History Trivia / TabulaRasa

17th Jul '16 6:06:53 PM Someoneman
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* {{Cancellation}}: The game's servers are offline and the game is no longer playable.
11th Oct '15 11:16:35 AM nombretomado
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** The 2004 version emphasized the VirtualPaperDoll mechanic more; similar to ''VideoGame/CityOfHeroes'', PhantasyStarUniverse, and ''VideoGame/ChampionsOnline'', players had the freedom to wear what clothes they wanted. Actual armor bonuses came from accessories that hovered around the player, like Mags in PhantasyStarOnline. These pieces of armor changed the silhouette of a player, which was what would have denoted the player's class (one featured player had halo and wing-like accessories).

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** The 2004 version emphasized the VirtualPaperDoll mechanic more; similar to ''VideoGame/CityOfHeroes'', PhantasyStarUniverse, ''VideoGame/PhantasyStarUniverse'', and ''VideoGame/ChampionsOnline'', players had the freedom to wear what clothes they wanted. Actual armor bonuses came from accessories that hovered around the player, like Mags in PhantasyStarOnline.''VideoGame/PhantasyStarOnline''. These pieces of armor changed the silhouette of a player, which was what would have denoted the player's class (one featured player had halo and wing-like accessories).
14th Mar '15 3:51:08 AM jormis29
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In a December 2011 interview with Eurogamer, [[http://www.eurogamer.net/articles/2011-12-12-garriott-what-went-wrong-with-tabula-rasa Richard Garriott explained why the original 2004 build was scrapped]]--they were initially attempting to design a game that would appeal to Asian markets, as ''{{Lineage 2}}'' does. After two years of development, however, feedback during the development process indicated that the game just wouldn't take. Destination Games decided to focus more on what they were familiar with doing, leading to the final product. However, having spent two years and millions of dollars ''already'' on a what was practically an entirely different MMO, [=NCSoft=] was very impatient and pushed Destination Games to get ''Tabula Rasa'' out the door.

to:

In a December 2011 interview with Eurogamer, [[http://www.eurogamer.net/articles/2011-12-12-garriott-what-went-wrong-with-tabula-rasa Richard Garriott explained why the original 2004 build was scrapped]]--they were initially attempting to design a game that would appeal to Asian markets, as ''{{Lineage ''VideoGame/{{Lineage 2}}'' does. After two years of development, however, feedback during the development process indicated that the game just wouldn't take. Destination Games decided to focus more on what they were familiar with doing, leading to the final product. However, having spent two years and millions of dollars ''already'' on a what was practically an entirely different MMO, [=NCSoft=] was very impatient and pushed Destination Games to get ''Tabula Rasa'' out the door.
28th Apr '14 10:34:37 AM TotemicHero
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* ExecutiveMeddling: Of the ''worst'' kind. There's really no way to describe [=NCSoft's=] actions (forging Garriot's resignation letter in particular) in any sort of generous light.
28th Mar '12 9:53:28 PM TrevMUN
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** Similar to the PhantasyStar [=MMOs=], players would access multiplayer "hubs" within the Sanctuary they accessed through a Waypoint in their home island. Within the multiplayer hub of Sanctuary, players could teleport directly to their friends or areas of interest at any time. From the Hub, players and parties would use a Wormhole Generator to depart on missions, to the various planets under threat by the Bane. All missions had a text briefing explaining their objectives, risks, and rewards before departing.

to:

** Similar to the PhantasyStar [=MMOs=], players would access multiplayer "hubs" within the Sanctuary they accessed through a Waypoint in their home island. Within the multiplayer hub of Sanctuary, hub, players could teleport directly to their friends or areas of interest at any time. From the Hub, players and parties would use a Wormhole Generator to depart on missions, to the various planets under threat by the Bane. All missions had a text briefing explaining their objectives, risks, and rewards before departing.
11th Mar '12 12:31:15 PM nombretomado
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** The 2004 version emphasized the VirtualPaperDoll mechanic more; similar to CityOfHeroes, PhantasyStarUniverse, and ChampionsOnline, players had the freedom to wear what clothes they wanted. Actual armor bonuses came from accessories that hovered around the player, like Mags in PhantasyStarOnline. These pieces of armor changed the silhouette of a player, which was what would have denoted the player's class (one featured player had halo and wing-like accessories).

to:

