<?xml version="1.0"?> <rss version="2.0" xmlns:dc="http://purl.org/dc/elements/1.1/" xmlns:itunes="http://www.itunes.com/dtds/podcast-1.0.dtd"><channel><title>Massively</title><link>http://www.massively.com</link><description>Massively</description><image><url>http://www.massively.com/media/feedlogo.gif</url><title>Massively</title><link>http://www.massively.com</link></image><language>en-us</language><copyright>Copyright 2008 Weblogs, Inc. The contents of this feed are available for non-commercial use only.</copyright><generator>Blogsmith http://www.blogsmith.com/</generator><itunes:author>Massively</itunes:author><itunes:image href="http://www.blogsmithmedia.com/www.massively.com/media/2008/04/massivelyspeaking.jpg" /><itunes:summary>Massively Speaking is a medium-length (40-60 minutes) weekly podcast from the writers at Massively.com! The podcast will be covering a week&apos;s worth of highlights, detailing news and features from the website. Tune in each week to hear commentary from the minds behind your favorite MMO-related news, editorials, and feature articles.</itunes:summary><itunes:category text="Games &amp; Hobbies"><itunes:category text="Video Games" /></itunes:category><item><title>Player vs. Everything: Analyzing the Wrath of the Lich King news explosion</title><link>http://www.massively.com/2008/05/09/player-vs-everything-analyzing-the-wrath-of-the-lich-king-news/</link><guid isPermaLink="true">http://www.massively.com/2008/05/09/player-vs-everything-analyzing-the-wrath-of-the-lich-king-news/</guid><comments>http://www.massively.com/2008/05/09/player-vs-everything-analyzing-the-wrath-of-the-lich-king-news/#comments</comments><description><![CDATA[<p>Filed under: <a href="http://www.massively.com/category/world-of-warcraft/" rel="tag">World of Warcraft</a>, <a href="http://www.massively.com/category/expansions/" rel="tag">Expansions</a>, <a href="http://www.massively.com/category/previews/" rel="tag">Previews</a>, <a href="http://www.massively.com/category/opinion/" rel="tag">Opinion</a>, <a href="http://www.massively.com/category/player-vs-everything/" rel="tag">Player vs. Everything</a></p><div align="center"><a href="http://www.massively.com/2008/05/09/blizzard-unleashes-a-storm-of-lich-king-information/"><img vspace="4" hspace="4" border="1" alt="" src="http://www.blogsmithmedia.com/www.massively.com/media/2008/05/lichkingarthasbadass.jpg" /></a> </div>
<p style="text-align: left;">Wow. Or more accurately, <em><a href="http://www.worldofwarcraft.com/" mce_href="http://www.worldofwarcraft.com/" target="_blank">World of Warcraft</a>. </em>It's all over the internet today in a big way. <a href="http://www.massively.com/tag/Blizzard/" mce_href="http://www.massively.com/tag/Blizzard/" target="_blank">Blizzard</a> released a ridiculous amount of information about their next expansion, <a href="http://www.worldofwarcraft.com/wrath/" mce_href="http://www.worldofwarcraft.com/wrath/" target="_blank"><em>Wrath of the Lich King</em></a>, and some of the changes they've announced are pretty major. I thought I would use today's article to go over some of the most exciting announcements, discuss what makes them so interesting, and talk about what it means for the game (and for you). I'll be pointing out the links as I go along, but if you just want to go check out the articles, <a href="http://www.massively.com/2008/05/09/blizzard-unleashes-a-storm-of-lich-king-information/" mce_href="http://www.massively.com/2008/05/09/blizzard-unleashes-a-storm-of-lich-king-information/" target="_blank">this post</a> will send you everywhere you want to go and <a href="http://www.worldofwar.net/articles/413359/wrath-presentation-all-the-facts-none-of-the-fluff" mce_href="http://www.worldofwar.net/articles/413359/wrath-presentation-all-the-facts-none-of-the-fluff" target="_blank">this post</a> has a nice synopsis of all the available info in one easy place.</p>
<p>Before I start digging in, I just wanted to mention that I would never, ever, want to compete with Blizzard as a game company. Those <a href="http://www.massively.com/2008/05/01/player-vs-everything-those-poor-poor-designers/" mce_href="http://www.massively.com/2008/05/01/player-vs-everything-those-poor-poor-designers/" target="_blank">poor guys</a> at <a href="http://www.massively.com/tag/funcom" mce_href="http://www.massively.com/tag/funcom" target="_blank">Funcom</a>... The <em><a href="http://www.ageofconan.com/" mce_href="http://www.ageofconan.com/" target="_blank">Age of Conan</a> </em>release date was set for a month after Blizzard's big Sunwell patch -- it looked like they were in the clear, and they could ride people's boredom all the way to September and maybe even hold them. And then, Blizzard drops a bomb like this (<a href="http://www.massively.com/2008/05/05/player-vs-everything-age-of-conan-closed-beta-impressions/" mce_href="http://www.massively.com/2008/05/05/player-vs-everything-age-of-conan-closed-beta-impressions/" target="_blank">ten days before <em>AoC's </em>release</a>, which I'd bet my shirt was no coincidence). People will be talking about this stuff for months, it's going to be hard to get a word in edge-wise over the buzz, and the promise of a mystery patch that will let us spend our gold on "<a href="http://www.worldofwar.net/articles/413359/wrath-presentation-all-the-facts-none-of-the-fluff" mce_href="http://www.worldofwar.net/articles/413359/wrath-presentation-all-the-facts-none-of-the-fluff" target="_blank">cool new items</a>" will keep people happily grinding dailies for a while. That's got to sting. Anyway, without further ado, lets take a look at these announced features.</p><p><a href="http://www.massively.com/2008/05/09/player-vs-everything-analyzing-the-wrath-of-the-lich-king-news/" rel="bookmark">Continue reading <em>Player vs. Everything: Analyzing the Wrath of the Lich King news explosion</em></a></p><p style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;">&nbsp;</p><p><a href="http://www.massively.com/2008/05/09/player-vs-everything-analyzing-the-wrath-of-the-lich-king-news/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://www.massively.com/forward/1191486/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://www.technorati.com/cosmos/search.html?rank=&amp;fc=1&amp;url=http://www.massively.com/2008/05/09/player-vs-everything-analyzing-the-wrath-of-the-lich-king-news/" title="Linking Blogs">Linking&nbsp;Blogs</a>&nbsp;|&nbsp;<a href="http://www.massively.com/2008/05/09/player-vs-everything-analyzing-the-wrath-of-the-lich-king-news/#comments" title="View reader comments on this entry">Comments</a></p>]]></description><category>age-of-conan</category><category>blizzard</category><category>content</category><category>death-knight</category><category>featured</category><category>funcom</category><category>instances</category><category>player-vs-everything</category><category>preview</category><category>raid</category><category>raiding</category><category>raids</category><category>warcraft</category><category>world-of-warcraft</category><category>wrath-of-the-lich-king</category><dc:creator>Cameron Sorden</dc:creator><pubDate>Fri, 09 May 2008 16:30:00 EST</pubDate></item><item><title>Player vs. Everything: Pointless mini-zones</title><link>http://www.massively.com/2008/05/08/player-vs-everything-pointless-mini-zones/</link><guid isPermaLink="true">http://www.massively.com/2008/05/08/player-vs-everything-pointless-mini-zones/</guid><comments>http://www.massively.com/2008/05/08/player-vs-everything-pointless-mini-zones/#comments</comments><description><![CDATA[<p>Filed under: <a href="http://www.massively.com/category/culture/" rel="tag">Culture</a>, <a href="http://www.massively.com/category/game-mechanics/" rel="tag">Game mechanics</a>, <a href="http://www.massively.com/category/opinion/" rel="tag">Opinion</a>, <a href="http://www.massively.com/category/academic/" rel="tag">Academic</a>, <a href="http://www.massively.com/category/player-vs-everything/" rel="tag">Player vs. Everything</a></p><div align="center"><a href="http://www.wowwiki.com/Dun_Morogh_airfield"><img vspace="4" hspace="4" border="1" alt="" title="The Dun Morogh Airfield: A Pointless Zone" src="http://www.blogsmithmedia.com/www.massively.com/media/2008/05/airfieldironforge.jpg" /></a> </div>
<p>How pointless are so-called "pointless mini-zones," really? <a target="_blank" mce_href="http://www.massively.com/bloggers/michael-zenke/" href="http://www.massively.com/bloggers/michael-zenke/">Michael</a> did a post the other day which examined the history of a zone in <a target="_blank" mce_href="http://eqplayers.station.sony.com/" href="http://eqplayers.station.sony.com/"><em>EverQuest</em></a> called <a target="_blank" mce_href="http://www.massively.com/2008/05/04/the-history-of-everquests-surefall-glade/" href="http://www.massively.com/2008/05/04/the-history-of-everquests-surefall-glade/">Surefall Glade</a>. Hitting his links gave me a nice little walk down memory lane -- I have fond memories of Surefall, being an old-school <em>EQ </em>fan who cut his teeth in Qeynos Hills, back in the day. There really isn't all that much to the zone, though. It's like the article says: a cabin, a lake, an archery range, and a few hidden caves with some bears. There's nothing to do but raise your fletching skill, and nothing to kill that's worth killing. Eventually they added some stuff to it, but it was still never anything more than a small, transitional town.</p>
<p>Surefall was the essence of a pointless mini-zone: Most players never had any compelling reason to go there. Still, did it add something to the game with its mere presence? Like <a target="_blank" mce_href="http://www.wowwiki.com/Moonglade" href="http://www.wowwiki.com/Moonglade">Moonglade</a> in <em><a target="_blank" mce_href="http://www.worldofwarcraft.com/index.xml" href="http://www.worldofwarcraft.com/index.xml">World of Warcraft</a>,</em> you could argue that it was kind of a neat place for players to discover and hang out. We get so focused on the "content" of these games that sometimes we forget that exploring a new zone you've never seen before, even if there's really nothing to do there, <em>is</em> content in its own right. Besides, does every single zone in our MMOGs have to be a big quest hub tied to a specific zone? Can't some places just be places?</p><p><a href="http://www.massively.com/2008/05/08/player-vs-everything-pointless-mini-zones/" rel="bookmark">Continue reading <em>Player vs. Everything: Pointless mini-zones</em></a></p><p style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;">&nbsp;</p><p><a href="http://www.massively.com/2008/05/08/player-vs-everything-pointless-mini-zones/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://www.massively.com/forward/1189513/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://www.technorati.com/cosmos/search.html?rank=&amp;fc=1&amp;url=http://www.massively.com/2008/05/08/player-vs-everything-pointless-mini-zones/" title="Linking Blogs">Linking&nbsp;Blogs</a>&nbsp;|&nbsp;<a href="http://www.massively.com/2008/05/08/player-vs-everything-pointless-mini-zones/#comments" title="View reader comments on this entry">Comments</a></p>]]></description><category>airport</category><category>everquest</category><category>exploit</category><category>featured</category><category>moonglade</category><category>player-vs-everything</category><category>role-playing</category><category>roleplay</category><category>roleplaying</category><category>silithus</category><category>surefall-glade</category><category>timbermaw</category><category>world-of-warcraft</category><category>zone</category><category>zones</category><dc:creator>Cameron Sorden</dc:creator><pubDate>Thu, 08 May 2008 09:00:00 EST</pubDate></item><item><title>Player vs. Everything: Should MMOGs allow modding?</title><link>http://www.massively.com/2008/05/07/player-vs-everything-should-mmogs-allow-modding/</link><guid isPermaLink="true">http://www.massively.com/2008/05/07/player-vs-everything-should-mmogs-allow-modding/</guid><comments>http://www.massively.com/2008/05/07/player-vs-everything-should-mmogs-allow-modding/#comments</comments><description><![CDATA[<p>Filed under: <a href="http://www.massively.com/category/expansions/" rel="tag">Expansions</a>, <a href="http://www.massively.com/category/game-mechanics/" rel="tag">Game mechanics</a>, <a href="http://www.massively.com/category/mmo-industry/" rel="tag">MMO industry</a>, <a href="http://www.massively.com/category/patches/" rel="tag">Patches</a>, <a href="http://www.massively.com/category/player-vs-everything/" rel="tag">Player vs. Everything</a></p><div align="center"><a href="http://cs.elderscrolls.com/"><img vspace="4" hspace="4" border="1" src="http://www.blogsmithmedia.com/www.massively.com/media/2008/05/tescs.jpg"  title="The Elder Scrolls Construction Set gives modders lots of control over the game." alt="" /></a> </div>
