While this is from GDC its just been released from Game reactor and includes the latest footage of Reckoning as well as discussion on the MMO also in developement by 38 Studios. Definately worth watching!
Ted Nesi of WPRI.com reports that 38 Studios has started to move to its new headquarters in downtown Providence.
PROVIDENCE, R.I. (WPRI) – Curt Schilling’s gaming company, 38 Studios, has started moving into its new headquarters in downtown Providence.
Movers from West Warwick-based Arpin Van Lines were unloading boxes and bringing them inside the building at One Empire Plaza on Friday.
38 Studios agreed last year to move its Massachusetts offices to Rhode Island in exchange for a $75 million taxpayer-guaranteed loan.
The company has told state officials it plans to have employees working from the Providence location by May 1. Its first game, which is being designed in Maryland, is scheduled to be released next year.
38 Studios executed a lease last fall for the six-story, 104,316-square-foot One Empire Plaza building, which has been vacant since Blue Cross & Blue Shield of Rhode Island relocated to a new facility near Providence Place mall.
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Another preview of Kindgoms of Amalur: Reckoning by Now Gamer
Life’s what you make it.
“How cool would it be if…?” That’s the motto of 38 Studios, a firm established by Boston Red Sox pitcher Curt Schilling in 2006 and it rings true. Schilling seems to be throwing major league money at projects close to his own heart and, while we’ve all had thoughts in line with his firm’s mission statement about some awesome feature or another we’d like to see, Schilling clearly has the money to turn his gaming dreams into realities.
38 Studios has attracted some top-tier talent in Todd McFarlane and R.A. Salvatore, not to mention buying up Big Huge Games, which in itself was a supergroup developer formed of staff whose portfolio includes such classics as Civilization II, Oblivion, Rise Of Nations and Perfect Dark.
And whether through its vast experience and undeniable talent or the ever-present threat of a boss that can throw things at a hundred miles an hour, 38’s debut release is on course to be every bit as special as the firm’s star-studded payroll would suggest.
With Mr D&D at the creative helm, there should have been little doubt what direction the project would take; sure enough, along comes a high fantasy RPG with roots in the very lore Salvatore himself has been fleshing out for years.
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At the recent PAX East 2011, MMORPG.com played host to a developer panel featuring some of the industry’s best and brightest including Curt Schilling of 38 Studios, Craig Alexander of Turbine, Jeremy Gaffney of Carbine, Scott Hartsman of Trion, Brian Knox of En Masse, James Ohlen of BioWare, and Colin Johanson of ArenaNet. Here is the four part series from MMORPG.com.
Last weekend at PAX East 2011, MMORPG.com had the pleasure of hosting a panel chock-full of some of the industry’s best and brightest. Curt Schilling of 38 Studios, Craig Alexander of Turbine, Jeremy Gaffney of Carbine, Scott Hartsman of Trion, Brian Knox of En Masse, James Ohlen of BioWare, and Colin Johanson of ArenaNet were all lined up on the panel ready and eager to answer the questions of the hundreds of fans who turned out to see what these movers and shakers had to say about their favorite pastime and what the future holds. This is the first part of our panel recap, so be sure to tune in next week for more opinions on the future of online gaming. After some brief introductions, and plenty of applause from grateful fans, the questions began.
Complex.com interviews Curt Schilling

Curt Schilling may be best known as the pitcher who led the Boston Red Sox to victory against the Yankees in Game 6 of the 2004 American League Championship Series, all on an injured and bleeding ankle. That victory paved the way for an historic World Series run, breaking the 86-year-old Curse of the Bambino and cemented Schilling’s status as a Beantown legend.
What you may not know is that in addition to being a big league pitcher, Schilling has been a lifelong gamer, playing everything from strategy board games to Dungeons & Dragons to World of Warcraft. After his retirement from baseball, he invested in his own game development company, 38 Studios, and resolved to make the best fantasy RPG he could, enlisting heavyweight talent like comic book artist Todd McFarlane (Spawn), fantasy author R. A. Salvatore (The Dark Elf Trilogy) and game designer Ken Rolston (Elder Scrolls IV: Oblivion) to make it happen.