** The 2004 version emphasized the VirtualPaperDoll mechanic more; similar to CityOfHeroes, ''VideoGame/CityOfHeroes'', PhantasyStarUniverse, and ChampionsOnline, ''VideoGame/ChampionsOnline'', players had the freedom to wear what clothes they wanted. Actual armor bonuses came from accessories that hovered around the player, like Mags in PhantasyStarOnline. These pieces of armor changed the silhouette of a player, which was what would have denoted the player's class (one featured player had halo and wing-like accessories).
23rd Dec '11 10:02:08 AM TrevMUN
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In a December 2011 interview with Eurogamer, [[http://www.eurogamer.net/articles/2011-12-12-garriott-what-went-wrong-with-tabula-rasa Richard Garriott explained why the original 2004 build was scrapped]]--they were initially attempting to design a game that would appeal to Asian markets, as ''Lineage2'' does. After two years of development, however, feedback during the development process indicated that the game just wouldn't take. Destination Games decided to focus more on what they were familiar with doing, leading to the final product. However, having spent two years and millions of dollars ''already'' on a what was practically an entirely different MMO, [=NCSoft=] was very impatient and pushed Destination Games to get ''Tabula Rasa'' out the door.

to:

In a December 2011 interview with Eurogamer, [[http://www.eurogamer.net/articles/2011-12-12-garriott-what-went-wrong-with-tabula-rasa Richard Garriott explained why the original 2004 build was scrapped]]--they were initially attempting to design a game that would appeal to Asian markets, as ''Lineage2'' ''{{Lineage 2}}'' does. After two years of development, however, feedback during the development process indicated that the game just wouldn't take. Destination Games decided to focus more on what they were familiar with doing, leading to the final product. However, having spent two years and millions of dollars ''already'' on a what was practically an entirely different MMO, [=NCSoft=] was very impatient and pushed Destination Games to get ''Tabula Rasa'' out the door.
23rd Dec '11 10:01:15 AM TrevMUN
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In an interview with Eurogamer, [[http://www.eurogamer.net/articles/2011-12-12-garriott-what-went-wrong-with-tabula-rasa Richard Garriott explained why the original 2004 build was scrapped]]--they were initially attempting to design a game that would appeal to Asian markets, as ''Lineage2'' does. After two years of development, however, feedback during the development process indicated that the game just wouldn't take. Destination Games decided to focus more on what they were familiar with doing, leading to the final product. However, having spent two years and millions of dollars ''already'' on a what was practically an entirely different MMO, [=NCSoft=] was very impatient and pushed Destination Games to get ''Tabula Rasa'' out the door.

to:

In an a December 2011 interview with Eurogamer, [[http://www.eurogamer.net/articles/2011-12-12-garriott-what-went-wrong-with-tabula-rasa Richard Garriott explained why the original 2004 build was scrapped]]--they were initially attempting to design a game that would appeal to Asian markets, as ''Lineage2'' does. After two years of development, however, feedback during the development process indicated that the game just wouldn't take. Destination Games decided to focus more on what they were familiar with doing, leading to the final product. However, having spent two years and millions of dollars ''already'' on a what was practically an entirely different MMO, [=NCSoft=] was very impatient and pushed Destination Games to get ''Tabula Rasa'' out the door.
23rd Dec '11 10:00:53 AM TrevMUN
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* DevelopmentHell: Destination Games actually created '''''two''''' [=MMOs=] during Tabula Rasa's development. The first iteration of Tabula Rasa was fairly complete by 2004, but was canned. The final version of Tabula Rasa is ''nothing'' like the Tabula Rasa of 2004. Just take a look at the [[http://www.youtube.com/watch?v=WBKekAjoLdI 2004 trailer]], and the [[http://www.youtube.com/watch?v=uB9dHVUX2KY walkthrough]] [[http://www.youtube.com/watch?v=FjE9ZfUSPbs from E3]] during the same year.

to:

* DevelopmentHell: Destination Games actually created '''''two''''' [=MMOs=] during Tabula Rasa's development. The first iteration of Tabula Rasa was fairly complete by 2004, but was canned. The final version of Tabula Rasa is ''nothing'' like the Tabula Rasa of 2004. Just take a look at the [[http://www.youtube.com/watch?v=WBKekAjoLdI 2004 trailer]], and the [[http://www.youtube.com/watch?v=uB9dHVUX2KY walkthrough]] [[http://www.youtube.com/watch?v=FjE9ZfUSPbs from E3]] during the same year.\\
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In an interview with Eurogamer, [[http://www.eurogamer.net/articles/2011-12-12-garriott-what-went-wrong-with-tabula-rasa Richard Garriott explained why the original 2004 build was scrapped]]--they were initially attempting to design a game that would appeal to Asian markets, as ''Lineage2'' does. After two years of development, however, feedback during the development process indicated that the game just wouldn't take. Destination Games decided to focus more on what they were familiar with doing, leading to the final product. However, having spent two years and millions of dollars ''already'' on a what was practically an entirely different MMO, [=NCSoft=] was very impatient and pushed Destination Games to get ''Tabula Rasa'' out the door.
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