<p style="text-align: left;">When <em><a target="_blank" mce_href="http://en.wikipedia.org/wiki/Diablo_%28video_game%29" href="http://en.wikipedia.org/wiki/Diablo_%28video_game%29">Diablo</a> </em>first came out, I was a huge fan of it. It was pretty much all I played for months. Then, after a while, I got bored. Even with randomly generated dungeons and enemies, there are only so many loot runs you can do. When <a target="_blank" mce_href="http://en.wikipedia.org/wiki/Diablo:_Hellfire" href="http://en.wikipedia.org/wiki/Diablo:_Hellfire"><em>Hellfire</em></a> was released I got back into it again. But with time, the newness of that wore off too. I put <em>Diablo </em>on the shelf, satisfied that I had done everything interesting there was to do with the game. A few months later, <a target="_blank" mce_href="http://www.massively.com/2008/04/25/player-vs-everything-maxed-out-and-bored/" href="http://www.massively.com/2008/04/25/player-vs-everything-maxed-out-and-bored/">I was bored</a> and looking for something to play. That was when I stumbled onto a random website and discovered my first<em> <a target="_blank" mce_href="http://en.wikipedia.org/wiki/Mod_%28computer_gaming%29" href="http://en.wikipedia.org/wiki/Mod_%28computer_gaming%29">Diablo</a></em><a target="_blank" mce_href="http://en.wikipedia.org/wiki/Mod_%28computer_gaming%29" href="http://en.wikipedia.org/wiki/Mod_%28computer_gaming%29"> mod</a>.</p>
<p>Someone had taken the game I knew and loved, and changed it -- it was like playing a whole new game while keeping everything I loved about my favorite game intact. This experience spurred a long-standing fascination with the modding scene for me, and I've since downloaded and enjoyed mods for most of my favorite <a target="_blank" mce_href="http://www.massively.com/2008/04/06/are-mmos-killing-single-player-rpgs/" href="http://www.massively.com/2008/04/06/are-mmos-killing-single-player-rpgs/">single-player games</a>. It's amazing what people can do when developers hand them the keys! In fact, I would argue that it dramatically improves both the value and shelf life of your computer game if you make it easy for the modding community to get their hands on your game. Case in point: <a target="_blank" mce_href="http://en.wikipedia.org/wiki/Morrowind" href="http://en.wikipedia.org/wiki/Morrowind"><em>Morrowind</em></a> is still an amazing game that looks great and has tons of content, despite being almost six years old at this point. That wouldn't have happened without the <a target="_blank" mce_href="http://www.massively.com/2007/12/24/its-a-mod-mod-world-says-wows-drysc/" href="http://www.massively.com/2007/12/24/its-a-mod-mod-world-says-wows-drysc/">support of modders</a>. Given all of the cool things that you can do with modding, shouldn't developers let us tweak their MMOGs, too?</p><p><a href="http://www.massively.com/2008/05/07/player-vs-everything-should-mmogs-allow-modding/" rel="bookmark">Continue reading <em>Player vs. Everything: Should MMOGs allow modding?</em></a></p><p style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;">&nbsp;</p><p><a href="http://www.massively.com/2008/05/07/player-vs-everything-should-mmogs-allow-modding/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://www.massively.com/forward/1189147/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://www.technorati.com/cosmos/search.html?rank=&amp;fc=1&amp;url=http://www.massively.com/2008/05/07/player-vs-everything-should-mmogs-allow-modding/" title="Linking Blogs">Linking&nbsp;Blogs</a>&nbsp;|&nbsp;<a href="http://www.massively.com/2008/05/07/player-vs-everything-should-mmogs-allow-modding/#comments" title="View reader comments on this entry">Comments</a></p>]]></description><category>city-of-heroes</category><category>content</category><category>diablo</category><category>elder-scrolls</category><category>featured</category><category>mod</category><category>modding</category><category>mods</category><category>morrowind</category><category>oblivion</category><category>pirates-of-the-burning-sea</category><category>player-created</category><category>player-vs-everything</category><category>ryzom</category><category>ryzom-ring</category><dc:creator>Cameron Sorden</dc:creator><pubDate>Wed, 07 May 2008 16:30:00 EST</pubDate></item><item><title>Player vs. Everything: Exploits are fun</title><link>http://www.massively.com/2008/05/06/player-vs-everything-exploits-are-fun/</link><guid isPermaLink="true">http://www.massively.com/2008/05/06/player-vs-everything-exploits-are-fun/</guid><comments>http://www.massively.com/2008/05/06/player-vs-everything-exploits-are-fun/#comments</comments><description><![CDATA[<p>Filed under: <a href="http://www.massively.com/category/bugs/" rel="tag">Bugs</a>, <a href="http://www.massively.com/category/culture/" rel="tag">Culture</a>, <a href="http://www.massively.com/category/exploits/" rel="tag">Exploits</a>, <a href="http://www.massively.com/category/game-mechanics/" rel="tag">Game mechanics</a>, <a href="http://www.massively.com/category/player-vs-everything/" rel="tag">Player vs. Everything</a></p><div align="center"><a href="http://www.massively.com/category/exploits/"><img vspace="4" hspace="4" border="1" src="http://www.blogsmithmedia.com/www.massively.com/media/2008/05/stewie_griffin_exploit.jpg"  alt="" /></a> </div>
<p>Pretty much everyone knows that "<a target="_blank" mce_href="http://www.massively.com/2008/04/02/a-bug-by-any-other-name/" href="http://www.massively.com/2008/04/02/a-bug-by-any-other-name/">exploit</a>" is a dirty word. An exploit in an MMOG is anything that lets you work outside of the established rules of the game to do something that you couldn't normally do, usually in a way that lets you <a target="_blank" mce_href="http://www.eq2flames.com/hall-flames/22820-back-you-soe.html" href="http://www.eq2flames.com/hall-flames/22820-back-you-soe.html">bypass or defeat content</a> more easily than you're supposed to be able to. Finding a way to<a target="_blank" mce_href="http://www.truveo.com/Arathi-Basin-Gate-Exploit-23-WoW/id/2998038122" href="http://www.truveo.com/Arathi-Basin-Gate-Exploit-23-WoW/id/2998038122"> jump the fence</a> before Arathi Basin actually starts is an exploit. Purposely glitching trash mobs into walls so that you can walk past them to a raid boss is an exploit. Killing a monster from a position where they're totally unable to hurt you is an exploit. In <a target="_blank" mce_href="http://www.massively.com/2007/11/19/pvp-ftw/" href="http://www.massively.com/2007/11/19/pvp-ftw/">PvP gameplay</a>, exploits are the kiss of death -- they break the game and make things totally unfun, because one player is cheating at the game.</p>
<p>But is that necessarily the case for PvE gameplay? I'm not so sure. The commonest way to avoid players using exploits to kill monsters is that when a monster decides that a player is jerking it around too much (and is able to damage it without being hurt themselves), the monster just <a target="_blank" mce_href="http://www.wowwiki.com/Evade" href="http://www.wowwiki.com/Evade">starts evading</a> and goes back to its starting point. It's the virtual NPC equivalent of saying, "Fine, you don't want to play fair? I'm going home." But that mechanic misses an important consideration -- it's kind of fun to <a target="_blank" mce_href="http://www.massively.com/2008/02/11/mmogology-exploiting-the-matrix/" href="http://www.massively.com/2008/02/11/mmogology-exploiting-the-matrix/">find and use ways to exploit</a> mobs.</p><p><a href="http://www.massively.com/2008/05/06/player-vs-everything-exploits-are-fun/" rel="bookmark">Continue reading <em>Player vs. Everything: Exploits are fun</em></a></p><p style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;">&nbsp;</p><p><a href="http://www.massively.com/2008/05/06/player-vs-everything-exploits-are-fun/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://www.massively.com/forward/1187207/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://www.technorati.com/cosmos/search.html?rank=&amp;fc=1&amp;url=http://www.massively.com/2008/05/06/player-vs-everything-exploits-are-fun/" title="Linking Blogs">Linking&nbsp;Blogs</a>&nbsp;|&nbsp;<a href="http://www.massively.com/2008/05/06/player-vs-everything-exploits-are-fun/#comments" title="View reader comments on this entry">Comments</a></p>]]></description><category>age-of-conan</category><category>bugs</category><category>cheating</category><category>city-of-heroes</category><category>exploit</category><category>exploitation</category><category>exploits</category><category>featured</category><category>game-design</category><category>game-mechanics</category><category>kiting</category><category>oblivion</category><category>player-vs-everything</category><category>world-of-warcraft</category><dc:creator>Cameron Sorden</dc:creator><pubDate>Tue, 06 May 2008 10:00:00 EST</pubDate></item><item><title>Player vs. Everything: Age of Conan closed beta impressions</title><link>http://www.massively.com/2008/05/05/player-vs-everything-age-of-conan-closed-beta-impressions/</link><guid isPermaLink="true">http://www.massively.com/2008/05/05/player-vs-everything-age-of-conan-closed-beta-impressions/</guid><comments>http://www.massively.com/2008/05/05/player-vs-everything-age-of-conan-closed-beta-impressions/#comments</comments><description><![CDATA[<p>Filed under: <a href="http://www.massively.com/category/betas/" rel="tag">Betas</a>, <a href="http://www.massively.com/category/age-of-conan/" rel="tag">Age of Conan</a>, <a href="http://www.massively.com/category/game-mechanics/" rel="tag">Game mechanics</a>, <a href="http://www.massively.com/category/previews/" rel="tag">Previews</a>, <a href="http://www.massively.com/category/player-vs-everything/" rel="tag">Player vs. Everything</a></p><div align="center"><a href="http://www.ageofconan.com/"><img vspace="4" hspace="4" border="1" alt="" title="Conan is such a badass." src="http://www.blogsmithmedia.com/www.massively.com/media/2008/05/conan1-thumb-throne.jpg" /></a> </div>
<p>Everyone and their brother seems to be writing about <a href="http://www.ageofconan.com/" mce_href="http://www.ageofconan.com/" target="_blank"><em>Age of Conan</em></a> over the last few days, but hopefully you're hungry for a little more. I've spent the last day and a half trying out different classes and playing through the <a href="http://www.massively.com/2008/05/01/age-of-conan-the-first-steps-in-tortage/" mce_href="http://www.massively.com/2008/05/01/age-of-conan-the-first-steps-in-tortage/" target="_blank">various starting missions</a>, and I'm ready to serve up some impressions. If you want the quick and dirty version, I'm really impressed with what Funcom has done. <strong>This game is worth your money</strong>. I'll try to talk about the aspects of the game that I haven't seen discussed much yet, as well as the stuff that everyone is talking about.</p>
<p>It's also important to note that I've been playing with the <em>closed beta</em> client -- <em>not</em> the open beta one. <a href="http://www.massively.com/2008/05/03/aoc-beta-a-tale-of-two-clients/" mce_href="http://www.massively.com/2008/05/03/aoc-beta-a-tale-of-two-clients/" target="_blank">There is</a> a <a href="http://www.keenandgraev.com/?p=1018" mce_href="http://www.keenandgraev.com/?p=1018" target="_blank">serious difference</a>. I should mention that when I wrote <a href="http://www.massively.com/2008/05/02/player-vs-everything-choking-on-graphics/" mce_href="http://www.massively.com/2008/05/02/player-vs-everything-choking-on-graphics/" target="_blank">Friday's article</a>, I hadn't yet played the game and I was basing my arguments largely on the claims of people who had had bad experiences with the <em>open beta </em>client. I still stand by my arguments about making games with outlandish system requirements, but I think <a href="http://www.massively.com/category/age-of-conan/" mce_href="http://www.massively.com/category/age-of-conan/" target="_blank"><em>Age of Conan</em></a> will run just fine on many systems. Keeping all of that in mind, here's what I think of the game.</p><p><a href="http://www.massively.com/2008/05/05/player-vs-everything-age-of-conan-closed-beta-impressions/" rel="bookmark">Continue reading <em>Player vs. Everything: Age of Conan closed beta impressions</em></a></p><p style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;">&nbsp;</p><p><a href="http://www.massively.com/2008/05/05/player-vs-everything-age-of-conan-closed-beta-impressions/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://www.massively.com/forward/1186222/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://www.technorati.com/cosmos/search.html?rank=&amp;fc=1&amp;url=http://www.massively.com/2008/05/05/player-vs-everything-age-of-conan-closed-beta-impressions/" title="Linking Blogs">Linking&nbsp;Blogs</a>&nbsp;|&nbsp;<a href="http://www.massively.com/2008/05/05/player-vs-everything-age-of-conan-closed-beta-impressions/#comments" title="View reader comments on this entry">Comments</a></p>]]></description><category>age-of-conan</category><category>age-of-conan-guide</category><category>aoc</category><category>beta</category><category>combat</category><category>dialogue</category><category>environment</category><category>featured</category><category>funcom</category><category>gameplay</category><category>graphics</category><category>mission</category><category>npcs</category><category>player-vs-everything</category><category>preview</category><category>quests</category><category>stability</category><dc:creator>Cameron Sorden</dc:creator><pubDate>Mon, 05 May 2008 11:00:00 EST</pubDate></item><item><title>Player vs. Everything: Choking on graphics</title><link>http://www.massively.com/2008/05/02/player-vs-everything-choking-on-graphics/</link><guid isPermaLink="true">http://www.massively.com/2008/05/02/player-vs-everything-choking-on-graphics/</guid><comments>http://www.massively.com/2008/05/02/player-vs-everything-choking-on-graphics/#comments</comments><description><![CDATA[<p>Filed under: <a href="http://www.massively.com/category/betas/" rel="tag">Betas</a>, <a href="http://www.massively.com/category/game-mechanics/" rel="tag">Game mechanics</a>, <a href="http://www.massively.com/category/mmo-industry/" rel="tag">MMO industry</a>, <a href="http://www.massively.com/category/opinion/" rel="tag">Opinion</a>, <a href="http://www.massively.com/category/player-vs-everything/" rel="tag">Player vs. Everything</a></p><div align="center"><a href="http://www.massively.com/2008/05/01/age-of-conan-the-first-steps-in-tortage/"><img vspace="4" hspace="4" border="1" alt="" src="http://www.blogsmithmedia.com/www.massively.com/media/2008/05/ageofconan-2008-04-25-17-28-18-73moddedpic.jpg" /></a></div>