The result: the lush world of Kingdoms of Amalur: Reckoning, an action/open-world RPG hybrid due out in 2012. After presiding over a press demo at GDC 2011, Curt sat down with Complex to talk about his game and his gaming.
Complex: How long have you been gaming?
Curt Schilling: 31 years—I started about 1980. Only a geek would say this, but my first true love was a game called Wizardry; that was the game that hooked me forever. If you think about a lifestyle short of retirement that lends itself to being a hardcore gamer, there is none better than being a major league starting pitcher. I work once every five days and travel and am alone all the time. So while the other guys were spending their money on the all the cars and jewelry, I bought laptops. I always got the latest and greatest ones. I used software at my job, so using a computer and working on a computer came very easy to me.You were a board game enthusiast?
Hardcore. I still am. I own a small company called Multi-Man Publishing. The Second World War is a very passionate thing for me—I was a military brat, my dad was in the army. I got my first game at 7 or 8. I played Risk and all that, but I really liked the more hardcore ones from Avalon Hill and companies like that. I actually entered into a partnership with Avalon HIll to do their flagship titles. They went out of business and those games were about to go away, and we ended up purchasing the rights from Hasbro to keep publishing these games.[ Read More ]
Massively reports on “The Future of Gaming” panel hosted by MMORPG.com at PAX East 2011 that Curt Schilling was part of.

The opening question really set the stage for the panel. It let us know where the minds of these producers and executives are. The question was simple: Where do you see online games going in the next 10 years? Follow after the cut to find out their thought provoking answers.
Every one of us would tell you that that’s a loaded question because none of us could tell you what’s going to happen in the next six months much less the next 10 years. I know from a studio development standpoint, it’s a quarterly thing — a monthly thing. This genre’s changing so fast. I don’t know how it’s going to happen, but I do know it is going to happen: Facebook is going to have a massive impact on the MMO space. We talk about MMO in the western hemisphere as games… Trion just passed a million accounts which is amazing. [Applause] But we have not had a huge capacity in multiplayer games in the western hemisphere. You want to talk massive? I’m talking 50, 60, 70, 100 million users. They are seeing that in the Far East. Someone out here is going to figure out how. I think it’s happened at 38 Studios, but I might be biased. That’s the Holy Grail. When you talk games with budgets north of a hundred million dollars — which these triple-A MMOs are costing — that’s the home run you’re after: to make a game that appeals to a true mass market. Social networking as a whole is going to have a huge impact on how the user experience is created for online play.
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Curt Schilling in addition to showing the first demo of Kingdoms of Amalur: Reckoning also participated in MMORPG.com’s The Future of Online Gaming Panel at PAX East. Here is a write up from The Lion Rampant, check it out!
Industry Leaders Weigh in on the Future of Online Games at PAX East 2011
On Saturday, March 12 in the Naga Theatre at PAX East 2011, MMORPG.com hosted a panel on the future of the online game industry. The large room at the Boston Convention and Exhibition Center was packed with fans and developers alike who were eager to hear representatives from some of the largest online game companies speak on the topic. Among the speakers were:
•Curt Schilling, CEO and Founder of 38 Studios
•Scott Hartsman, Executive Producer on Rift
•Colin Johanson, Lead Content Designer for Guild Wars 2
•Craig Alexander, Vice President of Product Development at Turbine
•James Ohlen, Creative Director on Star Wars: The Old Republic
•Brian Knox, Senior Producer at En Masse Entertainment
•Jeremy Gaffney, Executive Producer at NCsoftThe Next Ten Years
The panel moderator, Garret Fuller from MMORPG.com, led off the discussion by asking the speakers where they thought online gaming was going in the next ten years. Unsurprisingly, the panel had a broad range of opinions about what the future might hold. Colin believes that MMOs will feature more open worlds and less linear content. Brian and Scott both felt that MMORPGs will become less of a specific genre as more games are developed to include online content. Craig and Jeremy seemed to agree with them, suggesting that there will be a much larger variety of games, especially indie titles. Curt contributed that it would be hard to predict what the industry will be like in six months, let alone ten years, but that he believes Facebook will have a large impact on online games. He also added that in the future, MMO subscriber bases would boast tens or hundreds of millions compared to current subscriber numbers.
