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<generator>Blogsmith http://www.blogsmith.com/</generator><item><title><![CDATA[Player vs. Everything: The MMO clone wars]]></title><link>http://www.massively.com/2008/06/18/player-vs-everything-the-mmo-clone-wars/</link><guid isPermaLink="true">http://www.massively.com/2008/06/18/player-vs-everything-the-mmo-clone-wars/</guid><comments>http://www.massively.com/2008/06/18/player-vs-everything-the-mmo-clone-wars/#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/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/warhammer-online/" rel="tag">Warhammer Online</a>, <a href="http://www.massively.com/category/player-vs-everything/" rel="tag">Player vs. Everything</a></p><div align="center"><a href="http://javairasfolly.jandell.net/?page_id=377"><img hspace="4" border="1" vspace="4" src="http://www.blogcdn.com/www.massively.com/media/2008/06/warvwowcomparisoncharmiber.jpg" title="Looking pretty similar, eh?" alt="" /></a><br /></div>
You can say a lot of things about a game you don't like. You can say that it sucks or that it's poorly balanced. You can say that the art direction is all wrong, or you can say that it's lacking in any number of features a good game should have. But sometimes a game takes flak for committing the most grievous sin of all: <a href="http://aspendawn.blogspot.com/2008/06/innovative-vs-fun.html">copying another game</a>. One of the most commonly cited complaints about any given game is that <a href="http://www.wowinsider.com/2008/06/17/is-blizzard-stealing-ideas-from-war/">they copied "feature X" from "game Y.</a>" <br /><br />For some reason, MMOG players in particular just <em>love </em>to cite the classic "It's just a clone of (whatever)" when they're trying to challenge the very essence of a particular title. If a game is a copy (the reasoning goes) then clearly <a href="http://www.massively.com/2008/05/01/player-vs-everything-those-poor-poor-designers/">the designers are wholly uninspired</a>, worthless, and incapable of creating anything interesting or original. It really seems to irk players who feel that their game is being somehow wronged when another game uses similar ideas. But is this really such a bad thing? Might cloning features, or even cloning games, actually be the best possible thing for the games industry?<p><a href="http://www.massively.com/2008/06/18/player-vs-everything-the-mmo-clone-wars/" rel="bookmark">Continue reading <em>Player vs. Everything: The MMO clone wars</em></a></p><p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://www.massively.com"><img src="http://www.massively.com/media/feedlogo.gif" alt="Massively" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://www.massively.com/2008/06/18/player-vs-everything-the-mmo-clone-wars/">Player vs. Everything: The MMO clone wars</a> originally appeared on <a href="http://www.massively.com">Massively</a> on Wed, 18 Jun 2008 14:30:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href="http://www.massively.com/2008/06/18/player-vs-everything-the-mmo-clone-wars/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://www.massively.com/forward/1229146/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://www.massively.com/2008/06/18/player-vs-everything-the-mmo-clone-wars/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>city-of-heroes</category><category>clone</category><category>cloning</category><category>copy</category><category>everquest</category><category>featured</category><category>game-design</category><category>game-mechanics</category><category>joystiqfeatures</category><category>massively-goes-to-war</category><category>mud</category><category>muds</category><category>player-vs-everything</category><category>warhammer-online</category><category>world-of-warcraft</category><dc:creator><![CDATA[Adam Holisky]]></dc:creator><pubDate>Wed, 18 Jun 2008 14:30:00 EST</pubDate></item><item><title><![CDATA[Player vs. Everything: The quirks of D&amp;D Online]]></title><link>http://www.massively.com/2008/06/16/player-vs-everything-the-quirks-of-dandd-online/</link><guid isPermaLink="true">http://www.massively.com/2008/06/16/player-vs-everything-the-quirks-of-dandd-online/</guid><comments>http://www.massively.com/2008/06/16/player-vs-everything-the-quirks-of-dandd-online/#comments</comments><description><![CDATA[<p>Filed under: <a href="http://www.massively.com/category/dungeons-and-dragons-online/" rel="tag">Dungeons and Dragons Online</a>, <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/player-vs-everything/" rel="tag">Player vs. Everything</a></p><div style="text-align: center;"><a href="http://www.ddo.com"><img vspace="4" hspace="4" border="1" alt="" title="That is one sweet-looking dragon." src="http://www.blogcdn.com/www.massively.com/media/2008/06/redragonddo.jpg" /></a><br /></div>
From the first time I stepped into Turbine's <a href="http://www.ddo.com/"><span style="font-style: italic;">Dungeons and Dragons Online: Stormreach</span></a>, I was amazed by how well it managed to capture the dungeon crawling feel of the franchise that I knew, loved, and grew up with. With its fast-paced, pulse-pounding, and thoroughly satisfying combat, clever use of hidden doors and traps, and resource management mini-game of health, spells, and abilities, <a href="http://www.massively.com/category/dungeons-and-dragons-online/"><span style="font-style: italic;">D&amp;D Online</span></a> provides a unique gameplay experience that no other MMOG can provide right now. One only has to listen to the vehement and impassioned discussion of the hardcore fans, found in any pick-up dungeon group, to realize that Turbine has something special here---something that <a href="http://www.worldofwarcraft.com/"><span style="font-style: italic;">World of Warcraft</span></a><span style="font-style: italic;"></span> and <a href="http://www.warhammeronline.com/"><span style="font-style: italic;">Warhammer Online</span></a>, <a href="http://everquest.station.sony.com/"><span style="font-style: italic;">EverQuest</span></a><span style="font-style: italic;"></span> and <a href="http://www.ageofconan.com/"><span style="font-style: italic;">Age of Conan</span></a>, or even <a href="http://www.eve-online.com/"><span style="font-style: italic;">EVE Online</span></a> simply can't offer.<br /><br />However, is being unique and interesting enough to justify the price? On <a href="http://www.massively.com/2008/06/05/massively-speaking-podcast-episode-8/">a recent Massively podcast</a>, I mentioned that I've always felt like <span style="font-style: italic;">DDO</span> wasn't worth the monthly fee, despite how much I love the game. The standard $15 per month pricing model is a one-size-fits-all label that looks a little too bulky on the city of Stormreach, for a number of reasons. Today I'm going to examine some of the reasons why a game which I find so interesting, exciting, and fun can't manage to crack my wallet open, and what I think <a href="http://www.turbine.com/">Turbine</a> could do to push the game a little further into the competitive territory of its gaming peers.