<p>I managed to get my hands on an <em><a href="http://www.ageofconan.com/" mce_href="http://www.ageofconan.com/" target="_blank">Age of Conan</a></em> beta key this morning, so off I went to excitedly download the client. I'm a big fan of <a href="http://en.wikipedia.org/wiki/Conan_the_Barbarian" mce_href="http://en.wikipedia.org/wiki/Conan_the_Barbarian" target="_blank">Robert E. Howard's original pulps</a>, and I've been looking forward to the grim and gritty world of Hyboria for a while now. Most of what I've read about it so far has been very positive (with a few <a href="http://www.keenandgraev.com/?p=997" mce_href="http://www.keenandgraev.com/?p=997" target="_blank">notable exceptions</a> due to some of the design choices). Our <a href="http://www.massively.com/2008/05/01/massivelys-state-of-the-game-age-of-conan-beta/" mce_href="http://www.massively.com/2008/05/01/massivelys-state-of-the-game-age-of-conan-beta/" target="_blank">own write-up</a> of the overall beta experience from Michael Zenke was very encouraging with regard to the combat, gameplay, and feel of the world. Overall, it seems like there's a lot to be excited about. There's just one glaring issue that everyone seems to be having: the graphics are choking their machines.</p>
<p>This isn't a new phenomenon. It seems like every new game on the market in the last few years wants to beat our poor, 1-3 year old computers into lifeless heaps of rubbish with their outlandish and ridiculous system requirements. Even <em><a target="_blank" mce_href="http://www.worldofwarcraft.com/index.xml" href="http://www.worldofwarcraft.com/index.xml">World of Warcraft</a>, </em>a game celebrated for its accessibility and ability to be run on older machines, wasn't that way at launch (though it was substantially better than its major competitors at the time, <a target="_blank" mce_href="http://everquest2.station.sony.com/" href="http://everquest2.station.sony.com/"><em>EverQuest 2 </em></a>and <a target="_blank" mce_href="http://www.cityofheroes.com/" href="http://www.cityofheroes.com/"><em>City of Heroes</em></a>). However, this strategy of supercharged visuals has made things hard for a number of games. <em><a target="_blank" mce_href="http://vgplayers.station.sony.com/" href="http://vgplayers.station.sony.com/">Vanguard</a> </em>in particular <a target="_blank" mce_href="http://www.harmonium.net/vbb/showthread.php?t=611" href="http://www.harmonium.net/vbb/showthread.php?t=611">suffered a lot of criticism</a> for having ridiculous system requirements when it launched, and that's just one example. Given that people would like to actually be able to play these games, why on earth do game designers insist on shoving next-gen graphics down our throats when the vast majority of us have last-gen machines (or worse)?</p><p><a href="http://www.massively.com/2008/05/02/player-vs-everything-choking-on-graphics/" rel="bookmark">Continue reading <em>Player vs. Everything: Choking on graphics</em></a></p><p style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;">&nbsp;</p><p><a href="http://www.massively.com/2008/05/02/player-vs-everything-choking-on-graphics/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://www.massively.com/forward/1185265/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://www.technorati.com/cosmos/search.html?rank=&amp;fc=1&amp;url=http://www.massively.com/2008/05/02/player-vs-everything-choking-on-graphics/" title="Linking Blogs">Linking&nbsp;Blogs</a>&nbsp;|&nbsp;<a href="http://www.massively.com/2008/05/02/player-vs-everything-choking-on-graphics/#comments" title="View reader comments on this entry">Comments</a></p>]]></description><category>accessibility</category><category>age-of-conan</category><category>city-of-heroes</category><category>computer</category><category>computers</category><category>criticism</category><category>everquest-2</category><category>featured</category><category>graphics</category><category>graphics-card</category><category>hardware</category><category>hardware-sales</category><category>player-vs-everything</category><category>system</category><category>system-requirements</category><category>tabula-rasa</category><category>vanguard</category><category>world-of-warcraft</category><dc:creator>Cameron Sorden</dc:creator><pubDate>Fri, 02 May 2008 17:30:00 EST</pubDate></item><item><title>Player vs. Everything: Those poor, poor designers</title><link>http://www.massively.com/2008/05/01/player-vs-everything-those-poor-poor-designers/</link><guid isPermaLink="true">http://www.massively.com/2008/05/01/player-vs-everything-those-poor-poor-designers/</guid><comments>http://www.massively.com/2008/05/01/player-vs-everything-those-poor-poor-designers/#comments</comments><description><![CDATA[<p>Filed under: <a href="http://www.massively.com/category/culture/" rel="tag">Culture</a>, <a href="http://www.massively.com/category/game-mechanics/" rel="tag">Game mechanics</a>, <a href="http://www.massively.com/category/mmo-industry/" rel="tag">MMO industry</a>, <a href="http://www.massively.com/category/humor/" rel="tag">Humor</a>, <a href="http://www.massively.com/category/player-vs-everything/" rel="tag">Player vs. Everything</a></p><div align="center"><a href="http://www.penny-arcade.com/images/2006/20060905.jpg"><img vspace="4" hspace="4" border="1" alt="" src="http://www.blogsmithmedia.com/www.massively.com/media/2008/05/penny-arcadecomiclaugh.jpg" /></a></div>
<p>I've gotta hand it to <a target="_blank" mce_href="http://www.massively.com/2008/04/30/a-day-in-the-life-of-an-age-of-conan-designer/" href="http://www.massively.com/2008/04/30/a-day-in-the-life-of-an-age-of-conan-designer/">MMOG designers</a>. They really kind of get shafted. They spend weeks, months, and years fine-tuning tiny aspects of gameplay that you never even notice or care about (like the amount of silver that level 12 murlocs drop), coming up with interesting quests, trying to innovate the game enough to keep us interested, and developing a stream of content that's regular and enthralling enough to satisfy our all-encompassing hunger for <a target="_blank" mce_href="http://www.massively.com/2008/04/25/player-vs-everything-maxed-out-and-bored/" href="http://www.massively.com/2008/04/25/player-vs-everything-maxed-out-and-bored/">more, <em>more</em>, MORE</a>! While they do this, they have to pay attention to a million other things: time constraints, budget constraints, balance considerations, community expectations, and their pushy producers who want them to get the job done <em>now</em>, even if it means they can't include all of these cool features they have in mind.</p>
<p>When they finally <a target="_blank" mce_href="http://www.massively.com/2008/05/01/massivelys-state-of-the-game-age-of-conan-beta/" href="http://www.massively.com/2008/05/01/massivelys-state-of-the-game-age-of-conan-beta/">put the finishing touches</a> on this labor of love that they've slaved away on for so, so long, they deliver it out into the excited arms of the community that's been eagerly awaiting the game since they announced what they were working on in pre-alpha. What happens then? Worst case scenario, everyone hates the game and <a target="_blank" mce_href="http://www.massively.com/2007/11/19/fury-drops-in-price-still-sucks/" href="http://www.massively.com/2007/11/19/fury-drops-in-price-still-sucks/">it sinks like a stone to the trash pile of the bargain bin</a> (along with the shattered hopes and dreams of the entire team that worked on the game). But even in the best case scenario, everyone loves the game for about two weeks until they notice all the little flaws that they don't like about your particular design. Then, they start picking it apart bit by bit. "Why didn't you do this this way?" they ask. "Why didn't you make this quest reward better? <a target="_blank" mce_href="http://www.massively.com/2008/04/18/an-in-depth-look-at-class-design-in-favor-of-the-hybrid/" href="http://www.massively.com/2008/04/18/an-in-depth-look-at-class-design-in-favor-of-the-hybrid/">Why are Mages better than Rogues</a>? Why isn't my +3 sword worse than a +3 axe against Ents? Here's how I<em> </em>think you should fix this awful, terrible, no-good, very bad game design."</p><p><a href="http://www.massively.com/2008/05/01/player-vs-everything-those-poor-poor-designers/" rel="bookmark">Continue reading <em>Player vs. Everything: Those poor, poor designers</em></a></p><p style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;">&nbsp;</p><p><a href="http://www.massively.com/2008/05/01/player-vs-everything-those-poor-poor-designers/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://www.massively.com/forward/1183693/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://www.technorati.com/cosmos/search.html?rank=&amp;fc=1&amp;url=http://www.massively.com/2008/05/01/player-vs-everything-those-poor-poor-designers/" title="Linking Blogs">Linking&nbsp;Blogs</a>&nbsp;|&nbsp;<a href="http://www.massively.com/2008/05/01/player-vs-everything-those-poor-poor-designers/#comments" title="View reader comments on this entry">Comments</a></p>]]></description><category>age-of-conan</category><category>communication</category><category>community</category><category>complaint</category><category>complaints</category><category>design</category><category>designer</category><category>designers</category><category>development</category><category>featured</category><category>game-design</category><category>game-designers</category><category>nge</category><category>player-vs-everything</category><category>star-wars-galaxies</category><dc:creator>Cameron Sorden</dc:creator><pubDate>Thu, 01 May 2008 19:30:00 EST</pubDate></item><item><title>Player vs. Everything: Fixing the problem of guild-hopping</title><link>http://www.massively.com/2008/04/30/player-vs-everything-fixing-the-problem-of-guild-hopping/</link><guid isPermaLink="true">http://www.massively.com/2008/04/30/player-vs-everything-fixing-the-problem-of-guild-hopping/</guid><comments>http://www.massively.com/2008/04/30/player-vs-everything-fixing-the-problem-of-guild-hopping/#comments</comments><description><![CDATA[<p>Filed under: <a href="http://www.massively.com/category/culture/" rel="tag">Culture</a>, <a href="http://www.massively.com/category/game-mechanics/" rel="tag">Game mechanics</a>, <a href="http://www.massively.com/category/guilds/" rel="tag">Guilds</a>, <a href="http://www.massively.com/category/endgame/" rel="tag">Endgame</a>, <a href="http://www.massively.com/category/player-vs-everything/" rel="tag">Player vs. Everything</a></p><div style="text-align: center;"><a href="http://scienceblogs.com/clock/2006/06/bio101_lecture_7_physiology_co_1.php"><img vspace="4" hspace="4" border="1" src="http://www.blogsmithmedia.com/www.massively.com/media/2008/04/zebra-lion.jpeg.gif" see="" epics.="" my="" got="" ve="" i="" title="Well, I've got my epics. See ya!" alt="" /></a></div>
<p>There's a bit of a discussion going on in the blogosphere right now about how to handle the topic of dungeon and raid rewards in MMOGs (specifically <a href="http://www.worldofwarcraft.com/index.xml"><em>World of Warcraft</em></a>, actually, but it universally applies). Tobold <a href="http://tobolds.blogspot.com/2008/04/how-to-prevent-guild-hopping.html" mce_href="http://tobolds.blogspot.com/2008/04/how-to-prevent-guild-hopping.html" target="_blank">started the whole conversation</a> by suggesting that the problem of players leaving to join a better guild when their gear progression is further along than the rest of their guild could be fixed by adding deterrents to leaving, like forcing you to leave any gear acquired with the help of your guild in the guild bank. After all, he argues, you couldn't have gotten those epics on your own. Why should you get to take your gear and walk away with it when <a href="http://www.massively.com/2008/01/09/leading-casual-raids-and-doing-it-well/">24 other people helped you obtain it</a>, while waiting patiently for their turn? </p>
