Nice write up from Escapist magazine that gives a good summary of everything. Definately a good read!

The plan is an ambitious one. An all-star baseball player and videogame geek assembles a crack team to create a blockbuster MMOG that plans to rival anything that Blizzard, SOE or Cryptic has to offer. Schilling’s 38 Studios purchased veteran design house, Big Huge Games, to make a single-player RPG as a prelude to the big MMOG project. Kingdoms of Amalur: Reckoning is slated for a Fall 2011 release, and EA has signed on to publish it and help with marketing. That machine began down in San Diego Comic Con and continued at Gen Con this past weekend in Indianapolis. Through it all, the one constant has been the desire to create a living, breathing world that aims to have story consequences for one of the most glaringly unrealistic mechanics in most games; the fact that you can die and come back to life is explained in Amalur by something called the “Well of Souls”. But I’m getting ahead of myself.

I’m not easily star-struck. But when I met with Curt Schilling, R. A. Salvatore and Mark Nelson from Big Huge Games at Comic Con, I realized that this was group of guys that I admire for very different reasons. R. A. Salvatore is arguably the most successful fantasist of our generation, with a slew of New York Times bestsellers starring the iconic Drizzt Do’Urden. Curt Schilling was the hero of my favorite baseball team as they slew the Yankee dragon in 2004, all while being a huge Everquest gamer. And Mark Nelson, even though his name isn’t instantly recognizable, is responsible for one of the greatest CRPGs of this decade, Oblivion. All three of these gentlemen are at the top of their game. How the hell does this collaboration work?

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Great interview with Curt Schilling and Lead Designer Mark Nelson.

Video Interview with Lead Designer Mark Nelson.

Ran across this great interview by Evan Narcisse at Techland with a lot of great info, especially the below quote.

Do you see it competitive? Do you see it as additive?

Curt Schilling: Yes, we compete against everyone. I want to be the best in the world. I want us to be the best in the world. However, BioWare is 110% an asset. We have been able to have Greg and Ray and the guys at BioWare in to talk and confer and give advice. I would tell you, they are the best in the world at that genre right now. Hands down! And that’s not to slight anybody else, they are just great at what they do. That’s absolutely a value-add for us. Through the EAP partnership, we have them for whatever and they have us as well. To get their sign off, to have them come in and say, you know what, this is pretty bad-ass. That’s another one of those rubber stamps that tells us that we aren’t lying to ourselves.

Mark Nelson: These are complementary games. I mean, even though they are in the same genre, like ‘Dragon Age’. Ray and Greg are our friends. They have come in and they have looked at our stuff and they have provided valuable advice. They are geniuses at what they do, but obviously it’s a very different focus for the games.

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Found this interesting video from Inside Gaming Plus interviewing Mark Nelson and Curt Schillings at the San Diego Comic-Con. For those of you who may not know, Mark’s game design credits include the award winning The Elder Scrolls IV: Oblivion.

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