<p><a href="http://www.massively.com/2008/06/16/player-vs-everything-the-quirks-of-dandd-online/" rel="bookmark">Continue reading <em>Player vs. Everything: The quirks of D&amp;D Online</em></a></p><p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://www.massively.com"><img src="http://www.massively.com/media/feedlogo.gif" alt="Massively" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://www.massively.com/2008/06/16/player-vs-everything-the-quirks-of-dandd-online/">Player vs. Everything: The quirks of D&amp;D Online</a> originally appeared on <a href="http://www.massively.com">Massively</a> on Mon, 16 Jun 2008 15:30:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href="http://www.massively.com/2008/06/16/player-vs-everything-the-quirks-of-dandd-online/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://www.massively.com/forward/1226813/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://www.massively.com/2008/06/16/player-vs-everything-the-quirks-of-dandd-online/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>dd</category><category>ddo</category><category>dungeons-and-dragons-online</category><category>featured</category><category>game-design</category><category>joystiqfeatures</category><category>module</category><category>modules</category><category>npcs</category><category>player-created</category><category>player-vs-everything</category><category>second-game</category><dc:creator><![CDATA[Cameron Sorden]]></dc:creator><pubDate>Mon, 16 Jun 2008 15:30:00 EST</pubDate></item><item><title><![CDATA[Player vs. Everything: Starting over]]></title><link>http://www.massively.com/2008/06/04/player-vs-everything-starting-over/</link><guid isPermaLink="true">http://www.massively.com/2008/06/04/player-vs-everything-starting-over/</guid><comments>http://www.massively.com/2008/06/04/player-vs-everything-starting-over/#comments</comments><description><![CDATA[<p>Filed under: <a href="http://www.massively.com/category/classes/" rel="tag">Classes</a>, <a href="http://www.massively.com/category/game-mechanics/" rel="tag">Game mechanics</a>, <a href="http://www.massively.com/category/endgame/" rel="tag">Endgame</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/tag/newbie"><img vspace="4" hspace="4" border="1" alt="" src="http://www.blogcdn.com/www.massively.com/media/2008/06/newbiesignstartingover.jpg" /></a> </div>
<p>Most of us have spent a lot of time playing our favorite games. Chances are good that unless you're <a target="_blank" mce_href="http://www.massively.com/2008/05/14/anti-aliased-how-to-pick-the-mmo-for-you/" href="http://www.massively.com/2008/05/14/anti-aliased-how-to-pick-the-mmo-for-you/">totally new to the MMOG world</a>, you've got at least one character at some ridiculously high level, armed to the teeth, sitting on a big pile of gold amongst the trophies of your slaughtered foes. You might even be part of a guild and still play that character with your guildmates on a regular basis to <a target="_blank" mce_href="http://www.massively.com/2008/04/15/player-vs-everything-raid-leaders-are-jerks/" href="http://www.massively.com/2008/04/15/player-vs-everything-raid-leaders-are-jerks/">go topple foes of ever-increasing power</a>. It's good to be a dragon-slaying, world-destroying, gold-hoarding demigod of awesomeness.</p>
<p>That's why it's so tough to start over, sometimes. Whether it's <a target="_blank" mce_href="http://www.massively.com/2008/05/28/the-gaming-iconoclast-old-un-faithful/" href="http://www.massively.com/2008/05/28/the-gaming-iconoclast-old-un-faithful/">rolling up an alt</a> on your current game or picking up an entirely new game, it can be really frustrating to go from a bloodthirsty, battle-hardened warrior who wades into combat swinging an enormous, glowing two-handed sword to some level 1 nobody with a leather jerkin and a knife. All of your accomplishments on your old character seem pretty far away when level 3 wolves are having you for a light afternoon snack, and <a target="_blank" mce_href="http://www.massively.com/2008/05/13/player-vs-everything-age-of-conans-250-hours/" href="http://www.massively.com/2008/05/13/player-vs-everything-age-of-conans-250-hours/">a brand new grind</a> stretches out interminably before you. Is it any wonder why plenty of players don't even bother with having alts and stick to the game they like?</p><p><a href="http://www.massively.com/2008/06/04/player-vs-everything-starting-over/" rel="bookmark">Continue reading <em>Player vs. Everything: Starting over</em></a></p><p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://www.massively.com"><img src="http://www.massively.com/media/feedlogo.gif" alt="Massively" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://www.massively.com/2008/06/04/player-vs-everything-starting-over/">Player vs. Everything: Starting over</a> originally appeared on <a href="http://www.massively.com">Massively</a> on Wed, 04 Jun 2008 17:30:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href="http://www.massively.com/2008/06/04/player-vs-everything-starting-over/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://www.massively.com/forward/1215672/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://www.massively.com/2008/06/04/player-vs-everything-starting-over/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>alts</category><category>featured</category><category>grind</category><category>grinding</category><category>joystiqfeatures</category><category>leveling</category><category>newbie</category><category>newbies</category><category>player-vs-everything</category><category>starting-area</category><category>starting-over</category><dc:creator><![CDATA[Cameron Sorden]]></dc:creator><pubDate>Wed, 04 Jun 2008 17:30:00 EST</pubDate></item><item><title><![CDATA[Player vs. Everything: The retention game]]></title><link>http://www.massively.com/2008/06/02/player-vs-everything-the-retention-game/</link><guid isPermaLink="true">http://www.massively.com/2008/06/02/player-vs-everything-the-retention-game/</guid><comments>http://www.massively.com/2008/06/02/player-vs-everything-the-retention-game/#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/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/player-vs-everything/" rel="tag">Player vs. Everything</a></p><div align="center"><a href="http://www.massively.com/category/world-of-warcraft/"><img vspace="4" hspace="4" border="1" src="http://www.blogcdn.com/www.massively.com/media/2008/06/cancelingyoursubsadorc.jpg"  title="You made the orc sad! How can you leave now? Look at him!" alt="" /></a> </div>
