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FAQ - All Questions
General
1.1 What is a FAQ?
1.10 What sort of technology are you using for your primary graphics engine for Vanguard?
1.11 Is there a plan to hamper IGE type companies?
1.12 A lot of games list System Requirements that often prove false upon release. Does Sigil plan on being as close as possible to the truth on game requirements?
1.2 What is an MMORPG (Massively Multiplayer Role-Playing Game)?
1.3 What do these other terms like 'MMOG', 'MMO', 'MMOFPS' and 'PSW
1.4 What is Vanguard: Saga of Heroes?
1.4.1 What do you mean by a 'third generation MMORPG'?
1.4.2 Why should I play your game? I already have a guild and massive time invested in another MMOG.
1.4.2.1 What aspects of Vanguard do you think will especially appeal to the female gamer?
1.4.3 What makes Vanguard really different? Can you talk about exciting new features that really set the game apart?
1.5 Does it cost money to play Vanguard: Saga of Heroes?
1.5.1 Will there be a product to buy in stores?
1.5.2 Will there be a monthly fee to pay to play?
1.5.3 Will there be alternate ways to pay to play other than a credit card?
1.5.4 Why, in your opinion, do the monthly subscription costs of MMOGs seem to going up?
1.6 Who are you guys? What is Sigil Games Online, Inc.?
1.6.1 What is Sigil's goal as company?
1.6.2 What is Sigil's goal for Vanguard: Saga of Heroes?
1.6.2.1 Who is your target audience?
1.6.2.1.1 How will you address players with different amounts of time to play? There are casual players, players who like to group, and players who liked to be involved in massive raids. can they all co-exist?
1.6.2.1.2 Will you attempt to appeal to other types of gamers?
1.6.2.1.3 How important is player interdependence and how does it relate to community development?
1.6.2.2 Some MMOGs have focused more on the 'sandbox' or the 'virtual reality' and 'simulation of real life' aspect of online gaming. Others have focused more on gaming and entertainment. Where does Vanguard: Saga of Heroes fit in?
1.6.2.3 Are you building Vanguard: Saga of Heroes more to expand the gamespace and appeal to new gamers, or to appeal to existing MMOG players, or both?
1.6.2.4 How do you propose to draw in people who have not previously played MMORPGs?
1.6.2.5 How do you intend to make a game that is challenging but not overly tedious?
1.6.3 Where can I find out more information about the team, their experience, and their accomplishments?
1.6.4 Will the development team be playing Vanguard: Saga of Heroes?
1.6.4.1 I've heard that Sigil has a number of 'tenets' related to MMOGs... could you share a few?
1.6.5 Many of the current Sigil Games Online developers have previously been involved in the creation of high-profile MMORPGs. What lessons has the development team learned from these experiences?
1.7 Who is your publisher?
1.7.1 What can you tell us about your relationship with Microsoft?
1.7.2 What sort of creative freedoms do you have?
1.7.3 Who will host the game's servers and where will they be located?
1.7.4 Give us three reasons to be excited about the collaboration between Microsoft and Sigil Games Online.
1.8 What is this XNA I keep hearing about from Microsoft and how will it affect Vanguard?
1.8.1 Does this mean that Vanguard is a multi-platform game?
1.9 This is more of a general question about MMOG developers, publishers, etc., and how those relationships work, how profit and contracts work, etc. Could you give us a summary of what might be typical in this industry?
Beta & Release
2.1 How long have you been working on Vanguard and how far along are you guys in development right now (March, 2004)?
2.1.1 Are you hiring now?
2.2 When will you start Beta Testing?
2.2.1 What stage of Beta are you in right now? How many people are already in Beta?
2.3 How will Beta Testing work?
2.3.1 How long will Beta Testing last?
2.3.2 Will there be multiple phases?
2.3.3 How will you choose beta testers?
2.3.3.1 How do I find out more about Beta?
2.3.4 Will there be an NDA?
2.4 When will Vanguard: Saga of Heroes be released?
2.4.1 Where will it be released?
2.4.2 What about the international (non-USA) release and related timing issues?
2.5 How do you plan on dealing with Internationalization?
2.5.1 How will you handle the various real world languages and language barriers?
2.5.2 Will there be translation of in-game content?
2.5.3 Will there real-time chat translation?
2.5.4 Sometimes we European players feel 'second class' in terms of support, release dates, etc. What does Sigil plan on doing to address this concern and issue?