<p>Other people then made the counter-argument that hopping to further-progressed guilds is only one of the <a href="http://www.wowinsider.com/2006/04/11/breakfast-topic-guild-drama/"><em>many</em></a> <a href="http://www.wowinsider.com/2006/04/11/breakfast-topic-guild-drama/">reasons</a> that people leave guilds, and that tying loot to your guild would give too much power to guild masters and punish people for circumstances that are often outside of their control (what if your work schedule changes and you can't raid anymore? Many hardcore guilds don't allow casual players). There were <a href="http://tobolds.blogspot.com/2008/04/how-to-prevent-guild-hopping.html#comments" mce_href="http://tobolds.blogspot.com/2008/04/how-to-prevent-guild-hopping.html#comments" target="_blank">some more good points</a> made as to why this system would be a bad idea. Still, it's a good thing that Tobold brought this up, because it's a very real issue. Even if tying loot directly to the guild is a bad idea, what can you do to discourage people getting what <em>they</em> need and then leaving for greener pastures?</p><p><a href="http://www.massively.com/2008/04/30/player-vs-everything-fixing-the-problem-of-guild-hopping/" rel="bookmark">Continue reading <em>Player vs. Everything: Fixing the problem of guild-hopping</em></a></p><p style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;">&nbsp;</p><p><a href="http://www.massively.com/2008/04/30/player-vs-everything-fixing-the-problem-of-guild-hopping/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://www.massively.com/forward/1182284/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://www.technorati.com/cosmos/search.html?rank=&amp;fc=1&amp;url=http://www.massively.com/2008/04/30/player-vs-everything-fixing-the-problem-of-guild-hopping/" title="Linking Blogs">Linking&nbsp;Blogs</a>&nbsp;|&nbsp;<a href="http://www.massively.com/2008/04/30/player-vs-everything-fixing-the-problem-of-guild-hopping/#comments" title="View reader comments on this entry">Comments</a></p>]]></description><category>badge-loot</category><category>badge-of-justice</category><category>badges</category><category>dkp</category><category>drama</category><category>featured</category><category>guild</category><category>guild-drama</category><category>guilds</category><category>loot</category><category>loot-distribution</category><category>player-vs-everything</category><category>potshot</category><category>tobold</category><category>world-of-warcraft</category><dc:creator>Cameron Sorden</dc:creator><pubDate>Wed, 30 Apr 2008 16:30:00 EST</pubDate></item><item><title>Player vs. Everything: The importance of morale</title><link>http://www.massively.com/2008/04/29/player-vs-everything-the-importance-of-morale/</link><guid isPermaLink="true">http://www.massively.com/2008/04/29/player-vs-everything-the-importance-of-morale/</guid><comments>http://www.massively.com/2008/04/29/player-vs-everything-the-importance-of-morale/#comments</comments><description><![CDATA[<p>Filed under: <a href="http://www.massively.com/category/culture/" rel="tag">Culture</a>, <a href="http://www.massively.com/category/game-mechanics/" rel="tag">Game mechanics</a>, <a href="http://www.massively.com/category/grouping/" rel="tag">Grouping</a>, <a href="http://www.massively.com/category/opinion/" rel="tag">Opinion</a>, <a href="http://www.massively.com/category/player-vs-everything/" rel="tag">Player vs. Everything</a></p><p> </p>
<div align="center"><a href="http://www.rampantgames.com/blog/labels/Frayed%20Knights.html"><img vspace="4" hspace="4" border="1" alt="" title="Morale can make or break your group's success." src="http://www.blogsmithmedia.com/www.massively.com/media/2008/04/frayedknights.jpg" /></a></div>
We've all been there. Any little thing can start it. Maybe the tank messes up and pulls two groups when he meant to pull one. Maybe <a href="http://www.massively.com/2008/02/12/a-moment-of-thanks-for-our-healers/" mce_href="http://www.massively.com/2008/02/12/a-moment-of-thanks-for-our-healers/" target="_blank">the healer</a> was distracted by his cat and some people die. Maybe the mage doesn't watch her aggro and the mobs take out the DPS. Something happens, and the group wipes. The seed of doubt is planted: Can this group really pull this dungeon off? Am I grouped with <a href="http://www.massively.com/2008/04/03/jerks-brats-and-griefers-can-be-curbed-with-good-design/" mce_href="http://www.massively.com/2008/04/03/jerks-brats-and-griefers-can-be-curbed-with-good-design/" target="_blank">a bunch of idiots</a>? How big is my repair bill going to be tonight?
<p> </p>
<p>It's like watching a chain of dominoes. Sometimes, the group can <a href="http://www.massively.com/2008/01/26/the-daily-grind-your-best-wipe/" mce_href="http://www.massively.com/2008/01/26/the-daily-grind-your-best-wipe/" target="_blank">laugh off a wipe or two</a>. But if a simple mistake turns into a pattern of someone screwing up, or if luck goes against you and you have a few simple mistakes in a row, people start losing their morale. Suddenly, people aren't using <a href="http://www.wowwiki.com/Consumable" mce_href="http://www.wowwiki.com/Consumable" target="_blank">their consumables</a> (why bother when you're just going to die again?). The tanks and healers get frustrated and start getting sloppy. The DPS gets angry and starts getting cocky. Everyone thinks everyone else is a moron, and each pull is a little less likely to succeed than the last. Each wipe spirals you further down. Finally, people start having mysterious "emergencies" and have to leave the group (do a <a target="_blank" mce_href="http://www.wowwiki.com/Who" href="http://www.wowwiki.com/Who">/who check</a> to see them farming somewhere in 30 minutes). You might not realize it, but your group's <a href="http://en.wikipedia.org/wiki/Morale" mce_href="http://en.wikipedia.org/wiki/Morale" target="_blank">morale</a> is hugely important to your success.</p><p><a href="http://www.massively.com/2008/04/29/player-vs-everything-the-importance-of-morale/" rel="bookmark">Continue reading <em>Player vs. Everything: The importance of morale</em></a></p><p style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;">&nbsp;</p><p><a href="http://www.massively.com/2008/04/29/player-vs-everything-the-importance-of-morale/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://www.massively.com/forward/1180990/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://www.technorati.com/cosmos/search.html?rank=&amp;fc=1&amp;url=http://www.massively.com/2008/04/29/player-vs-everything-the-importance-of-morale/" title="Linking Blogs">Linking&nbsp;Blogs</a>&nbsp;|&nbsp;<a href="http://www.massively.com/2008/04/29/player-vs-everything-the-importance-of-morale/#comments" title="View reader comments on this entry">Comments</a></p>]]></description><category>diplomacy</category><category>everquest</category><category>everquest-2</category><category>everquest-ii</category><category>featured</category><category>fun</category><category>golden-rule</category><category>group</category><category>grouping</category><category>groups</category><category>mistake</category><category>mistakes</category><category>morale</category><category>player</category><category>player-vs-everything</category><category>players</category><category>raid</category><category>raiding</category><category>raids</category><category>world-of-warcraft</category><dc:creator>Cameron Sorden</dc:creator><pubDate>Tue, 29 Apr 2008 16:30:00 EST</pubDate></item><item><title>Player vs. Everything: Gaming with a disability</title><link>http://www.massively.com/2008/04/28/player-vs-everything-gaming-with-a-disability/</link><guid isPermaLink="true">http://www.massively.com/2008/04/28/player-vs-everything-gaming-with-a-disability/</guid><comments>http://www.massively.com/2008/04/28/player-vs-everything-gaming-with-a-disability/#comments</comments><description><![CDATA[<p>Filed under: <a href="http://www.massively.com/category/culture/" rel="tag">Culture</a>, <a href="http://www.massively.com/category/game-mechanics/" rel="tag">Game mechanics</a>, <a href="http://www.massively.com/category/interviews/" rel="tag">Interviews</a>, <a href="http://www.massively.com/category/virtual-worlds/" rel="tag">Virtual worlds</a>, <a href="http://www.massively.com/category/player-vs-everything/" rel="tag">Player vs. Everything</a></p><div style="text-align: center;"><a href="http://cb.nowan.net/blog/2007/07/20/news-on-brain-computer-interfaces/"><img vspace="4" hspace="4" border="1" alt="" src="http://www.blogsmithmedia.com/www.massively.com/media/2008/04/gamingwithyourmind.jpg" /></a><br /></div>
<p>Stephanie Walker was a gamer who had never expected to have to deal with <a target="_blank" mce_href="http://www.massively.com/2008/01/29/the-heron-sanctuary-helps-the-disabled-find-a-second-life/" href="http://www.massively.com/2008/01/29/the-heron-sanctuary-helps-the-disabled-find-a-second-life/">a disability</a>. She was 23 at the onset of her condition, a college student who also worked a full-time job. She liked to spend the little free time she had unwinding online. Initially resistant to the idea of playing <a target="_blank" mce_href="http://eqplayers.station.sony.com/" href="http://eqplayers.station.sony.com/"><em>EverQuest</em></a>, Stephanie quickly discovered that <a target="_blank" mce_href="http://www.massively.com/2007/11/29/confronting-the-grind-and-finding-it-in-ourselves/" href="http://www.massively.com/2007/11/29/confronting-the-grind-and-finding-it-in-ourselves/">slaying virtual orcs and bandits</a> while joking around in party chat was surprisingly fun. It was a great way to keep in touch with long-distance friends and <a target="_blank" mce_href="http://www.massively.com/2008/03/03/can-you-fight-stress-in-second-life/" href="http://www.massively.com/2008/03/03/can-you-fight-stress-in-second-life/">burn some stress</a> after a long day. She didn't have a lot of time to play, but she was good at it when she did.</p>
<p>While working at her job one day, Stephanie noticed that her right hand and leg had fallen asleep. When she tried to get up to walk the sensation off, she realized that something was seriously wrong -- the entire right side of her body had just stopped working. Stephanie was rushed to the hospital, and the diagnosis was confirmed the following morning: she had <a target="_blank" mce_href="http://en.wikipedia.org/wiki/Multiple_sclerosis" href="http://en.wikipedia.org/wiki/Multiple_sclerosis">multiple sclerosis</a>, and she would have to deal with it for the rest of her life. Overnight, everything changed. She went from being someone who spent 20 hours per day away from home to someone who really never left. Moving around within her house required an enormous effort on her part. Even feeding herself had become a challenge. The little things, like not being able to get online and <a target="_blank" mce_href="http://www.massively.com/2008/04/23/player-vs-everything-playing-with-your-friends/" href="http://www.massively.com/2008/04/23/player-vs-everything-playing-with-your-friends/">chat with her friends</a> (something she really enjoyed) just made her situation that much more painful.</p><p><a href="http://www.massively.com/2008/04/28/player-vs-everything-gaming-with-a-disability/" rel="bookmark">Continue reading <em>Player vs. Everything: Gaming with a disability</em></a></p><p style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;">&nbsp;</p><p><a href="http://www.massively.com/2008/04/28/player-vs-everything-gaming-with-a-disability/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://www.massively.com/forward/1178966/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://www.technorati.com/cosmos/search.html?rank=&amp;fc=1&amp;url=http://www.massively.com/2008/04/28/player-vs-everything-gaming-with-a-disability/" title="Linking Blogs">Linking&nbsp;Blogs</a>&nbsp;|&nbsp;<a href="http://www.massively.com/2008/04/28/player-vs-everything-gaming-with-a-disability/#comments" title="View reader comments on this entry">Comments</a></p>]]></description><category>able-gamers</category><category>accessibility</category><category>blizzard</category><category>controllers</category><category>crafting</category><category>disability</category><category>disabled</category><category>disabled-access</category><category>disabled-gamer</category><category>everquest</category><category>featured</category><category>flying-lab</category><category>funcom</category><category>game-design</category><category>guild-wars</category><category>joystiqfeatures</category><category>multiple-sclerosis</category><category>peripherals</category><category>player-vs-everything</category><category>software</category><category>soldier</category><category>soldiers</category><category>veterans</category><category>world-of-warcraft</category><dc:creator>Cameron Sorden</dc:creator><pubDate>Mon, 28 Apr 2008 09:00:00 EST</pubDate></item><item><title>Player vs. Everything: What if WoW sold its code base?</title><link>http://www.massively.com/2008/04/27/player-vs-everything-what-if-wow-sold-its-code-base/</link><guid isPermaLink="true">http://www.massively.com/2008/04/27/player-vs-everything-what-if-wow-sold-its-code-base/</guid><comments>http://www.massively.com/2008/04/27/player-vs-everything-what-if-wow-sold-its-code-base/#comments</comments><description><![CDATA[<p>Filed under: <a href="http://www.massively.com/category/business-models/" rel="tag">Business models</a>, <a href="http://www.massively.com/category/game-mechanics/" rel="tag">Game mechanics</a>, <a href="http://www.massively.com/category/mmo-industry/" rel="tag">MMO industry</a>, <a href="http://www.massively.com/category/virtual-worlds/" rel="tag">Virtual worlds</a>, <a href="http://www.massively.com/category/player-vs-everything/" rel="tag">Player vs. Everything</a></p><div align="center"><a href="http://www.wowmodelviewer.org/"><img vspace="4" hspace="4" border="1" src="http://www.blogsmithmedia.com/www.massively.com/media/2008/04/wowgamengineexample.jpg" title="Imagine if WoW opened up their tools to anyone who wanted to make an MMOG." alt="" /></a><br /></div>