<p>The conventional wisdom in any service-driven industry is that it's <a href="http://www.nowpublishers.com/product.aspx?product=MKT&amp;doi=1700000002&amp;section=x1-75r2" mce_href="http://www.nowpublishers.com/product.aspx?product=MKT&amp;doi=1700000002&amp;section=x1-75r2" target="_blank">far, far cheaper to retain an existing customer than to recruit a new one</a>. This is especially true in the MMOG industry, where your business model is largely dependent on maintaining a long-term subscriber base. The concept also applies to <a href="http://igg.com/" mce_href="http://igg.com/" target="_blank">transaction-driven</a> and <a href="http://www.guildwars.com/" mce_href="http://www.guildwars.com/" target="_blank">episodic games</a>, where you need your customers to want to stick around and continue spending money. <a href="http://www.massively.com/2008/05/26/funcom-boasts-400-000-players-in-age-of-conan-so-far/" mce_href="http://www.massively.com/2008/05/26/funcom-boasts-400-000-players-in-age-of-conan-so-far/" target="_blank">Box sales are great</a>, but ultimately they're pretty useless except as an indicator of how many people actually bought the game -- returning players are the bread and butter of the MMO world.</p>
<p>In fact, that's exactly why companies are so interested in finding out <a href="http://eatingbees.brokentoys.org/2008/01/08/obvious-truth-why-people-quit/" mce_href="http://eatingbees.brokentoys.org/2008/01/08/obvious-truth-why-people-quit/" target="_blank">why you're quitting their game</a>. If they can fix issues that are making a lot of people quit, they can retain more customers and drive up their revenue. Surprisingly, Blizzard is the only company I know of which actually <a href="http://forums.worldofwarcraft.com/thread.html;jsessionid=03A9F20A026B9EC62BB419883F499A12.app05_05?topicId=6895040306&amp;sid=1" mce_href="http://forums.worldofwarcraft.com/thread.html;jsessionid=03A9F20A026B9EC62BB419883F499A12.app05_05?topicId=6895040306&amp;sid=1" target="_blank">makes people fill out an exit survey</a> in order to cancel a subscription. It's not that annoying and it gives them great information about how to make their game better for <em>you </em>(so if you're adamant on copying Blizzard, that's a good thing to copy). Unfortunately, Blizzard keeps notoriously quiet about their internal numbers like that. So why exactly <em>do</em> people quit MMOGs, and what can and should game companies be doing to keep you interested?</p><p><a href="http://www.massively.com/2008/06/02/player-vs-everything-the-retention-game/" rel="bookmark">Continue reading <em>Player vs. Everything: The retention game</em></a></p><p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://www.massively.com"><img src="http://www.massively.com/media/feedlogo.gif" alt="Massively" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://www.massively.com/2008/06/02/player-vs-everything-the-retention-game/">Player vs. Everything: The retention game</a> originally appeared on <a href="http://www.massively.com">Massively</a> on Mon, 02 Jun 2008 17:30:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href="http://www.massively.com/2008/06/02/player-vs-everything-the-retention-game/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://www.massively.com/forward/1212996/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://www.massively.com/2008/06/02/player-vs-everything-the-retention-game/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>business</category><category>featured</category><category>game-design</category><category>game-development</category><category>gameplay</category><category>guild-tools</category><category>guilds</category><category>joystiqfeatures</category><category>moderation</category><category>player-vs-everything</category><category>retention</category><category>revenue</category><category>social</category><dc:creator><![CDATA[Cameron Sorden]]></dc:creator><pubDate>Mon, 02 Jun 2008 17:30:00 EST</pubDate></item><item><title><![CDATA[Player vs. Everything: Online Games and Sex]]></title><link>http://www.massively.com/2008/05/30/player-vs-everything-online-games-and-sex/</link><guid isPermaLink="true">http://www.massively.com/2008/05/30/player-vs-everything-online-games-and-sex/</guid><comments>http://www.massively.com/2008/05/30/player-vs-everything-online-games-and-sex/#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/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.massively.com/tag/sex/"><img vspace="4" hspace="4" border="1" alt="" title="Are online games ready to explore complex questions about sex?" src="http://www.blogcdn.com/www.massively.com/media/2008/05/secondlife_me_and_my_new_husband.jpg" /></a> </div>
<p>As humans, <a href="http://en.wikipedia.org/wiki/Human_sexuality" mce_href="http://en.wikipedia.org/wiki/Human_sexuality" target="_blank">sex</a> is something that plays a very important role in our lives and personal experiences. It's a pretty universal and emotionally charged topic that can dramatically influence how we think of ourselves and how we view our relationships with other people. Even outside of the act itself, ideas about sex and human relationships shape <a href="http://www.massively.com/2007/11/22/behind-the-curtain-sex-sells/" mce_href="http://www.massively.com/2007/11/22/behind-the-curtain-sex-sells/" target="_blank">the way we act</a>, the way we dress, the way we live, and the people we associate with. Dealing with the complicated issues surrounding sex is part of <a href="http://en.wikipedia.org/wiki/Human_condition" mce_href="http://en.wikipedia.org/wiki/Human_condition" target="_blank">the human condition</a>. It's not at all surprising that sex is frequently portrayed in all forms of media which attempt to explore that human experience. However, are video games (and specifically online games) really ready to examine this topic?</p>
<p>There was <a href="http://www.rockpapershotgun.com/?p=1810" mce_href="http://www.rockpapershotgun.com/?p=1810" target="_blank">a really interesting lecture posted</a> by the videogame news blog Rock, Paper, Shotgun a few days ago in which Daniel Floyd discussed the topic of sex in video games. His key point is that if video games are going to attempt to explore the topic of sex effectively, they need to portray it in a way that ties it to relationships and intimacy. Watching the video made me start thinking about how sex is portrayed in MMOGs, especially with the recent launch of <a href="http://www.ageofconan.com/" mce_href="http://www.ageofconan.com/" target="_blank"><em>Age of Conan</em></a>, a game that sold itself as a "mature title" <a href="http://www.massively.com/2008/04/21/mmogology-sex-games/" mce_href="http://www.massively.com/2008/04/21/mmogology-sex-games/" target="_blank">with strong violence and sexuality</a>. After a lot of reflection on the topic, I really don't think that mainstream online games are ready to explore sexuality, nor are they even capable of portraying it tastefully with their current limitations.