2.6 Do you plan on having expansions?
2.6.1 How often do you plan to release expansions?
2.6.2 Would expansions be store-bought or episodic (patched), or both?
2.6.2.1 Will there be downloadable free content as well?
2.6.2.2 Will there be monthly content, like a story arc, that will continually progress?
World/Setting/Theme
3.1 What is the setting for Vanguard: Saga of Heroes?
3.10 Where would you say most of your inspiration for the design of the Vanguard world comes from?
3.11 I am a religious person and have concerns about playing in a fantasy world with gods, magic, and the like. How does Sigil feel about this issue?
3.2 What can you tell us about the world of Telon?
3.2.1 What is the role of women in the lore Telon?
3.3 How big is the world?
3.4 Is the world seamless or zone based?
3.4.1 Will the environments still feel as unique as they do in zone based games?
3.4.1 Will the environments still feel as unique as they do in zone based games?
3.4.2 What kind of attention to detail are you giving the terrain and buildings of vanguard? In other games, we have seen cities with buildings that have looked as if they were all cast from a mold.
3.5 Are there multiple worlds/servers/shards or one huge single shared world?
3.6 How much content will the world have?
3.6.1 With the increase in size we are also getting used to seeing an increase in navigable terrain. This has had, in the past, the affect of creating large tracts of emptiness followed by concentrated activity near spawn points or content zones (buildings, caves, etc...). What are you views on this and how do you plan to address this issue?
3.7 How much of the content will be hand-crafted?
3.8 Will there be different types of environments?
3.8.1 Will there be outdoor expanses?
3.8.2 Will there be dungeons?
3.8.3 Will there be cities?
3.8.4 Will there be travel on water?
3.8.5 Will there be underwater adventures?
3.9 Will there be an overall story line that covers the span of the game?
Features
4.1 Is the game level or skill based, or both?
4.1.1 How will characters advance?
4.1.2 How many levels will there be?
4.1.2.1 How has the game been designed so both new players can enjoy the game, and the older, more powerful characters still find it challenging?
4.10 Will I be able to alt-tab and/or run the client in a window?
4.11 Is the game first person, third person, or what? How does camera control work?
4.12 How will the User Interface work? Will it use XML skins? Will it be customizable?
4.12.1 How difficult will making a custom UI be?
4.13 Does Vanguard tend towards role-playing at all? What in-game systems are there to develop this aspect of the game, if any?
4.14 How does Vanguard encourage player-to-player interaction?
4.15 Will grouping be forced in Vanguard or will I be able to Solo?
4.2 Will there be a faction system?
4.2.1 Will we be able to see our faction standing?
4.2.2 How important a role will faction play?
4.3 Will there be different religions?
4.3.1 How will religions affect game play?
4.3.2 Can we expect to see religion specific quests or items?
4.3.3 Will gods or their avatars be killable?
4.4 Will there be an alignment system?
4.4.1 Can we be good, evil, or neutral?
4.4.2 Will this affect how we play the game and how the game reacts to us?
4.5 Is the gameplay more 'Twitch' or more 'Strategic' or a balance between the two?
4.5.1 How will you achieve this in combat?
4.5.2 How will this affect crafting?
4.6 What kind of focus and priority do you place on the newbie experience? Will there be a tutorial?
4.7 What about the character death - how does it work?
4.7.2 Will corpses rot?
4.7.3 If I die in the water, what happens to my corpse?
4.7.5 I read that there will be a silvery cord that appears upon death to guide you back to your body. Won't this break immersion?
4.8 Will Vanguard: Saga of Heroes support voice communication?
4.9 What about in-game mapping and navigation? Will it be present and how will it work?
Player Characters
5.1 What sort of customization will be available at Character Creation?
5.10 Will characters age?
5.11 Will characters need to eat and drink?
5.12 Will I need to use outside tools like parsing in order to effectively play my character?
5.13 Will there be different pathways to improve my character?
5.14 Will you allow server transfers?
5.15 Will you allow players to buy pre-made characters?
5.16 How much should a solitary player be able to affect the world? How should this change if he teams up with other players in social groups?