<p>I could bore you all today by starting my article with <a target="_blank" mce_href="http://en.wikipedia.org/wiki/MUD#History" href="http://en.wikipedia.org/wiki/MUD#History">a lengthy story about the pre-history</a> of your beloved MMORPGs, but I'll cut to the important part: Once upon a time there was a little game called <a target="_blank" mce_href="http://en.wikipedia.org/wiki/Dikumud" href="http://en.wikipedia.org/wiki/Dikumud">DikuMUD</a>. Similar in nature to the popular <a target="_blank" mce_href="http://www.wizards.com/default.asp?x=dnd/welcome" href="http://www.wizards.com/default.asp?x=dnd/welcome"><em>Dungeons and Dragons</em></a> tabletop roleplaying game, it quickly took off with the geek crowd and became something of a phenomenon. In 1991, the source code for the game was made public and it grew into the <em>most</em> popular code base out there for the creation of multi-user dungeons, largely attributed to the ease with which the code could be set up and run. This led to an explosion of rather similar games that eventually gave rise to the more modern virtual fantasy worlds like <em><a target="_blank" mce_href="http://www.uoherald.com/news/" href="http://www.uoherald.com/news/">Ultima Online</a>, <a target="_blank" mce_href="http://eqplayers.station.sony.com/" href="http://eqplayers.station.sony.com/">EverQuest</a></em>, and <a target="_blank" mce_href="http://www.worldofwarcraft.com/index.xml" href="http://www.worldofwarcraft.com/index.xml"><em>World of Warcraft</em></a><em> </em>(each of these <a target="_blank" mce_href="http://www.massively.com/2008/04/13/saga-mmorts-trailer-what-wow-should-have-been/" href="http://www.massively.com/2008/04/13/saga-mmorts-trailer-what-wow-should-have-been/">have been compared to DikuMUDs</a> at various times). What's the point of rehashing all of this?</p>
<p>Simply this: While many people would probably disagree with me, the proliferation of a popular, established code base that was proven to attract players and was easy to set up "out of the box" allowed enormous <a target="_blank" mce_href="http://www.massively.com/2008/03/28/ask-massively-now-that-world-of-warcraft-is-perfect/" href="http://www.massively.com/2008/03/28/ask-massively-now-that-world-of-warcraft-is-perfect/">innovation and creativity</a> to flourish. At one point, there were so many MUDs available on the web that you could go to <a target="_blank" mce_href="http://www.mudconnect.com/" href="http://www.mudconnect.com/">a website</a> designed specifically to sort out what features you wanted in yours (and play it free of charge, most of the time). Given the wild popularity of <em><a target="_blank" mce_href="http://www.massively.com/category/world-of-warcraft/" href="http://www.massively.com/category/world-of-warcraft/">World of Warcraft</a> </em>today, I can't help but wonder what would happen to the online gaming industry if <a href="http://www.massively.com/tag/blizzard/">Blizzard</a> decided to start selling their source code to people interested in <a target="_blank" mce_href="http://www.massively.com/2008/04/02/gordon-walton-lays-out-landscape-for-indie-mmos/" href="http://www.massively.com/2008/04/02/gordon-walton-lays-out-landscape-for-indie-mmos/">starting up their own game</a>.</p><p><a href="http://www.massively.com/2008/04/27/player-vs-everything-what-if-wow-sold-its-code-base/" rel="bookmark">Continue reading <em>Player vs. Everything: What if WoW sold its code base?</em></a></p><p style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;">&nbsp;</p><p><a href="http://www.massively.com/2008/04/27/player-vs-everything-what-if-wow-sold-its-code-base/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://www.massively.com/forward/1178915/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://www.technorati.com/cosmos/search.html?rank=&amp;fc=1&amp;url=http://www.massively.com/2008/04/27/player-vs-everything-what-if-wow-sold-its-code-base/" title="Linking Blogs">Linking&nbsp;Blogs</a>&nbsp;|&nbsp;<a href="http://www.massively.com/2008/04/27/player-vs-everything-what-if-wow-sold-its-code-base/#comments" title="View reader comments on this entry">Comments</a></p>]]></description><category>achaea</category><category>big-world-technologies</category><category>blizzard</category><category>business</category><category>business-model</category><category>business-models</category><category>d20</category><category>diku</category><category>dikumud</category><category>everquest</category><category>featured</category><category>hero-engine</category><category>iron-realms-entertainment</category><category>metaverse</category><category>mud</category><category>muds</category><category>ultima-online</category><category>virtual-worlds</category><category>wizards-of-the-coast</category><category>world-of-warcraft</category><dc:creator>Cameron Sorden</dc:creator><pubDate>Sun, 27 Apr 2008 16:00:00 EST</pubDate></item><item><title>Player vs. Everything: Maxed out and bored</title><link>http://www.massively.com/2008/04/25/player-vs-everything-maxed-out-and-bored/</link><guid isPermaLink="true">http://www.massively.com/2008/04/25/player-vs-everything-maxed-out-and-bored/</guid><comments>http://www.massively.com/2008/04/25/player-vs-everything-maxed-out-and-bored/#comments</comments><description><![CDATA[<p>Filed under: <a href="http://www.massively.com/category/economy/" rel="tag">Economy</a>, <a href="http://www.massively.com/category/endgame/" rel="tag">Endgame</a>, <a href="http://www.massively.com/category/tips-and-tricks/" rel="tag">Tips and tricks</a>, <a href="http://www.massively.com/category/roleplaying/" rel="tag">Roleplaying</a>, <a href="http://www.massively.com/category/player-vs-everything/" rel="tag">Player vs. Everything</a></p><p> </p>
<div align="center"><a href="http://www.ffinsider.net/"><img vspace="4" hspace="4" border="1" alt="" title="You've officially maxed yourself out. Now what?" src="http://www.blogsmithmedia.com/www.massively.com/media/2008/04/edgescreen.png" /></a><br /></div>
<p>Congratulations! You've hit level 70 (or whatever max level is in your favorite game), and you're officially a badass. For many players, this is a goal they've been striving towards for months -- even years in some cases. The feeling of having that first max level character is immensely invigorating. It's like putting the finishing touches on <a target="_blank" mce_href="http://www.news.com/Macs-new-OS-Seven-years-in-the-making/2009-1040_3-254470.html" href="http://www.massively.com/2007/11/14/interplay-to-rez-fallout-mmo-project-looking-for-funds/">a long-term project</a> or getting to the last page of <a target="_blank" mce_href="http://en.wikipedia.org/wiki/War_and_peace" href="http://en.wikipedia.org/wiki/War_and_peace">a monstrous novel</a>. What an accomplishment! However, after basking in the glow of your newly maxed out character for a few days, you quickly realize you have a small problem: What do you do with yourself now?</p>
<p>The answer to that question is going to depend heavily on what game you play. For most people, it's going to be <a target="_blank" mce_href="http://www.worldofwarcraft.com/pvp/arena/index.xml" href="http://www.massively.com/2008/04/21/the-importance-of-collision-detection-in-pvp/">PvP</a>, <a target="_blank" mce_href="http://www.massively.com/category/raiding/" href="http://www.massively.com/2007/10/30/beginners-guide-to-wow-raiding/">raiding</a>, or a nice mix of both. You'll probably continue collecting gear for your character or working on your skills. Depending on the game, you might be able to work on some sort of <a target="_blank" mce_href="http://www.planeteq.com/reference/alternate_advancement/index.shtml" href="http://www.planeteq.com/reference/alternate_advancement/index.shtml">alternate advancement</a> or <a target="_blank" href="http://www.massively.com/2007/11/13/70-new-badges-in-issue-11/">achievement system</a> for your character -- maybe even hunt down some <a target="_blank" mce_href="http://lotro.turbine.com/article/286" href="http://lotro.turbine.com/article/286">unique titles</a>. All of this is pretty standard fare for endgame content. Sooner or later, you'll probably get a little bored of it. Don't fret, though! There's a whole host of other interesting things you can do to keep yourself entertained at maximum level that go beyond the planned content. Read on for a few suggestions.</p><p><a href="http://www.massively.com/2008/04/25/player-vs-everything-maxed-out-and-bored/" rel="bookmark">Continue reading <em>Player vs. Everything: Maxed out and bored</em></a></p><p style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;">&nbsp;</p><p><a href="http://www.massively.com/2008/04/25/player-vs-everything-maxed-out-and-bored/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://www.massively.com/forward/1177066/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://www.technorati.com/cosmos/search.html?rank=&amp;fc=1&amp;url=http://www.massively.com/2008/04/25/player-vs-everything-maxed-out-and-bored/" title="Linking Blogs">Linking&nbsp;Blogs</a>&nbsp;|&nbsp;<a href="http://www.massively.com/2008/04/25/player-vs-everything-maxed-out-and-bored/#comments" title="View reader comments on this entry">Comments</a></p>]]></description><category>activities</category><category>auction</category><category>bored</category><category>collecting</category><category>everquest</category><category>everquest-2</category><category>everquest-ii</category><category>featured</category><category>ganking</category><category>griefing</category><category>level-cap</category><category>lord-of-the-rings-online</category><category>lotro</category><category>marketplace</category><category>player-vs-everything</category><category>role-playing</category><category>roleplaying</category><category>things-to-do</category><category>tradeskills</category><category>world-of-warcraft</category><dc:creator>Cameron Sorden</dc:creator><pubDate>Fri, 25 Apr 2008 11:30:00 EST</pubDate></item><item><title>Player vs. Everything: Playing with your friends</title><link>http://www.massively.com/2008/04/23/player-vs-everything-playing-with-your-friends/</link><guid isPermaLink="true">http://www.massively.com/2008/04/23/player-vs-everything-playing-with-your-friends/</guid><comments>http://www.massively.com/2008/04/23/player-vs-everything-playing-with-your-friends/#comments</comments><description><![CDATA[<p>Filed under: <a href="http://www.massively.com/category/culture/" rel="tag">Culture</a>, <a href="http://www.massively.com/category/guilds/" rel="tag">Guilds</a>, <a href="http://www.massively.com/category/grouping/" rel="tag">Grouping</a>, <a href="http://www.massively.com/category/opinion/" rel="tag">Opinion</a>, <a href="http://www.massively.com/category/politics/" rel="tag">Politics</a>, <a href="http://www.massively.com/category/player-vs-everything/" rel="tag">Player vs. Everything</a></p><p> </p>
<div style="text-align: center;"><a href="http://www.fragdolls.com/"><img vspace="4" hspace="4" border="1" src="http://www.blogsmithmedia.com/www.massively.com/media/2008/04/fragdollskickinit.jpg" title="The Frag Dolls: These girls show up in games with a posse, and kick some serious ass." alt="" /></a><br /></div>
<p>Players often venture into the wilderness of online games alone and friendless, seeking out allies in the worlds they inhabit and making friends as they go along. Some games are better at encouraging players to work together than others, too. You're not going to last very long playing by yourself in games like <em><a href="http://www.massively.com/category/everquest" mce_href="http://www.massively.com/category/everquest">EverQuest</a> </em>or <a href="http://www.massively.com/category/eve-online/" mce_href="http://www.massively.com/category/eve-online/"><em>EVE Online</em></a>, so you have to go looking for people to play with. On the other hand, in games like <em><a href="http://www.massively.com/category/world-of-warcraft/" mce_href="http://www.massively.com/category/world-of-warcraft/" target="_blank">World of Warcraft</a></em> you can start at the first level and get to level 70 without ever talking to another human being (it's even easier if you're <a target="_blank" mce_href="http://www.massively.com/2008/04/18/player-vs-everything-coolest-classes-ever/" href="http://www.massively.com/2008/04/18/player-vs-everything-coolest-classes-ever/">a Hunter</a>). Regardless of whether your particular game of choice forces you to find friends, many people like to have friends to play with anyway. Even if you don't <em>need</em> them, it's kind of the point of online games to play with other people. Right?</p>