<br /></p><p><a href="http://www.massively.com/2008/05/30/player-vs-everything-online-games-and-sex/" rel="bookmark">Continue reading <em>Player vs. Everything: Online Games and Sex</em></a></p><p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://www.massively.com"><img src="http://www.massively.com/media/feedlogo.gif" alt="Massively" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://www.massively.com/2008/05/30/player-vs-everything-online-games-and-sex/">Player vs. Everything: Online Games and Sex</a> originally appeared on <a href="http://www.massively.com">Massively</a> on Fri, 30 May 2008 18:30:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href="http://www.massively.com/2008/05/30/player-vs-everything-online-games-and-sex/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://www.massively.com/forward/1210944/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://www.massively.com/2008/05/30/player-vs-everything-online-games-and-sex/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>age-of-conan</category><category>cyber-sex</category><category>featured</category><category>joystiqfeatures</category><category>narrative</category><category>second-life</category><category>sex</category><category>sexual</category><category>sexuality</category><category>story</category><category>storytelling</category><category>world-of-warcraft</category><dc:creator><![CDATA[Cameron Sorden]]></dc:creator><pubDate>Fri, 30 May 2008 18:30:00 EST</pubDate></item><item><title><![CDATA[Player vs. Everything: Why won't you just take a break?]]></title><link>http://www.massively.com/2008/05/28/player-vs-everything-why-wont-you-just-take-a-break/</link><guid isPermaLink="true">http://www.massively.com/2008/05/28/player-vs-everything-why-wont-you-just-take-a-break/</guid><comments>http://www.massively.com/2008/05/28/player-vs-everything-why-wont-you-just-take-a-break/#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/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.massively.com/tag/addiction"><img vspace="4" hspace="4" border="1" src="http://www.blogcdn.com/www.massively.com/media/2008/05/overworked.jpg" title="You may have looked like this sad soul, at times. Take a break! " alt="" /></a> </div>
<p>Everyone plays MMOGs at different speeds. Some people spend <a target="_blank" mce_href="http://www.massively.com/2008/04/12/the-rise-of-the-casual-mmo/" href="http://www.massively.com/2008/04/12/the-rise-of-the-casual-mmo/">just a few hours a week playing</a>, and some of us spend altogether <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/">far too much time</a> on these games. I submit, for evidence, that 4-hour raids three nights per week is considered a "light raiding schedule" by most raiding standards. That's almost a part-time job, when you count the time you spend farming for mats and doing random other runs on top of that! Still, it doesn't matter how much time you actually spend playing -- anyone can get pretty wrapped up in their favorite game. Even a "casual" player can get to the point where they're just playing because it's what they do, instead of playing because they're having fun.</p>
<p>Whether you play for 5 hours each week or <a target="_blank" mce_href="http://www.massively.com/2007/12/23/the-daily-grind-in-the-wee-small-hours/" href="http://www.massively.com/2007/12/23/the-daily-grind-in-the-wee-small-hours/">50 hours each week</a>, sometimes it's good to step back, take a breather, and get off the game for a while. Right? It seems so simple, so obvious. "Yes, of course it's good to take a break," you say, nodding along with me. "Just as soon as I get my Tier 9 Sword, Epic Firetruck, and Gleeful Gnome Pet, I'll do that. Though, I should really wait until my Tier 10 Sword and Mega-Epic Firetruck... and then help my guildies get theirs." Meanwhile, there's that nagging feeling in the back of your mind: Is this actually fun?</p><p><a href="http://www.massively.com/2008/05/28/player-vs-everything-why-wont-you-just-take-a-break/" rel="bookmark">Continue reading <em>Player vs. Everything: Why won't you just take a break?</em></a></p><p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://www.massively.com"><img src="http://www.massively.com/media/feedlogo.gif" alt="Massively" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://www.massively.com/2008/05/28/player-vs-everything-why-wont-you-just-take-a-break/">Player vs. Everything: Why won't you just take a break?</a> originally appeared on <a href="http://www.massively.com">Massively</a> on Wed, 28 May 2008 13:30:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href="http://www.massively.com/2008/05/28/player-vs-everything-why-wont-you-just-take-a-break/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://www.massively.com/forward/1208221/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://www.massively.com/2008/05/28/player-vs-everything-why-wont-you-just-take-a-break/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>addicted</category><category>addiction</category><category>burnout</category><category>featured</category><category>guilds</category><category>health</category><category>joystiqfeatures</category><category>life</category><category>lifestyle</category><category>player-vs-everything</category><category>psychology</category><category>social</category><dc:creator><![CDATA[Cameron Sorden]]></dc:creator><pubDate>Wed, 28 May 2008 13:30:00 EST</pubDate></item><item><title><![CDATA[Player vs. Everything: Age of Conan's newbie blues]]></title><link>http://www.massively.com/2008/05/26/player-vs-everything-age-of-conans-newbie-blues/</link><guid isPermaLink="true">http://www.massively.com/2008/05/26/player-vs-everything-age-of-conans-newbie-blues/</guid><comments>http://www.massively.com/2008/05/26/player-vs-everything-age-of-conans-newbie-blues/#comments</comments><description><![CDATA[<p>Filed under: <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/leveling/" rel="tag">Leveling</a>, <a href="http://www.massively.com/category/hands-on/" rel="tag">Hands-on</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/photos/age-of-conan-the-first-steps-in-tortage/782049/"><img vspace="4" hspace="4" border="1" alt="" title="The newbie experience wears a little thin on the 4th or 5th time." src="http://www.blogcdn.com/www.massively.com/media/2008/05/aoctutorialcasildatweaked.jpg" /></a> </div>
<p>I've been playing <a href="http://www.ageofconan.com/" mce_href="http://www.ageofconan.com/" target="_blank"><em>Age of Conan</em></a> a fair amount over the last week, trying to figure out if I like it well enough to continue paying for it on a monthly basis after my free month expires. The problem is that it's going to be my second MMOG -- the one I play when I'm not busy farming or <a href="http://www.massively.com/2008/04/22/player-vs-everything-i-look-hot-in-leather/" mce_href="http://www.massively.com/2008/04/22/player-vs-everything-i-look-hot-in-leather/" target="_blank">raiding with my guild</a> on <em><a href="http://www.worldofwarcraft.com/" mce_href="http://www.worldofwarcraft.com/" target="_blank">World of Warcraft</a>.</em> Even for someone who writes about videogames professionally, when you start stacking up multiple subscriptions, things get pricey pretty fast. Usually, I keep two subs active at a time and write about what I'm playing.</p>