5.2 What about my character's appearance and clothing - will I be able to make my character appear unique?
5.2.1 A question that some people have been interested in is the realism of the character models to be used in the game. In most past MMOGs characters have tended to be on the perfect side of dimensions. What are your views on this?
5.3 How many characters will I be allowed per account?
5.4 How many characters will I be allowed per 'shard'?
5.5 How will you handle character naming, unique names, etc.? Can my character have a first and last name?
5.6 What about Character Statistics - will players know what they mean?
5.7 Will there be character emotes?
5.8 Will there be character animations?
5.8.1 How much work is being put into the animations of the character models themselves? Will we see realistic motions for such things as movement? Has any use of motion capture been made?
5.8.2 Have you decided to move beyond the process of one size fits all with differing motions to fit different spells instead of one motion to represent all of casting? The same goes for fighting as well.
5.9 Will characters react to the environment? For example, sit on a chair or lay on a bed?
Races
6.1 How many player character races will the game offer?
6.1.1 Thestran Human? Does that mean there will be more than one type of human?
6.2 Will there be racial innate abilities? If so, what kind?
6.3 Will different races start near or far from each other?
6.4 Will the races each have different starting stats?
6.5 Will every race be able to play every class?
Classes/Roles
7.1 In the context of the game, what is a class and a role?
7.2 How many classes will there be?
7.3 How does choosing classes work?
7.4 Will there be traditional High Fantasy classes?
7.4.1 How will you deal with the hybrid vs. specialist issues?
7.4.2 Will there be multi-classing?
7.4.3 Will one class be able to solo better than another?
7.5 Will there be crafting (non hack-n-slash gameplay)?
7.5.1 How will crafting work?
7.5.2 How will crafting affect the economy?
7.5.3 How will crafting affect dropped loot?
7.5.3.1 I think elsewhere in the FAQ it hinted that the most powerful items in the game would be crafted from rare dropped components, so both adventuring and crafting are necessary to make the most powerful items. Correct me if I'm wrong.
7.5.3.2 Can you tell me more about areas where I would be harvesting as a Crafter, my ability to defend myself, etc.?
7.5.4 Will Crafters be able to mark the items they craft?
7.5.5 Assuming you can still perform "reasonably altho nowhere close to optimal" when you enter combat in trading sphere ...
Will you be able to, say, gather herbs at a "reasonably altho nowhere close to optimal" rate if you are in combat gear? Or is this a case of "that option is not available, please go back to town and change your sphere" game restriction ?
7.5.5.1 If i am a high level warrior gathering and attacked by mobs can i still use my fighting abilities to defend myself although at a big disadvantage due to only wearing crafter gear and using a crafters tool as a weapon?
7.6 Can you tell me more about these two 'spheres' of gameplay, crafting and adventuring? How does one switch between the two? For example, can a group of adventures set out and some swap spheres to harvest ore or clear a rock fall then swap back to their adventurer sphere?