<p>That's why some people roll into these games with a ready-made <a target="_blank" mce_href="http://www.merriam-webster.com/dictionary/posse" href="http://www.merriam-webster.com/dictionary/posse">posse</a>. Maybe it's a group of real-life friends that want to play together online, or maybe it's a guild composed of players that you met in a previous game and you'd all like to try something different together. Either way, it's pretty nice to be able to work with a group of people you already know, trust, and like. You don't have to hope that the fickle hand of fate will deliver good <a target="_blank" mce_href="http://www.urbandictionary.com/define.php?term=pug" href="http://www.urbandictionary.com/define.php?term=pug">PuG</a>s to you (we all know how rare those are), and you don't have to worry about trying to find a new group of people who you can relate to in a sea of anonymous faces (many of whom will have <a target="_blank" mce_href="http://en.wikipedia.org/wiki/Value_system" href="http://en.wikipedia.org/wiki/Value_system">value systems</a>, expectations, and <a target="_blank" mce_href="http://en.wikipedia.org/wiki/Maturity_%28psychological%29" href="http://en.wikipedia.org/wiki/Maturity_%28psychological%29">maturity levels</a> that will be <a target="_blank" mce_href="http://wowsource.blogspot.com/2007/02/chuck-norris-in-warcraft.html" href="http://wowsource.blogspot.com/2007/02/chuck-norris-in-warcraft.html">different than yours</a>). Is it possible you're missing out on something by bringing your own people in, though? If so, do you care?</p><p><a href="http://www.massively.com/2008/04/23/player-vs-everything-playing-with-your-friends/" rel="bookmark">Continue reading <em>Player vs. Everything: Playing with your friends</em></a></p><p style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;">&nbsp;</p><p><a href="http://www.massively.com/2008/04/23/player-vs-everything-playing-with-your-friends/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://www.massively.com/forward/1174991/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://www.technorati.com/cosmos/search.html?rank=&amp;fc=1&amp;url=http://www.massively.com/2008/04/23/player-vs-everything-playing-with-your-friends/" title="Linking Blogs">Linking&nbsp;Blogs</a>&nbsp;|&nbsp;<a href="http://www.massively.com/2008/04/23/player-vs-everything-playing-with-your-friends/#comments" title="View reader comments on this entry">Comments</a></p>]]></description><category>bigots</category><category>culture</category><category>featured</category><category>friends</category><category>girl-gamers</category><category>group</category><category>groups</category><category>jerk</category><category>learning</category><category>meeting</category><category>player-vs-everything</category><category>pug</category><category>social</category><category>stalker</category><dc:creator>Cameron Sorden</dc:creator><pubDate>Wed, 23 Apr 2008 16:30:00 EST</pubDate></item><item><title>Player vs. Everything: I look hot in leather</title><link>http://www.massively.com/2008/04/22/player-vs-everything-i-look-hot-in-leather/</link><guid isPermaLink="true">http://www.massively.com/2008/04/22/player-vs-everything-i-look-hot-in-leather/</guid><comments>http://www.massively.com/2008/04/22/player-vs-everything-i-look-hot-in-leather/#comments</comments><description><![CDATA[<p>Filed under: <a href="http://www.massively.com/category/world-of-warcraft/" rel="tag">World of Warcraft</a>, <a href="http://www.massively.com/category/everquest-ii/" rel="tag">EverQuest II</a>, <a href="http://www.massively.com/category/classes/" rel="tag">Classes</a>, <a href="http://www.massively.com/category/culture/" rel="tag">Culture</a>, <a href="http://www.massively.com/category/game-mechanics/" rel="tag">Game mechanics</a>, <a href="http://www.massively.com/category/guilds/" rel="tag">Guilds</a>, <a href="http://www.massively.com/category/raiding/" rel="tag">Raiding</a>, <a href="http://www.massively.com/category/opinion/" rel="tag">Opinion</a>, <a href="http://www.massively.com/category/player-vs-everything/" rel="tag">Player vs. Everything</a></p><div style="text-align: center;"><a href="http://www.massively.com/category/world-of-warcraft/"><img vspace="4" hspace="4" border="1" src="http://www.blogsmithmedia.com/www.massively.com/media/2008/04/lagrishinleatherishot.jpg" id="img1" title="Damn, that leather looks sweet. QQ more, Rogues." alt="" /></a></div>
<p style="text-align: left;">Well, not me personally (I think), but my my <a target="_blank" mce_href="http://www.massively.com/category/world-of-warcraft/" href="http://www.massively.com/category/world-of-warcraft/"><em>World of Warcraft</em></a> Shaman sure looks hot in leather. By hot, I mean ridiculously badass and uber. It's not <em>just</em> fun to run around looking like a <a target="_blank" mce_href="http://www.wowwiki.com/Tauren_rogue" href="http://www.wowwiki.com/Tauren_rogue">Tauren Rogue</a>-- it's also functional. You see, I play an <a target="_blank" mce_href="http://www.wowwiki.com/Shaman_talents#Enhancement" href="http://www.wowwiki.com/Shaman_talents#Enhancement">Enhancement Shaman</a>. We're the much-maligned, often mocked branch of the Shaman class (especially for PvP where we get kited around or pounded down with ease). Still, I persevere because it's fun to dual-wield while shocking and because I like being a <a target="_blank" mce_href="http://www.wowwiki.com/Support" href="http://www.wowwiki.com/Support">support class</a>. It's nice to be able to toss some heals out sometimes, boost my whole group's DPS, resurrect people after wipes, and still be 4th or 5th on the damage charts. So, if I love my Shaman so much, why am I wearing lots of <a target="_blank" mce_href="http://www.wowwiki.com/Leather_Armor" href="http://www.wowwiki.com/Leather_Armor">leather</a> when my class calls for <a target="_blank" mce_href="http://www.wowwiki.com/Mail_armor" href="http://www.wowwiki.com/Mail_armor">mail</a>? Simple. My primary role in a raid as an Enhancement Shaman is still pumping out damage.</p>
<p>Take a look at the Shaman section of <a target="_blank" mce_href="http://www.maxdps.com/shaman/enhancement.php?saveID=25f7dbda5c" href="http://www.maxdps.com/shaman/enhancement.php?saveID=25f7dbda5c">MaxDPS.com</a>, a site that calculates the highest DPS items for a number of classes. If you glance through those lists, you'll notice something interesting: The best possible items in the game for Enhancement Shamans are <em>leather</em> items in more than 60% of the armor slots. Weird, huh? It's like that at every tier to some extent. Unfortunately, those leather items are also the best possible items for Rogues, Feral Druids, and Fury Warriors (in some slots). As you can imagine, this leads to some <a target="_blank" mce_href="http://forums.worldofwarcraft.com/thread.html?topicId=2649795196&amp;sid=1" href="http://forums.worldofwarcraft.com/thread.html?topicId=2649795196&amp;sid=1">frustration</a> and <a target="_blank" mce_href="http://elitistjerks.com/f31/t13297-enhance_shaman_collected_works_theorycraft_vol_i/p305/" href="http://elitistjerks.com/f31/t13297-enhance_shaman_collected_works_theorycraft_vol_i/p305/">drama</a> as everyone scrambles for the same loot (you'll notice that almost everyone shooting down the Shaman in the first thread is a Rogue). Still, the numbers are there. While Shamans <a target="_blank" mce_href="http://www.wowhead.com/?items=4.3&amp;filter=minrl=70;ub=7#0-2+1" href="http://www.wowhead.com/?items=4.3&amp;filter=minrl=70;ub=7#0-2+1">have options</a>, leather is often the best thing they can be wearing. What's the deal? Why isn't there more appropriately itemized gear for Enhancement Shamans (and should they get to roll on leather to make up for it)?<br /></p><p><a href="http://www.massively.com/2008/04/22/player-vs-everything-i-look-hot-in-leather/" rel="bookmark">Continue reading <em>Player vs. Everything: I look hot in leather</em></a></p><p style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;">&nbsp;</p><p><a href="http://www.massively.com/2008/04/22/player-vs-everything-i-look-hot-in-leather/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://www.massively.com/forward/1174015/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://www.technorati.com/cosmos/search.html?rank=&amp;fc=1&amp;url=http://www.massively.com/2008/04/22/player-vs-everything-i-look-hot-in-leather/" title="Linking Blogs">Linking&nbsp;Blogs</a>&nbsp;|&nbsp;<a href="http://www.massively.com/2008/04/22/player-vs-everything-i-look-hot-in-leather/#comments" title="View reader comments on this entry">Comments</a></p>]]></description><category>drama</category><category>everquest-2</category><category>everquest-ii</category><category>featured</category><category>gear</category><category>leather</category><category>loot</category><category>player-vs-everything</category><category>raid</category><category>raid-boss</category><category>raiding</category><category>raids</category><category>rogues</category><category>shamans</category><category>world-of-warcraft</category><dc:creator>Cameron Sorden</dc:creator><pubDate>Tue, 22 Apr 2008 14:30:00 EST</pubDate></item><item><title>Player vs. Everything: Loading...</title><link>http://www.massively.com/2008/04/21/player-vs-everything-loading/</link><guid isPermaLink="true">http://www.massively.com/2008/04/21/player-vs-everything-loading/</guid><comments>http://www.massively.com/2008/04/21/player-vs-everything-loading/#comments</comments><description><![CDATA[<p>Filed under: <a href="http://www.massively.com/category/world-of-warcraft/" rel="tag">World of Warcraft</a>, <a href="http://www.massively.com/category/fantasy/" rel="tag">Fantasy</a>, <a href="http://www.massively.com/category/everquest/" rel="tag">EverQuest</a>, <a href="http://www.massively.com/category/lord-of-the-rings-online/" rel="tag">Lord of the Rings Online</a>, <a href="http://www.massively.com/category/game-mechanics/" rel="tag">Game mechanics</a>, <a href="http://www.massively.com/category/opinion/" rel="tag">Opinion</a>, <a href="http://www.massively.com/category/vanguard/" rel="tag">Vanguard</a>, <a href="http://www.massively.com/category/maps/" rel="tag">Maps</a>, <a href="http://www.massively.com/category/virtual-worlds/" rel="tag">Virtual worlds</a>, <a href="http://www.massively.com/category/player-vs-everything/" rel="tag">Player vs. Everything</a></p><div style="text-align: center;"><a href="http://www.massively.com/category/world-of-warcraft"><img vspace="4" hspace="4" border="1" alt="" src="http://www.blogsmithmedia.com/www.massively.com/media/2008/04/loading_4058_display.jpg" /></a><br /></div>
<p>A few weeks ago, I was reading an <em><a target="_blank" mce_href="http://www.massively.com/category/age-of-conan" href="http://www.massively.com/category/age-of-conan">Age of Conan</a> </em><a href="http://www.mmozone.nl/content/view/1012/39" mce_href="http://www.mmozone.nl/content/view/1012/39" target="_blank">interview with Shannon Drake</a> where he was discussing several of the features that would be present in the game. One of the questions he was asked was why Funcom made the choice to use world zones for <em>AoC</em> instead of a <a href="http://wiki.onlinegamers.org/index.php?title=Seamless_world" mce_href="http://wiki.onlinegamers.org/index.php?title=Seamless_world" target="_blank">seamless world</a>. If you haven't heard the terminology before, games with world zones are games like <a target="_blank" mce_href="http://www.massively.com/category/everquest" href="http://www.massively.com/category/everquest"><em>EverQuest</em></a>, <a target="_blank" mce_href="http://www.massively.com/category/everquest-ii" href="http://www.massively.com/category/everquest-ii"><em>EverQuest 2</em></a>, and <a target="_blank" mce_href="http://www.massively.com/category/guild-wars/" href="http://www.massively.com/category/guild-wars/"><em>Guild Wars</em></a>, where you have a loading screen when you pass from area to area. Seamless worlds include games like <a target="_blank" mce_href="http://www.massively.com/category/world-of-warcraft/" href="http://www.massively.com/category/world-of-warcraft/"><em>World of Warcraft</em></a>, <a target="_blank" mce_href="http://www.massively.com/category/lord-of-the-rings-online/" href="http://www.massively.com/category/lord-of-the-rings-online/"><em>Lord of the Rings Online</em></a>, and <a target="_blank" mce_href="http://www.massively.com/category/vanguard" href="http://www.massively.com/category/vanguard"><em>Vanguard: Saga of Heroes</em></a>, where you can pass between different game areas without a loading screen. Seamless worlds still <em>have</em> loading screens, of course-- just not for most major zones that you'll be traveling through.</p>