<p>Anyway, I've been trying to make this decision and I have a problem: I hop classes a lot. When you're talking about <a href="http://www.massively.com/2008/05/13/player-vs-everything-age-of-conans-250-hours/" mce_href="http://www.massively.com/2008/05/13/player-vs-everything-age-of-conans-250-hours/" target="_blank">a 250 hour investment</a>, you want to make sure that you pick a class you enjoy playing. To figure out what you enjoy playing, you really just have to try the classes out -- especially when the classes are as unique as the ones in <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>. I've leveled two characters to the high teens in Tortage, and several more to the 10ish range. What I've decided, after doing all of this poking around with the classes, is that <em>AoC's</em> first 20 levels are about as frustrating as they can be once the initial sheen of "<a href="http://www.massively.com/2008/03/26/six-reasons-to-be-excited-about-age-of-conan/" mce_href="http://www.massively.com/2008/03/26/six-reasons-to-be-excited-about-age-of-conan/" target="_blank">new game wonder</a>" wears off. If you didn't notice it your first time through, just wait until you make your first alt.</p><p><a href="http://www.massively.com/2008/05/26/player-vs-everything-age-of-conans-newbie-blues/" rel="bookmark">Continue reading <em>Player vs. Everything: Age of Conan's newbie blues</em></a></p><p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://www.massively.com"><img src="http://www.massively.com/media/feedlogo.gif" alt="Massively" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://www.massively.com/2008/05/26/player-vs-everything-age-of-conans-newbie-blues/">Player vs. Everything: Age of Conan's newbie blues</a> originally appeared on <a href="http://www.massively.com">Massively</a> on Mon, 26 May 2008 15:30:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href="http://www.massively.com/2008/05/26/player-vs-everything-age-of-conans-newbie-blues/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://www.massively.com/forward/1206132/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://www.massively.com/2008/05/26/player-vs-everything-age-of-conans-newbie-blues/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>age-of-conan</category><category>bored</category><category>boredom</category><category>classes</category><category>destiny-quests</category><category>featured</category><category>leveling</category><category>newbie</category><category>skills</category><category>tortage</category><dc:creator><![CDATA[Cameron Sorden]]></dc:creator><pubDate>Mon, 26 May 2008 15:30:00 EST</pubDate></item><item><title><![CDATA[Player vs. Everything: Frustrated by levels]]></title><link>http://www.massively.com/2008/05/24/player-vs-everything-frustrated-by-levels/</link><guid isPermaLink="true">http://www.massively.com/2008/05/24/player-vs-everything-frustrated-by-levels/</guid><comments>http://www.massively.com/2008/05/24/player-vs-everything-frustrated-by-levels/#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/leveling/" rel="tag">Leveling</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/category/player-vs-everything/"><img vspace="4" hspace="4" border="1" alt="" title="Sometimes, levels can be downright frustrating." src="http://www.blogcdn.com/www.massively.com/media/2008/05/frustratedguy2.jpg" /></a> </div>
<p>I was reading through my usual round-up of blogs and news items this morning when I found <a target="_blank" mce_href="http://blogs.chimpswithkeyboards.com/vanhemlock/archive/2008/05/23/1939.aspx" href="http://blogs.chimpswithkeyboards.com/vanhemlock/archive/2008/05/23/1939.aspx">an interesting post by Van Hemlock</a> on the topic of levels in MMORPGs. More specifically, it was about how <a target="_blank" mce_href="http://www.massively.com/category/leveling/" href="http://www.massively.com/category/leveling/">levels in games</a> keep players from playing with each other. He discusses how ever since he started gaming in 1999, being a different level than the people he wants to play with has kept him from playing with them. Whether you're too high for the content to be challenging or too low to be effective, playing with your friends at different levels just never seems to work very well.</p>
<p>Van Hemlock makes an excellent point, and it's a problem in almost every single MMOG out there with two notable exceptions: <em><a target="_blank" mce_href="http://everquest2.station.sony.com/" href="http://everquest2.station.sony.com/">EverQuest 2</a> </em>and <em><a target="_blank" mce_href="http://www.cityofheroes.com/" href="http://www.cityofheroes.com/">City of Heroes/Villains</a>. </em>Both of these games recognize the problem and attempt to circumvent it, but they do it in very different ways. In <em><a target="_blank" mce_href="http://www.massively.com/category/city-of-heroes/" href="http://www.massively.com/category/city-of-heroes/">City of Heroes</a>,</em> you can move either up or down in level so that you can see high level content at low levels or go back and do low level content as a high level player and still advance. In <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>, it's strictly one-way. You can bring yourself down to your friend's level and adventure with them for alternate advancement experience. Is this really as big of a problem as people make it out to be, and if it is, why don't more games have systems like these?</p><p><a href="http://www.massively.com/2008/05/24/player-vs-everything-frustrated-by-levels/" rel="bookmark">Continue reading <em>Player vs. Everything: Frustrated by levels</em></a></p><p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://www.massively.com"><img src="http://www.massively.com/media/feedlogo.gif" alt="Massively" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://www.massively.com/2008/05/24/player-vs-everything-frustrated-by-levels/">Player vs. Everything: Frustrated by levels</a> originally appeared on <a href="http://www.massively.com">Massively</a> on Sat, 24 May 2008 13:00:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href="http://www.massively.com/2008/05/24/player-vs-everything-frustrated-by-levels/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://www.massively.com/forward/1204663/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://www.massively.com/2008/05/24/player-vs-everything-frustrated-by-levels/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>city-of-heroes</category><category>city-of-villains</category><category>everquest-2</category><category>everquest-ii</category><category>featured</category><category>friends</category><category>joystiqfeatures</category><category>leveling</category><category>levels</category><category>mentoring-system</category><category>player-vs-everything</category><category>power-leveling</category><category>sidekick</category><category>treadmill</category><category>world-of-warcraft</category><dc:creator><![CDATA[Cameron