Skills, Spells, & Abilities
8.1 What are skills - how does the skill system work?
8.1.1 Will there be caps on skills?
8.2 What do you mean by abilities?
8.2.1 What type of abilities will there be?
8.2.2 Can players improve the effectiveness of abilities?
8.2.3 Will skills be limited by race and/or class?
8.2.4 Will classes have different but equivalent abilities?
8.2.5 Will there be both individual and group abilities?
8.3 Will there be spells? How does the spell system work?
8.3.1 Will there be both individual and group spells?
8.3.2 Will classes have different but equivalent spells?
8.3.3 How will you improve your spellcasting?
8.4 Will there be pets in the game?
NPCs
9.1 What kinds of NPCs will I encounter in Telon?
9.2 Can you tell me about NPC AI?
9.3 How will NPC pathing work? Will NPCs get stuck at times?
9.4 Will you use massively scripted NPC events?
9.5 How will we interact with NPCs?
9.6 Will there be dragons?
9.7 How much effort would you say has gone into making the game models truly unique and different from other MMOGs?
Quests/Interaction
10.1 What kinds of quests will you use?
10.1.1 Will there be branching quests?
10.1.2 Will players be able to repeat quests?
10.1.3 Will there be different types of rewards for quests?
10.2 Will there be some sort of journal to keep track of quests?
10.3 Will we see different types of rewards for quests?
10.4 What relationship if any will factions, alignment, and quests have?
10.5 How can the player affect the environment? Will this effect be permanent or temporary?
10.6 What can you tell me about your 'advanced encounter system?
10.6.1 I am not a fan of locked encounters -- will your encounter system involve them?
10.6.1.1 Reserving such a restrictive mechanic for highly beneficial encounters would be very reasonable. To me, thats where other newer MMOGs went overboard. They locked EVERY encounter, no matter how common and miniscule. Epic fights, quest encounters, and progression boss mobs are one thing. But snakes, hawks, and rats is a bit extreme.
Items/Economy
11.1 Will there be a player driven economy, and if so why, and how will it work?
11.10 How will item storage work?
11.11 What are your views on item model reuse in these games? In some past MMOGs one art model was used repeatedly (items and monsters) to represent several different objects in the game.
11.12 Will players be able to custom color their armor?
11.2 How do you feel about players selling accounts, items, and other in-game 'property' outside of the game, in auctions and/or for real money?
11.3 How 'item-centric' is the game; how important is item acquisition?
11.4 Will there be automated ways of selling items, such as a bazaar, or seller NPCs (vendors)?
11.5 Will there be item decay? If so, why? What is it for?
11.6 Will there be in-game item and money sinks to encourage players to remove items and money from the economy?
11.7 Will items have restrictions on them to control who can use them?
11.7.1 Will there be item class Restrictions?
11.7.2 Will there be item race Restrictions?
11.7.3 Will there be item level Restrictions?
11.7.4 Will there be item gender Restrictions?
11.7.5 Will there be faction restrictions on items?
11.8 Will items be used to help define class roles at high levels?
11.9 Will there be epic or unique items or artifacts?
Property
12.1 Will there be player owned housing and how will that work?
Transportation
13.1.1 Will there be boats or ships?
13.1.10 How does one control the speeds at which your ships can sail?
13.1.2 Will there be anything to do on boats?
13.1.4 How will you deal with teleportation?
13.1.5 Will there be horses? How will they work, how important will they be, and are they just a status symbol or integral to the game?
13.1.6 Can my horse or ship 'die'? If so, and I've equipped it with valuable items and/or am storing valuable items on them, what do I do to recover them?
13.1.7 Will I be able to name my ship, horse, or any other vehicle?
13.1.8 What if I die while in transit on my boat? What if you die under water? Will your corpse just float to the surface? What if you die inside a building under the water? Will it still find its way up there?
13.1.9 In other games ships never seem to work they always lag and kill the passengers and losing a body in the ocean does not seem like fun.
13.2 Will travel be meaningful but hopefully not too tedious as well?
13.3 Will you attempt to make distant lands really feel distant?
13.4 How will you deal with mapping, navigation, compasses, and the like?
Guild Support
14.1 What type of in game social structures will there be?
14.2 Will there be tools to help manage a guild?
14.3 Will there be limits to guild sizes?
14.4 Will it be easy to start up a guild?
14.5 Will players be able to engage in guild wars?
14.6 Will there be in and out of game guild chat systems?
14.7 Will there be guildhalls and/or guildbanks?
Alternate Rule set Servers
15.1 Will you have different servers for different play styles?
15.2 Will there be Player vs. Player servers?
15.3 Will there be Premium Servers?
15.4 Will there be Role-play servers?
15.5 Will there be 'iron man' servers with permanent character death?
Early MMOG Issues
16.1 How will you deal with griefing in general?
16.10 What is Sigil's stance on 'twinking' and what mechanics will be in place to reduce the negative aspects of 'twinking'?
