimson Desert.