Sorden]]></dc:creator><pubDate>Sat, 24 May 2008 13:00:00 EST</pubDate></item><item><title><![CDATA[Player vs. Everything: Singing the praises of Vanguard]]></title><link>http://www.massively.com/2008/05/22/player-vs-everything-singing-the-praises-of-vanguard/</link><guid isPermaLink="true">http://www.massively.com/2008/05/22/player-vs-everything-singing-the-praises-of-vanguard/</guid><comments>http://www.massively.com/2008/05/22/player-vs-everything-singing-the-praises-of-vanguard/#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/launches/" rel="tag">Launches</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/player-vs-everything/" rel="tag">Player vs. Everything</a></p><div align="center"><a href="http://www.journeyswithjaye.com/"><img vspace="4" hspace="4" border="1" src="http://www.blogcdn.com/www.massively.com/media/2008/05/jayeonagriffin.jpg" title="Make sure to check out Jaye's sight for some great Vanguard writing." alt="" /></a></div>
<p align="left">I have a confession to make: While I was waiting for the <a target="_blank" mce_href="http://www.ageofconan.com/" href="http://www.ageofconan.com/"><em>Age of Conan</em></a> launch, I decided to dip my toes back into <a target="_blank" mce_href="http://vanguard.station.sony.com/" href="http://vanguard.station.sony.com/"><em>Vanguard</em></a> for a bit. It wasn't as crazy of a proposition as you might think. I've always liked <a target="_blank" mce_href="http://www.massively.com/category/vanguard/" href="http://www.massively.com/category/vanguard/"><em>Vanguard</em></a>. It was never the design that was flawed -- it was the execution. <em>Vanguard </em>failed not because it was a bad game, but because when it launched it was <a target="_blank" mce_href="http://www.massively.com/2008/05/18/a-vanguard-retrospective/" href="http://www.massively.com/2008/05/18/a-vanguard-retrospective/">a horrible, buggy, crashing, slow, unplayable mess</a>. I know this because I was in late-stage beta, and that experience made me pass over the game when the launch date finally rolled around.</p>
<div align="left"> </div>
<p align="left">However, a crack SOE development team picked up the pieces of the broken dream of "the Vision," <a target="_blank" mce_href="http://www.f13.net/index.php?itemid=562" href="http://www.f13.net/index.php?itemid=562">as McQuaid called it</a>, and they've been <a target="_blank" mce_href="http://www.massively.com/2008/05/20/vanguards-dead-horses-and-phoenix-ashes/" href="http://www.massively.com/2008/05/20/vanguards-dead-horses-and-phoenix-ashes/">working feverishly</a> to stitch them together into something both exciting and stable over the last year. Last week, spurred by a desire to just have some fun, I dusted off the copy of the game I bought this fall and rolled up a Necromancer. I didn't expect much. I was just killing time until the <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>launch started. Surprisingly, <em>Vanguard </em>grabbed me. Without really intending to, I was having more fun in an MMOG than I had had in a long time -- so much fun that when the <em>AoC </em>servers finally came up, I was still playing <em>Vanguard. </em>All this week, while logged into <em>AoC</em>, I've been thinking about <em>Vanguard</em>. I'm seriously contemplating putting <em>Age of Conan </em>on ice for a while to go play <em>Vanguard </em>some more. I was enjoying myself that much. What's so great about this allegedly terrible game that I'm willing to play it over the <a target="_blank" mce_href="http://www.massively.com/category/age-of-conan/" href="http://www.massively.com/category/age-of-conan/">brand new blockbuster flavor-of-the-month</a>?</p><p><a href="http://www.massively.com/2008/05/22/player-vs-everything-singing-the-praises-of-vanguard/" rel="bookmark">Continue reading <em>Player vs. Everything: Singing the praises of Vanguard</em></a></p><p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://www.massively.com"><img src="http://www.massively.com/media/feedlogo.gif" alt="Massively" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://www.massively.com/2008/05/22/player-vs-everything-singing-the-praises-of-vanguard/">Player vs. Everything: Singing the praises of Vanguard</a> originally appeared on <a href="http://www.massively.com">Massively</a> on Thu, 22 May 2008 15:00:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href="http://www.massively.com/2008/05/22/player-vs-everything-singing-the-praises-of-vanguard/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://www.massively.com/forward/1203316/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://www.massively.com/2008/05/22/player-vs-everything-singing-the-praises-of-vanguard/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>age-of-conan</category><category>combat</category><category>dungeons</category><category>featured</category><category>game-design</category><category>game-mechanics</category><category>launch</category><category>player-vs-everything</category><category>technical-difficulties</category><category>technical-issues</category><category>vanguard</category><category>vanguard-game-update</category><category>vanguard-game-update-5</category><category>vanguard-saga-of-heroes</category><dc:creator><![CDATA[Cameron Sorden]]></dc:creator><pubDate>Thu, 22 May 2008 15:00:00 EST</pubDate></item><item><title><![CDATA[Player vs. Everything: Could a turn-based MMOG really work?]]></title><link>http://www.massively.com/2008/05/21/player-vs-everything-could-a-turn-based-mmog-really-work/</link><guid isPermaLink="true">http://www.massively.com/2008/05/21/player-vs-everything-could-a-turn-based-mmog-really-work/</guid><comments>http://www.massively.com/2008/05/21/player-vs-everything-could-a-turn-based-mmog-really-work/#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><div align="center"><a href="http://www.massively.com/category/consoles/"><img vspace="4" hspace="4" border="1" alt="" title="Turn based MMOGs: Would they work? Would you play them?" src="http://www.blogcdn.com/www.massively.com/media/2008/05/playstation_final_fantasy_vii-combat.jpg" /></a> </div>
<p>Have you ever noticed how the combat formula for mainstream MMOGs has managed to remain surprisingly stable over the years? There may have been a few small advances: more skills to use (<em><a target="_blank" mce_href="http://www.worldofwarcraft.com/" href="http://www.worldofwarcraft.com/">World of Warcraft</a>)</em>, counters (<em><a target="_blank" mce_href="http://vgplayers.station.sony.com/" href="http://vgplayers.station.sony.com/">Vanguard</a>)</em>, twitchier gameplay (<em><a target="_blank" mce_href="http://www.ageofconan.com/" href="http://www.ageofconan.com/">Age of Conan</a>)</em>, and destructible environments (<em><a target="_blank" mce_href="http://www.cityofvillains.com/" href="http://www.cityofvillains.com/">City of Villains</a>)</em>, for example. But even in the games that make use of those newer concepts, the basic formula of the gameplay hasn't changed a whole lot since the days of <a target="_blank" mce_href="http://everquest.station.sony.com/" href="http://everquest.station.sony.com/"><em>EverQuest</em></a>. We run up to the monster we want to kill, pop auto-attack, and start using whatever skills we have to take it down.</p>