16.2 How will you deal with exploiting, cheating, duping, etc.?
16.3 How will you address the problems associated with treadmilling and camping?
16.4 How will you address 'Ninja Looting'?
16.5 How will you address 'Training'?
16.6 How will you deal with competition for resources?
16.7 Will there be over-crowded servers?
16.8 How do you feel about downtime in general?
16.8.1 What about downtime related to travel?
16.8.2 What about downtime between battles?
16.8.3 What about downtime waiting for spawns and/or other events
16.8.4 What about downtime looking for groups or waiting for a bind?
16.9 What is Sigil's feeling on Instancing and the use of private, virtual spaces?
Technology
17.1 What kind of PC will I need to run the game?
17.1.1 What will be the min spec CPU?
17.1.2 What will be the min spec Video Card/Video RAM
17.1.3 What will be the min spec system RAM?
17.1.4 Can I still play using a Modem? What is the minimum baud rate?
17.2 What sort of graphics engine are you using to make Vanguard? Is it an in-house developed engine, or a licensed engine, or a hybrid of both?
General MMOG Phillosophy
18.1.1 Are all your ideas internal or have you taken bits and pieces from your message boards? I'm not expecting Secret Sauce(tm) material just curious if the fans have helped out.
18.1.10 In EverQuest Complete Heal (CH) became a very powerful spell, maybe too powerful. Does Sigil plan to address spell balance issues like CH?
18.1.11 Can PvP work in a PvE world when you will always have griefers?
18.1.12 What do you mean by "dynamic" content?
18.1.13 Is there a way to combine the challenge of EverQuest with the fast start of Star Wars: Galaxies?
18.1.14 If the punishment factor is low enough, is a rule that rewards players for doing things the designers want (e.g. not spending all their time in 1 dungeon) worth it?
18.1.15 Should power players and casual players yield the same rewards?
18.1.16 Should companies provide game expansions for free?
18.1.17 What are your thoughts on the successes and failures of today's newer MMOGS?
18.1.18 I was so excited about Ultima Online 2 when it was under development because if they can put out a good game the first time around, they definitely will be able to improve on a lot of things. Do you share this philosophy?
18.1.19 Many MMOG's today have been made easier, with less down time, lower risks, easy travel, etc. Do you think you will be able to recapture the sense of adventure and challenge that many of us are missing in our games today?
18.1.2 What rating are you going for?
18.1.20 There seem to be different chat commands in every new MMOG. Do you think that these commands in MMOG's can and/or should be standardized?
18.1.21 How much influence will Microsoft have over your project development both now and in the future?
18.1.22 Should you start a beta with tons of stuff not working or not implemented yet, then introduce what is missing and fix as beta progress which is the usual path or go for a more finish product with almost everything in, and most of it in a working form?
18.1.23 Will your game include massive scripted events?
18.1.24 Shouldn't a player's choice of Deity have an impact on the playing experience, in addition to selection of class and race?
18.1.25 Will you keep text to the text boxes or put it in head bubbles?
18.1.3 What is Sigil's stance on guaranteed content?
18.1.4 What are your thoughts on graphical superiority vs. system requirements?
18.1.5 Will you go back to the complex gameworlds of MUDs and add today's standard graphics like EverQuest originally did?
18.1.6 Why all the secrecy? Is it to stop a competitor stealing ideas? Is it to give the players a surprise when they start playing? Is it to prevent the spoiler sites publishing their extensive databases prior to launch?
18.1.7 Why is it that sometimes the immense backstory of a game is treated as a trade secret from the players and the lore is doled out in such miniscule amounts that people are often unaware of the storylines?
18.1.8 How is Sigil going to protect the backstory as the people who originally wrote it may move around after the game is released?
18.1.9 Why do developers try to keep solo play to a minimum, stressing the virtues of grouping?
18.2.1 What actually happened to Aradune? I've read lore and webpages telling about all sorts of stuff, but I've not found anything conclusive about Aradune himself.
18.2.2 Will Aradune be part of Sigil's game?
18.2.3 What are your thoughts on the changes in EverQuest that have made the game easier? While some argue that they have made the game more player-friendly, others seem to feel they have "dumbed down" the gameplay.
18.2.4 There were a lot of flaws in the original concept of EverQuest. In developing your new game, are you trying to "fix" these flaws?
18.2.5 Will you have a short movie for players to watch the first time they boot up the game with an option of bypassing it with the touch of a key?
18.3.1 Will Keith Parkinson be doing the box art for Vanguard: Saga of Heroes?
18.4.1 What do you think of the relatively new lower level cleric resses and do you think that they impacted the game in a positive or negative way? And if you could, please elaborate your feelings on the 96% exp res, too.