Here is Gamespot’s interview from GDC that I missed.
Here is a write up by the Boston Globe on the debut of Kingdoms of Amalur: Reckoning from PAX East yesterday. It explains why the game which was set originally to release in Fall 2011 is now 2012.

Former Red Sox pitcher Curt Schilling yesterday gave hundreds of fans their first glimpse of the video game his company has been developing for over four years. Gamers attending the preview liked what they saw, judging by the cheers, but the question is whether Kingdoms of Amalur: Reckoning will be equally popular with paying customers when it goes on sale next year.
See who showed up at the video game convention in Boston. Kingdoms of Amalur made its public debut yesterday at the PAX East gaming conference at the Boston Convention and Exhibition Center. It is the first game from 38 Studios LLC, the video game development company Schilling founded in 2006. Kingdoms of Amalur is a fantasy role-playing game, or RPG, in which the player controls a custom-made character with special abilities that help him survive in a dangerous fantasy universe. Kingdoms of Amalur features the usual trappings of popular RPGs: warriors, wizards, and monsters battling each other with swords and magic spells.
Schilling conceded that the game’s basic structure was far from original.
“We’re a fantasy RPG,’’ he said. “That’s not really new.’’
To stand out from dozens of similar games, Schilling said, Kingdoms of Amalur will deliver a superior playing experience. “We want to be the best in the world at what we do,’’ he said, “so you set the bar high and it stays that high forever.’’
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Here is what Gamespot had to say about the demo by 38 Studios at PAX East 2011.
Who was there: Curt Schilling founder 38 Studios, Ian Frazier, lead systems designer, Joe Quadara, lead combat designer, and several hundred fans anxious to see the developer’s first title.
What they talked about: After a brief introduction by Schilling that set the stage for the public debut of 38 Studios’ upcoming title, the mogul ceded the stage to Frazier and Quadara to showcase the RPG that’s being developed by 38 and Big Huge Games. Frazier walked attendees through an extensive demo of the game, driven by Quadara. The demo was basically the same one we recently saw at this year’s Game Developer’s Conference although it was accompanied by the soundtrack of excited cries from the audience who were clearly happy with what they saw. Following the playable demo and a fly through of a variety of different areas in the game that spanned traditional woodland towns to much more foreboding vistas, the team fielded questions from the audience. The team’s answers offered up additional bits of info on various aspects of the game. A question on swimming in the game revealed that, while there will be swimming there won’t be underwater swimming although there will be dive points where you’ll be able to go underwater to collect items. A targeting question revealed that there’s a soft lock system for combat. A question on difficulty was answered with the revelation that there will be a difficulty slider in the game. The answer for a question on how many major classes will be included in the game was a cryptic “a lot”. The subject of morality revealed that the game won’t have a set system of good and evil that includes a traditional morality meter, instead some of the world choices you make will have an impact on your adventure. Other info of note from the panel, included word there will be an absorption ability for mages, the game will feature some level of control customization that will let players choose between different presets. The massive game is set on just part of the world of Amalur which is being groomed to be a cottage industry supporting, toys and comics if the interest is there from the masses. Following the question and answer session, Schilling raffled off five autographed t-shirts.
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Every one of us would tell you that that’s a loaded question because none of us could tell you what’s going to happen in the next six months much less the next 10 years. I know from a studio development standpoint, it’s a quarterly thing — a monthly thing. This genre’s changing so fast. I don’t know how it’s going to happen, but I do know it is going to happen: Facebook is going to have a massive impact on the MMO space. We talk about MMO in the western hemisphere as games… Trion just passed a million accounts which is amazing. [Applause] But we have not had a huge capacity in multiplayer games in the western hemisphere. You want to talk massive? I’m talking 50, 60, 70, 100 million users. They are seeing that in the Far East. Someone out here is going to figure out how. I think it’s happened at 38 Studios, but I might be biased. That’s the Holy Grail. When you talk games with budgets north of a hundred million dollars — which these triple-A MMOs are costing — that’s the home run you’re after: to make a game that appeals to a true mass market. Social networking as a whole is going to have a huge impact on how the user experience is created for online play.