<p>Shannon's answer was interesting. He admitted that their choice was partially due to the trade-offs required when designing a next-gen game (graphics are a major resource hog), but then he also talked about immersion and world design. Although <a target="_blank" mce_href="http://en.wikipedia.org/wiki/Hyboria" href="http://en.wikipedia.org/wiki/Hyboria">Hyboria</a> was supposed to be an enormous landmass, they didn't want to make a game that took forever to walk across. On the other hand, they didn't want to reduce the epic scale of the world by reducing a cross-continent journey to five minutes. Now, maybe that's just their canned answer to keep the fans happy with loading screens, and maybe it really was part of their game design-- probably a nice helping of both. Either way, it's worth considering. Do loading screens really help your game immersion?</p><p><a href="http://www.massively.com/2008/04/21/player-vs-everything-loading/" rel="bookmark">Continue reading <em>Player vs. Everything: Loading...</em></a></p><p style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;">&nbsp;</p><p><a href="http://www.massively.com/2008/04/21/player-vs-everything-loading/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://www.massively.com/forward/1173557/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://www.technorati.com/cosmos/search.html?rank=&amp;fc=1&amp;url=http://www.massively.com/2008/04/21/player-vs-everything-loading/" title="Linking Blogs">Linking&nbsp;Blogs</a>&nbsp;|&nbsp;<a href="http://www.massively.com/2008/04/21/player-vs-everything-loading/#comments" title="View reader comments on this entry">Comments</a></p>]]></description><category>age-of-conan</category><category>everquest</category><category>featured</category><category>immersion</category><category>landscape</category><category>loading</category><category>lord-of-the-rings-on...</category><category>lotro</category><category>player-vs-everything</category><category>travel</category><category>travel-time</category><category>vanguard</category><category>world</category><category>world-of-warcraft</category><category>world-size</category><category>zones</category><category>zoning</category><dc:creator>Cameron Sorden</dc:creator><pubDate>Mon, 21 Apr 2008 15:30:00 EST</pubDate></item><item><title>Player vs. Everything: Coolest classes ever</title><link>http://www.massively.com/2008/04/18/player-vs-everything-coolest-classes-ever/</link><guid isPermaLink="true">http://www.massively.com/2008/04/18/player-vs-everything-coolest-classes-ever/</guid><comments>http://www.massively.com/2008/04/18/player-vs-everything-coolest-classes-ever/#comments</comments><description><![CDATA[<p>Filed under: <a href="http://www.massively.com/category/world-of-warcraft/" rel="tag">World of Warcraft</a>, <a href="http://www.massively.com/category/fantasy/" rel="tag">Fantasy</a>, <a href="http://www.massively.com/category/anarchy-online/" rel="tag">Anarchy Online</a>, <a href="http://www.massively.com/category/everquest/" rel="tag">EverQuest</a>, <a href="http://www.massively.com/category/guild-wars/" rel="tag">Guild Wars</a>, <a href="http://www.massively.com/category/horizons/" rel="tag">Horizons</a>, <a href="http://www.massively.com/category/lord-of-the-rings-online/" rel="tag">Lord of the Rings Online</a>, <a href="http://www.massively.com/category/classes/" rel="tag">Classes</a>, <a href="http://www.massively.com/category/professions/" rel="tag">Professions</a>, <a href="http://www.massively.com/category/opinion/" rel="tag">Opinion</a>, <a href="http://www.massively.com/category/ultima-online/" rel="tag">Ultima Online</a>, <a href="http://www.massively.com/category/player-vs-everything/" rel="tag">Player vs. Everything</a></p><p> </p>
<div style="text-align: center;"><a href="http://www.massively.com/category/classes" target="_blank"><img vspace="4" hspace="4" border="1" src="http://www.blogsmithmedia.com/www.massively.com/media/2008/04/coolest-classes-ever.jpg" title="Take a gander at the five coolest classes ever." alt="" /></a><br /></div>
<p>For most fantasy MMOGs, the <a target="_blank" mce_href="http://en.wikipedia.org/wiki/Character_class_%28Dungeons_%26_Dragons%29#Early_editions" href="http://en.wikipedia.org/wiki/Character_class_%28Dungeons_%26_Dragons%29#Early_editions">basic classes</a> you can expect to be playing aren't too hard to predict. Whether you're a stalwart warrior with shield in hand, a crafty mage raining fiery bolts of destruction, a sneaky rogue with poison on his knife, or a benevolent cleric healing the wounds of his allies, you make up part of what's known as the holy trinity of MMOs: <a target="_blank" mce_href="http://en.wikipedia.org/wiki/Mmorpg#Social_interaction" href="http://en.wikipedia.org/wiki/Mmorpg#Social_interaction">Tank-DPS-Healer</a>. You need someone to get your foe's attention, someone to whack them over the head until they die, and someone to keep everyone alive until that happens. Everything else is just icing on the cake.</p>
<p>We can debate the merits of that particular combat system as long as you like, but what I really wanted to point out is how <em>boring </em>those three specialized roles are. The four archetypes I mentioned are a staple in almost every single <a target="_blank" mce_href="http://www.massively.com/category/fantasy" href="http://www.massively.com/category/fantasy">fantasy MMOG</a> on the market, but they're far from the most interesting ones. While it's true that you can't get by without them, they've become so vanilla-flavored at this point that they're practically pass&eacute;. Whenever I log into a new game and look at their class list, I wince a little. "Oh, a chance to be a brave warrior... again. Hmm. Mage? Rogue? Meh."</p>
<p>I've always been a big fan of classes that went against the grain, played outside the box, and did something a little different from the "core" classes. Not everyone needs to fit nicely into those three archetypal slots. The classes that don't often turn out to be the most rewarding and fun to play, in my experience. That said, I thought I'd take a look at some of the more interesting class designs in the games I've played and discuss what made them so cool.</p><p><a href="http://www.massively.com/2008/04/18/player-vs-everything-coolest-classes-ever/" rel="bookmark">Continue reading <em>Player vs. Everything: Coolest classes ever</em></a></p><p style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;">&nbsp;</p><p><a href="http://www.massively.com/2008/04/18/player-vs-everything-coolest-classes-ever/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://www.massively.com/forward/1171706/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://www.technorati.com/cosmos/search.html?rank=&amp;fc=1&amp;url=http://www.massively.com/2008/04/18/player-vs-everything-coolest-classes-ever/" title="Linking Blogs">Linking&nbsp;Blogs</a>&nbsp;|&nbsp;<a href="http://www.massively.com/2008/04/18/player-vs-everything-coolest-classes-ever/#comments" title="View reader comments on this entry">Comments</a></p>]]></description><category>adventurer</category><category>anarchy-online</category><category>city-of-villains</category><category>class</category><category>classes</category><category>enchanter</category><category>everquest</category><category>featured</category><category>guild-wars</category><category>holy-trinity</category><category>horizons</category><category>hunter</category><category>joystiqfeatures</category><category>lore-master</category><category>mastermind</category><category>mesmer</category><category>player-vs-everything</category><category>ultima-online</category><category>world-of-warcraft</category><dc:creator>Cameron Sorden</dc:creator><pubDate>Fri, 18 Apr 2008 16:00:00 EST</pubDate></item><item><title>Player vs. Everything: When will the players leave WoW?</title><link>http://www.massively.com/2008/04/17/player-vs-everything-when-will-the-players-leave-wow/</link><guid isPermaLink="true">http://www.massively.com/2008/04/17/player-vs-everything-when-will-the-players-leave-wow/</guid><comments>http://www.massively.com/2008/04/17/player-vs-everything-when-will-the-players-leave-wow/#comments</comments><description><![CDATA[<p>Filed under: <a href="http://www.massively.com/category/world-of-warcraft/" rel="tag">World of Warcraft</a>, <a href="http://www.massively.com/category/everquest/" rel="tag">EverQuest</a>, <a href="http://www.massively.com/category/everquest-ii/" rel="tag">EverQuest II</a>, <a href="http://www.massively.com/category/culture/" rel="tag">Culture</a>, <a href="http://www.massively.com/category/mmo-industry/" rel="tag">MMO industry</a>, <a href="http://www.massively.com/category/opinion/" rel="tag">Opinion</a>, <a href="http://www.massively.com/category/player-vs-everything/" rel="tag">Player vs. Everything</a></p><p align="left"> </p>
<div align="center"><a target="_blank" href="http://www.massively.com/category/world-of-warcraft/"><img vspace="4" hspace="4" border="1" title="It's hard to say goodbye to your first game. Most players won't." src="http://www.blogsmithmedia.com/www.massively.com/media/2008/04/orgrimmargoinghomeagain.jpg" alt="" /></a><br /></div>
<p align="left">I always think it's interesting when I hear developers talk about how <em><a href="http://www.massively.com/category/world-of-warcraft/">World of Warcraft</a> </em>opened up the MMOG market for new entrants. We have all these new and exciting games coming out: <em><a href="http://www.massively.com/tag/Age-of-Conan/" mce_href="http://www.massively.com/tag/Age-of-Conan/" target="_blank">Age of Conan</a>, <a href="http://www.massively.com/category/warhammer-online/" mce_href="http://www.massively.com/category/warhammer-online/" target="_blank">Warhammer Online</a>, <a href="http://www.massively.com/category/chronicles-of-spellborn/" mce_href="http://www.massively.com/category/chronicles-of-spellborn/" target="_blank">The Chronicles of Spellborn</a></em>, and plenty more. However, the overwhelming response that I get from <em>WoW</em> players when I talk about these games is a blank stare and something along the lines of, "Okay, that sounds all right... but why would I ever want to leave <em>WoW</em>?" I think that developers tend to underestimate how attached people get to their MMOG of choice. There are now over 10 million <em>World of Warcraft</em> players. The question is, do they even <em>want</em> something different?</p>
<p>I've read a number of bloggers in the past few months and talked to a number of players who claim that they're only playing <em>WoW </em>right now because "it's the best thing out there." They're yearning for something else. Not something totally <em>different</em>, mind you, since they obviously have a blast in Azeroth. But something fresh enough to be new and exciting without bastardizing the game style they know and love. However, I've noticed something interesting. This breed of player tends to overwhelmingly be comprised of people for whom <em>World of Warcraft</em> was <em>not</em> their first MMOG. Otherwise, people just want <em>WoW</em> to put more content in and are willing to make do with what they have until then. I think there's an intriguing bit of psychology there that's worth examining.</p><p><a href="http://www.massively.com/2008/04/17/player-vs-everything-when-will-the-players-leave-wow/" rel="bookmark">Continue reading <em>Player vs. Everything: When will the players leave WoW?</em></a></p><p style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;">&nbsp;</p><p><a href="http://www.massively.com/2008/04/17/player-vs-everything-when-will-the-players-leave-wow/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://www.massively.com/forward/1169539/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://www.technorati.com/cosmos/search.html?rank=&amp;fc=1&amp;url=http://www.massively.com/2008/04/17/player-vs-everything-when-will-the-players-leave-wow/" title="Linking Blogs">Linking&nbsp;Blogs</a>&nbsp;|&nbsp;<a href="http://www.massively.com/2008/04/17/player-vs-everything-when-will-the-players-leave-wow/#comments" title="View reader comments on this entry">Comments</a></p>]]></description><category>blizzard</category><category>blizzard-entertainment</category><category>bored</category><category>boredom</category><category>burnout</category><category>competition</category><category>dikumud</category><category>everquest</category><category>everquest-2</category><category>everquest-ii</category><category>featured</category><category>free-trial</category><category>game-development</category><category>joystiqfeatures</category><category>mmo-burnout</category><category>player-vs-everything</category><category>soe</category><category>sony-online-entertai...</category><category>vanguard</category><category>world-of-warcraft</category><dc:creator>Cameron Sorden</dc:creator><pubDate>Thu, 17 Apr 2008 11:00:00 EST</pubDate></item><item><title>Player vs. Everything: Factions should matter</title><link>http://www.massively.com/2008/04/16/player-vs-everything-factions-should-matter/</link><guid isPermaLink="true">http://www.massively.com/2008/04/16/player-vs-everything-factions-should-matter/</guid><comments>http://www.massively.com/2008/04/16/player-vs-everything-factions-should-matter/#comments</comments><description><![CDATA[<p>Filed under: <a href="http://www.massively.com/category/world-of-warcraft/" rel="tag">World of Warcraft</a>, <a href="http://www.massively.com/category/everquest/" rel="tag">EverQuest</a>, <a href="http://www.massively.com/category/everquest-ii/" rel="tag">EverQuest II</a>, <a href="http://www.massively.com/category/events-in-game/" rel="tag">Events, in-game</a>, <a href="http://www.massively.com/category/game-mechanics/" rel="tag">Game mechanics</a>, <a href="http://www.massively.com/category/lore/" rel="tag">Lore</a>, <a href="http://www.massively.com/category/opinion/" rel="tag">Opinion</a>, <a href="http://www.massively.com/category/player-vs-everything/" rel="tag">Player vs. Everything</a></p><div style="text-align: center;"><img vspace="4" hspace="4" border="1" alt="" title="Does grinding for items really constitute an interesting choice?" src="http://www.blogsmithmedia.com/www.massively.com/media/2008/04/argent_quartermaster_lightspark.jpg" /></div>