18.4.10 What about a system where instead of receiving all your spells every 4 or 5 levels that you get 1 or 2 each level?
18.4.11 Should there be some compensation that would benefit players that are not able to invest as many hours in a game?
18.4.12 Did the game designers or the players create camping?
18.4.13 Would you consider a chat system that was more realistic and allowed one to communicate only with those who are near you (in other words, no chat global chat such as /tells)?
18.4.14 Will your spells have unique and individual names? Or will you follow the trend to simply number them (Healing I, Healing II, etc.)?
18.4.15 Will your game include lots of features that will make the world interesting (such as weather changes, lighting effects, animals and characters that behave in a way that enhance our game-play experience)?
18.4.2 What do you think of regional currencies?
18.4.3 How do you feel about hard level caps (50, 100, 200, etc.)?
18.4.4 Should level progression be fast or slow?
18.4.5 What are your thoughts on limited run/production items off special mobs (semi-artifacts)?
18.4.6 Do you intend to encourage more activity in cities to make the world feel more alive?
18.4.7 Will Sigil's game be providing players with more unique encounters?
18.4.8 Is it possible to have compelling rewards other than Loot?
18.4.9 Do I always have to kill the "Uber Mob" to advance?
18.5.1 Why not make languages work like a skill?
18.5.2 Will the design of your game focus more on crafting or adventuring?
18.6.1 Will Sigil's engine take advantage of dx9 and pixel-vertex shaders?
18.6.10 How often do you upgrade your test systems?
18.6.11 When you're programming your quest tools, could there be a master "on" switch for the quest somewhere? You should be able to see every portion of the quest in your Quest Tool (TM) so that you can audit the quest for problems or updating if necessary.
18.6.12 Have any released MMOG's solved Z-axis pathing and aggro issues? Has Sigil?
18.6.13 Will your game engine utilize DirectX 9 or the newly announced DirectX 10?
18.6.14 How can you guarantee me your game will be playable given that the high-end video cards of today on a high end machine (which will be mid-level by the time you release) cannot run a single player fully DX9 game at 1600x1200 without significant FPS issues?
18.6.15 Will there be multiple monitor support with possible 3d support as well?
18.6.16 Have you discussed the fact that there could be multiple default UIs implemented, instead of just one? Perhaps one default for each class, customized specifically for their gameplay?
18.6.2 Will the engine be more or less cpu dependant than EverQuest?
18.6.3 Will Sigil's engine take advantage of the newest video cards?
18.6.4 The AI in games isn't all that great. Isn't there better AI available?
18.6.5 Is there a difference in designing zones vs. a seamless world?
18.6.6 What do you think about auto-setting many of the display options based on user specs? Who should be in charge of these options?
18.6.7 Will Sigil use real time server patching?
18.6.8 Will you aim for lower end systems though so the game still looks great and runs smooth for the majority of the players?
18.6.9 Why do you think that in many MMOG's today, bad patches (patches that break several things further instead of fixing them) continue to get pushed and what can companies do about it?
18.7.1 What advice would you give an avid MUD-administrator who wishes to pursue a career in the MMORPG business?
18.7.2 Will Microsoft Beta testers get a head start?
18.7.3 What about using professional music in the game?
18.7.3.1 Tell me more about the music Nino is doing for the game.
18.7.4 Richard Bartle, author of 'Designing Virtual Worlds,' says that most players are not good designers. If designers can't be players in the same way the "rest of us" are, what does that say about game design?
18.7.5 Who will be doing the customer service on your online games?
18.7.6 What do you think is the trend of offering in-game rewards for pre-ordering?
18.7.7 Is your game going to be for console? And if so, will it be compatible with the PC platform?
18.7.8 Why not sell a picture book with Keith Parkinson art and concept art for the game?
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Game Status
» Current Phase:
BETA 1
» Release Date:
Summer 2006
» Beta Information:
Click Here
» Fanguard
Poll
Are you getting amped for E3 2006 this week?
Of course. I'm going. It's what I live for.
Love to go. But I got this thing. It's called a job.
They're making me go.
Are they giving away free stuff?
Nope. I just "don't belive the hype."
What's an E3?
View Results
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June 5, 2006