Zam.com will now be the one and only destination where you can get everything you need for your MMO game play. From news, information and guides to advanced databases, search tools and dedicated forums, we're bringing it all together in one powerful package.
Our move into the Zam.com Network means that we will have increased visibility and resources and be able to deliver even bigger and better tools and services to you, our dedicated members, and all MMO gamers worldwide.
You can learn more and discuss about this announcement here.



Richard Garriot: Last year we debuted the bold new look and feel for Tabula Rasa. Since then we have fleshed out one complete world and some of our second. (We plan to launch with three worlds and build new worlds with expansions.) We have refined and balanced the combat systems and character growth. We have detailed hundreds of compelling quests and storylines. Most importantly, I believe we have delivered on our promise of integrating RPG mechanics and shooter pace and feel into a massively multiplayer game. And, we have dynamic changing battlefield environments that are sophisticated and compelling to play.
1UP just got their hands on a new Tabula Rasa trailer along with an Interview with Richard Garriott and a few screenshots. The video is 2:32 min long and features tons of new visuals from the game.
Check it out:
An RPG at heart, the third-person shooting action of the game definitely benefits those with developed twitch skills, while "sticky" weapon targeting makes sure that those less skilled in the art of digitial murderfication can thrive as well. There are still spells in the game, special powers granted by angelic beings that can be used to buff your character or to take out your adversaries on the futuristic battleground, so that reinforces the RPG even as the glut of ballistic firepower at your disposal seemingly eats away at it.
Download URL:
http://www.1up.com/do/download?cId=2014235
Question: Are you happy with the new version [of Tabula Rasa] that you've got?
Richard Garriott: Oh totally. But now everyone in the company now is 100% behind it. We're very confident we have a winner on our hands. The only thing we're not confident of us how fast we can get it out.
One of this year's highlighted events was Richard Garriott's "Designing Tabula Rasa". While loaded with many very interesting peaks into the design process for creating a large scale MMO, the lecture seemed to focus more on the many problems Tabula Rasa was faced with during its development.
While it is not unusual for a developing game to go back many times to correct minor or even major issues with gameplay, it is unusual for a game to go back and almost completely start over with a very different management structure.
Richard Garriott: First of all, it's important to point out that it's not important to do at all. And all if I did was put it up as a backdrop in the game and nothing else, I would still do it because I think the richness and believability it provides the world - even if a tiny number of people did it - I would still think is worthwhile.
However, what I've done is incorporate it much more deeply into the game than that -- where yes I believe most every player will learn to read this. And the reason why I believe that is it's nothing they're forced to do, it will just happen by virtue of playing the game. Because one of the aspects of the game I was how the symbolic language is something players will discover through gameplay.