<p>It has worked out just fine in most games (I'm obviously a fan of the system), but it's also pretty simplistic, to be honest. Combat tends to occur without a lot of strategy or feedback -- it's usually too fast for a lot of complexity. Even if you had a bunch of <a target="_blank" mce_href="http://www.massively.com/2007/11/08/behind-the-curtain-a-look-at-skills/" href="http://www.massively.com/2007/11/08/behind-the-curtain-a-look-at-skills/">interesting skills, stances, and counters</a>, it would be more annoying than fun because using them in real time would require remembering where they all were on your hot bars and clicking all over the place. Given all this, how could you possibly make combat more interesting without making it less fun? Well, I was reading <a target="_blank" mce_href="http://www.rockpapershotgun.com/?p=1028" href="http://www.rockpapershotgun.com/?p=1028">an article</a> the other day where a developer was defending his use of turn-based combat in a modern game, and started wondering how well it would work in an MMOG. If we slowed things down and made a turn-based MMOG, could we have much more complex and interesting fights? Would you even play a turn-based MMO?</p><p><a href="http://www.massively.com/2008/05/21/player-vs-everything-could-a-turn-based-mmog-really-work/" rel="bookmark">Continue reading <em>Player vs. Everything: Could a turn-based MMOG really work?</em></a></p><p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://www.massively.com"><img src="http://www.massively.com/media/feedlogo.gif" alt="Massively" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://www.massively.com/2008/05/21/player-vs-everything-could-a-turn-based-mmog-really-work/">Player vs. Everything: Could a turn-based MMOG really work?</a> originally appeared on <a href="http://www.massively.com">Massively</a> on Wed, 21 May 2008 15:30:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href="http://www.massively.com/2008/05/21/player-vs-everything-could-a-turn-based-mmog-really-work/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://www.massively.com/forward/1202010/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://www.massively.com/2008/05/21/player-vs-everything-could-a-turn-based-mmog-really-work/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>age-of-conan</category><category>city-of-villains</category><category>combat</category><category>everquest</category><category>featured</category><category>player-vs-everything</category><category>rpg</category><category>skills</category><category>turn-based</category><category>vanguard</category><category>world-of-warcraft</category><dc:creator><![CDATA[Cameron Sorden]]></dc:creator><pubDate>Wed, 21 May 2008 15:30:00 EST</pubDate></item><item><title><![CDATA[Player vs. Everything: Game-hopping like a madman]]></title><link>http://www.massively.com/2008/05/16/player-vs-everything-game-hopping-like-a-madman/</link><guid isPermaLink="true">http://www.massively.com/2008/05/16/player-vs-everything-game-hopping-like-a-madman/</guid><comments>http://www.massively.com/2008/05/16/player-vs-everything-game-hopping-like-a-madman/#comments</comments><description><![CDATA[<p>Filed under: <a href="http://www.massively.com/category/fantasy/" rel="tag">Fantasy</a>, <a href="http://www.massively.com/category/opinion/" rel="tag">Opinion</a>, <a href="http://www.massively.com/category/hands-on/" rel="tag">Hands-on</a>, <a href="http://www.massively.com/category/muds/" rel="tag">MUDs</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/player-vs-everything/"><img vspace="4" hspace="4" border="1" src="http://www.blogcdn.com/www.massively.com/media/2008/05/mmorpgamalgam.jpg" title="There's quite an assortment of games in my personal MMOG history." alt="" /></a> </div>
<p>Chances are good that if you read <a href="http://www.massively.com/" mce_href="http://www.massively.com/" target="_blank">Massively</a>, you either currently play or have played multiple MMOGs in your life. Whatever your reasons are, you're one of those players for whom "MMO" is a genre instead of a game. Not all players are like this. A lot of players get their start somewhere and then <a href="http://www.massively.com/2008/04/17/player-vs-everything-when-will-the-players-leave-wow/" mce_href="http://www.massively.com/2008/04/17/player-vs-everything-when-will-the-players-leave-wow/" target="_blank">stick to that game for years</a>, denouncing all other games as being incapable of being better than their chosen virtual playground. I used to be like that with <em><a href="http://eqplayers.station.sony.com/" mce_href="http://eqplayers.station.sony.com/" target="_blank">EverQuest</a> </em>(can you tell?). For four years I played it pretty much exclusively, not even trying other games. But eventually, I got bored.</p>
<p>Thus started my lengthy and storied history of game-hopping. Traveling from world to world like some sort of virtual nomad, fueled by my love of the online massively multiplayer game, I sampled <a href="http://www.massively.com/2008/05/14/anti-aliased-how-to-pick-the-mmo-for-you/" mce_href="http://www.massively.com/2008/05/14/anti-aliased-how-to-pick-the-mmo-for-you/" target="_blank">much of what the genre had to offer</a>. While I eventually found a new home and anchor in <em><a href="http://www.worldofwarcraft.com/index.xml" mce_href="http://www.worldofwarcraft.com/index.xml" target="_blank">World of Warcraft</a>,</em> it only served as a nice place to return to every few months. I still ventured out into each new and exciting world that various companies served up to me. They all had things I liked and didn't like about them, and I honestly have yet to play a game that I couldn't find something good to say about. Every online game has its own cool quirks that are pretty neat from a design standpoint. This is why it's tough to identify an objectively "best" game -- <a href="http://en.wikipedia.org/wiki/Comparison_of_massively_multiplayer_online_role-playing_games" mce_href="http://en.wikipedia.org/wiki/Comparison_of_massively_multiplayer_online_role-playing_games" target="_blank">they're all so different</a>! I thought today I'd talk a little bit about what I've played over the years and how I ended up with the many and varied opinions on the MMOG genre that I have.