<p>Yesterday's <a target="_blank" mce_href="http://www.massively.com/2008/04/15/the-daily-grind-should-reputation-matter/" href="http://www.massively.com/2008/04/15/the-daily-grind-should-reputation-matter/">Daily Grind</a> asked an interesting question: Should <a target="_blank" mce_href="http://www.wowwiki.com/Reputation" href="http://www.wowwiki.com/Reputation">reputation</a> matter? In the post, <a target="_blank" mce_href="http://www.massively.com/bloggers/akela-talamasca/" href="http://www.massively.com/bloggers/akela-talamasca/">Akela</a> discusses how you often have to grind for reputation in <em>World of Warcraft </em>in order to purchase some items, weapons, and armor that are specific to that <a target="_blank" mce_href="http://en.wikipedia.org/wiki/Political_faction" href="http://en.wikipedia.org/wiki/Political_faction">faction</a>. He points out that there's no real purpose to having such reputations from a story perspective, other than to demonstrate the idea that your character is willing to get his hands bloody for the promise of some nice items (eventually). Bloodthirsty mercenaries, the lot of you! He goes on to say that such faction systems only really matter in games where your choices are meaningful and have a lasting impact with consequences, and are made obsolete by the very nature of an MMOG. If you can spend 10 hours farming and reverse the impact of the choices you make, have you really made a meaningful choice at all?</p>
<p>I don't at all agree that faction systems are pointless in MMOGs, but I think that Akela makes an excellent point about something: Without meaningful choices, you may as well not have factions. I think that this point is especially relevant today because we have a whole generation of gamers being trained by Blizzard to think of reputation/favor/factions only the way that <em>WoW </em>does it--- as a grind you perform for specific items or rewards from various groups of NPCs, each with their own agenda. Unfortunately, in Blizzard's world, none of these factions seem to be at odds or conflicting with one another. Even in the limited cases that they are, the choices you make are largely meaningless. <a target="_blank" mce_href="http://www.wowwiki.com/Aldor" href="http://www.wowwiki.com/Aldor">Aldor</a> or <a target="_blank" mce_href="http://www.wowwiki.com/Scryers" href="http://www.wowwiki.com/Scryers">Scryer</a>? Pfft. Either way you hang out in Shattrath and get roughly analogous rewards. <a target="_blank" mce_href="http://www.wowwiki.com/Magram" href="http://www.wowwiki.com/Magram">Magram</a> or <a target="_blank" mce_href="http://www.wowwiki.com/Gelkis" href="http://www.wowwiki.com/Gelkis">Gelkis</a>? Either way you kill a bunch of centaur and get next to nothing for your effort. I can't even think of any more opposed factions in the game. Booty Bay and the Pirates, maybe? My point is this: This is not what factions are supposed to be about. These are watered-down, little-kid, lame excuses for a faction system. So what exactly <em>is </em>the point of faction then?</p><p><a href="http://www.massively.com/2008/04/16/player-vs-everything-factions-should-matter/" rel="bookmark">Continue reading <em>Player vs. Everything: Factions should matter</em></a></p><p style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;">&nbsp;</p><p><a href="http://www.massively.com/2008/04/16/player-vs-everything-factions-should-matter/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://www.massively.com/forward/1168763/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://www.technorati.com/cosmos/search.html?rank=&amp;fc=1&amp;url=http://www.massively.com/2008/04/16/player-vs-everything-factions-should-matter/" title="Linking Blogs">Linking&nbsp;Blogs</a>&nbsp;|&nbsp;<a href="http://www.massively.com/2008/04/16/player-vs-everything-factions-should-matter/#comments" title="View reader comments on this entry">Comments</a></p>]]></description><category>consequences</category><category>factions</category><category>featured</category><category>game-design</category><category>lore</category><category>npcs</category><category>player-vs</category><category>player-vs-everything</category><category>world-of-warcraft</category><dc:creator>Cameron Sorden</dc:creator><pubDate>Wed, 16 Apr 2008 13:00:00 EST</pubDate></item><item><title>Player vs. Everything: Raid leaders are jerks</title><link>http://www.massively.com/2008/04/15/player-vs-everything-raid-leaders-are-jerks/</link><guid isPermaLink="true">http://www.massively.com/2008/04/15/player-vs-everything-raid-leaders-are-jerks/</guid><comments>http://www.massively.com/2008/04/15/player-vs-everything-raid-leaders-are-jerks/#comments</comments><description><![CDATA[<p>Filed under: <a href="http://www.massively.com/category/world-of-warcraft/" rel="tag">World of Warcraft</a>, <a href="http://www.massively.com/category/culture/" rel="tag">Culture</a>, <a href="http://www.massively.com/category/guilds/" rel="tag">Guilds</a>, <a href="http://www.massively.com/category/raiding/" rel="tag">Raiding</a>, <a href="http://www.massively.com/category/endgame/" rel="tag">Endgame</a>, <a href="http://www.massively.com/category/pve/" rel="tag">PvE</a>, <a href="http://www.massively.com/category/player-vs-everything/" rel="tag">Player vs. Everything</a></p><div style="text-align: center;"><img vspace="4" hspace="4" border="1" align="middle" src="http://www.blogsmithmedia.com/www.massively.com/media/2008/04/onyxiawipe50dkpminus.jpg" title="50 DKP Minus!" alt="" /></div>
<p>Most raid leaders I know are jerks. I'm not making generalizations about personal character, of course. People who end up in those positions tend to be helpful, dependable people who are genuinely committed to the progression of the guild. But stick them in a Ventrilo channel with 9-39 other people and watch them <a href="http://www.youtube.com/watch?v=vPt1bckqJmU&amp;feature=related">flare up like a firecracker</a> (NSFW). Why is that? Do we really need a spoonful of vitriol to help the raid target go down? This is coming from a guy who has a lot of friends that are raid leaders, who knows several raid leaders that are going to complain to him about this article, and who has led raids himself (and been a jerk) on a number of occasions. But come on--- they <span style="font-style: italic;">are</span> jerks. Or at least they seem to be.</p>
<p>One guild leader I know has mentioned on several occasions that when he's leading his raids, he constantly swears like a sailor at members who mess up. Another guild leader I know prefers not to have profanity in raid channels, but he's still a hard-ass about people messing around. My own guild leader takes a similar, scalding, no patience for screw-ups stance when we're raiding, and you probably all know the near-mythical <a href="http://www.youtube.com/watch?v=HtvIYRrgZ04" mce_href="http://www.youtube.com/watch?v=HtvIYRrgZ04" target="_blank">50 DKP minus guy</a> (NSFW). I've seen verbal lashings of that sort raise some hackles and flare some tempers more than once. This tends to happen a lot in situations where you have new players in the raid, a new raid leader, or anyone with thin skin. After all, when you screw up, the last thing you want to hear is someone calling you on it in front of a bunch of people. Worse still is if you get called out on it <em>and</em> insulted to boot (that's pretty much the definition of adding insult to injury).</p><p><a href="http://www.massively.com/2008/04/15/player-vs-everything-raid-leaders-are-jerks/" rel="bookmark">Continue reading <em>Player vs. Everything: Raid leaders are jerks</em></a></p><p style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;">&nbsp;</p><p><a href="http://www.massively.com/2008/04/15/player-vs-everything-raid-leaders-are-jerks/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://www.massively.com/forward/1165791/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://www.technorati.com/cosmos/search.html?rank=&amp;fc=1&amp;url=http://www.massively.com/2008/04/15/player-vs-everything-raid-leaders-are-jerks/" title="Linking Blogs">Linking&nbsp;Blogs</a>&nbsp;|&nbsp;<a href="http://www.massively.com/2008/04/15/player-vs-everything-raid-leaders-are-jerks/#comments" title="View reader comments on this entry">Comments</a></p>]]></description><category>drama</category><category>featured</category><category>guilds</category><category>machiavelli</category><category>player-vs-everything</category><category>raiding</category><category>world-of-warcraft</category><dc:creator>Cameron Sorden</dc:creator><pubDate>Tue, 15 Apr 2008 11:00:00 EST</pubDate></item><item><title>Player vs. Everything: Learning by doing</title><link>http://www.massively.com/2008/04/14/player-vs-everything-learning-by-doing/</link><guid isPermaLink="true">http://www.massively.com/2008/04/14/player-vs-everything-learning-by-doing/</guid><comments>http://www.massively.com/2008/04/14/player-vs-everything-learning-by-doing/#comments</comments><description><![CDATA[<p>Filed under: <a href="http://www.massively.com/category/game-mechanics/" rel="tag">Game mechanics</a>, <a href="http://www.massively.com/category/mmo-industry/" rel="tag">MMO industry</a>, <a href="http://www.massively.com/category/opinion/" rel="tag">Opinion</a>, <a href="http://www.massively.com/category/player-vs-everything/" rel="tag">Player vs. Everything</a></p><img vspace="4" hspace="4" border="1" align="right" src="http://www.blogsmithmedia.com/www.massively.com/media/2008/04/deadhunteroc5.png" title="Exhibit A: A poorly used frost trap." alt="Exhibit A: A poorly used frost trap." />In most MMORPGs, it's practically considered a right of passage to learn advanced concepts by the sweat of your brow and with a big helping of independent research. We're MMO players, after all! We don't need tutorials guiding us through the advanced aspects of the game. Right? They're for the weak and lowly fans of single player and casual games. We rely almost solely on forum information, lessons from more advanced players, and learning by doing (and we're darn proud of it). And as Tobold discussed a few weeks ago, you really have to do that stuff if you want to be a successful player.<br /><br />While raiding Karazhan last weekend, my guild brought a relatively newbish hunter along for the ride. Her spec wasn't terrible, and she brought a number of epics (albeit PvP epics) to the table, so we figured, "What the heck?" We didn't even get too worried when her DPS wasn't up to par. Things were going just fine until we got to the second boss fight and needed her to do a little chain trapping. A few wipes later, we realized that she had absolutely no idea how to use her frost traps effectively-- a core mechanic of her class. What was the problem there?<br /><br />Well, there's no game tutorial that comes in, holds your hand, and says, "Hey, pal. You're going to need to use frost trap effectively in the end game. Let's practice it a little until you get the hang of it." Most MMOGs just teach you the bare-bones basics of the game (like running, moving, and auto-attack) before they abandon you to the wild. You're expected to figure out the rest on your own, and eventually to hit up sites like Elitist Jerks or the World of Warcraft class forums to make sure that you're being all that you can be. Is this necessarily the best way to do things, though?<p><a href="http://www.massively.com/2008/04/14/player-vs-everything-learning-by-doing/" rel="bookmark">Continue reading <em>Player vs. Everything: Learning by doing</em></a></p><p style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;">&nbsp;</p><p><a href="http://www.massively.com/2008/04/14/player-vs-everything-learning-by-doing/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://www.massively.com/forward/1163032/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://www.technorati.com/cosmos/search.html?rank=&amp;fc=1&amp;url=http://www.massively.com/2008/04/14/player-vs-everything-learning-by-doing/" title="Linking Blogs">Linking&nbsp;Blogs</a>&nbsp;|&nbsp;<a href="http://www.massively.com/2008/04/14/player-vs-everything-learning-by-doing/#comments" title="View reader comments on this entry">Comments</a></p>]]></description><category>blizzard</category><category>casual-games</category><category>featured</category><category>game-design</category><category>newbie</category><category>player-vs-everything</category><category>quest</category><category>quests</category><category>skills</category><category>tutorial</category><category>world-of-warcraft</category><dc:creator>Cameron Sorden</dc:creator><pubDate>Mon, 14 Apr 2008 11:00:00 EST</pubDate></item></channel></rss>