</p><p><a href="http://www.massively.com/2008/05/16/player-vs-everything-game-hopping-like-a-madman/" rel="bookmark">Continue reading <em>Player vs. Everything: Game-hopping like a madman</em></a></p><p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://www.massively.com"><img src="http://www.massively.com/media/feedlogo.gif" alt="Massively" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://www.massively.com/2008/05/16/player-vs-everything-game-hopping-like-a-madman/">Player vs. Everything: Game-hopping like a madman</a> originally appeared on <a href="http://www.massively.com">Massively</a> on Fri, 16 May 2008 16:30:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href="http://www.massively.com/2008/05/16/player-vs-everything-game-hopping-like-a-madman/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://www.massively.com/forward/1197865/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://www.massively.com/2008/05/16/player-vs-everything-game-hopping-like-a-madman/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>a-tale-in-the-desert</category><category>age-of-conan</category><category>anarchy-online</category><category>asherons-call</category><category>asherons-call-2</category><category>city-of-heroes</category><category>city-of-villains</category><category>classics</category><category>ddo</category><category>everquest</category><category>everquest-2</category><category>featured</category><category>guild-wars</category><category>lord-of-the-rings</category><category>player-vs-everything</category><category>tabula-rasa</category><category>ultima-online</category><category>vanguard</category><category>warhammer-online</category><category>world-of-warcraft</category><dc:creator><![CDATA[Cameron Sorden]]></dc:creator><pubDate>Fri, 16 May 2008 16:30:00 EST</pubDate></item><item><title><![CDATA[Player vs. Everything: Rebuilding EverQuest]]></title><link>http://www.massively.com/2008/05/15/player-vs-everything-rebuilding-everquest/</link><guid isPermaLink="true">http://www.massively.com/2008/05/15/player-vs-everything-rebuilding-everquest/</guid><comments>http://www.massively.com/2008/05/15/player-vs-everything-rebuilding-everquest/#comments</comments><description><![CDATA[<p>Filed under: <a href="http://www.massively.com/category/everquest/" rel="tag">EverQuest</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/category/everquest/"><img vspace="4" hspace="4" border="1" src="http://www.blogcdn.com/www.massively.com/media/2008/05/everquestfightingscenewoo.jpg" title="Seriously old school. That's what I'm talking about." alt="" /></a> </div>
<p>Ask any MMOG player about <em><a href="http://eqplayers.station.sony.com/" mce_href="http://eqplayers.station.sony.com/" target="_blank">EverQuest</a>, </em>and you'll get one of three responses: either they loved it, they hated it, or they didn't play it (and don't want to). Nobody thinks that it was just a mediocre game, and a lot of people look back fondly on their time there, warts and all. There were a lot of warts. When I was chatting with <a href="http://www.tentonhammer.com/node/29796" mce_href="http://www.tentonhammer.com/node/29796" target="_blank">Scott Hartsman at this year's IMGDC</a>, he explained to me that <a href="http://www.massively.com/tag/everquest/" mce_href="http://www.massively.com/tag/everquest/" target="_blank"><em>EverQuest</em></a> was rife with any number of "pain points" which later games were able to identify, fix, and build upon to make their own game better. Taking most of what was good about <em>EverQuest </em>and cutting most of what was bad was one of the things that helped <a href="http://www.worldofwarcraft.com/index.xml" mce_href="http://www.worldofwarcraft.com/index.xml" target="_blank"><em>World of Warcraft</em></a> dethrone the game and take its seat as the number one MMORPG on the market.</p>
<p>However, not everyone agrees with all of the "improvements" that Blizzard made to the genre when they created <em><a href="http://www.massively.com/category/world-of-warcraft/" mce_href="http://www.massively.com/category/world-of-warcraft/" target="_blank">WoW</a>.</em> The arguments over what should and shouldn't be left out of a great MMORPG <a href="http://www.massively.com/2008/03/14/the-top-ten-features-of-mmos/" mce_href="http://www.massively.com/2008/03/14/the-top-ten-features-of-mmos/" target="_blank">continue to this day</a>, and there's no quick and easy guide to what's MMOG gold. Plenty of companies are learning the hard way that cloning <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>isn't a winning strategy. It's a great game, but that doesn't mean it's the only way to play. My question for you all today is this: What if instead of <em><a href="http://everquest2.com/" mce_href="http://everquest2.com/" target="_blank">EverQuest 2</a>, </em>Sony had given us <em>EverQuest 2.0?</em> <a href="http://www.massively.com/category/everquest-ii/" mce_href="http://www.massively.com/category/everquest-ii/" target="_blank"><em>EverQuest 2</em></a> was a spiritual successor at <em>best </em>to the original game (<em><a href="http://vanguard.station.sony.com/" mce_href="http://vanguard.station.sony.com/" target="_blank">Vanguard</a> </em>is much closer to an actual sequel). If SOE had remade the DikuMUD-inspired world of Norrath, set in the same time period, with an updated graphics engine and the pain points fixed differently than <em>WoW </em>chose to do, what might it have looked like? More importantly, is it something you'd want to play?</p><p><a href="http://www.massively.com/2008/05/15/player-vs-everything-rebuilding-everquest/" rel="bookmark">Continue reading <em>Player vs. Everything: Rebuilding EverQuest</em></a></p><p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://www.massively.com"><img src="http://www.massively.com/media/feedlogo.gif" alt="Massively" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://www.massively.com/2008/05/15/player-vs-everything-rebuilding-everquest/">Player vs. Everything: Rebuilding EverQuest</a> originally appeared on <a href="http://www.massively.com">Massively</a> on Thu, 15 May 2008 17:30:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href="http://www.massively.com/2008/05/15/player-vs-everything-rebuilding-everquest/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://www.massively.com/forward/1196878/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://www.massively.com/2008/05/15/player-vs-everything-rebuilding-everquest/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>classes</category><category>classic</category><category>death-penalty</category><category>everquest</category><category>everquest-2</category><category>featured</category><category>game-design</category><category>pain-points</category><category>player-vs-everything</category><category>remake</category><category>soloing</category><category>user-interface</category><category>vanguard</category><category>warhammer-online</category><category>world-of-warcraft</category><dc:creator><![CDATA[Cameron Sorden]]></dc:creator><pubDate>Thu, 15 May 2008 17:30:00 EST</pubDate></item><item><title><![CDATA[Player vs. Everything: Fear is the missing ingredient]]></title><link>http://www.massively.com/2008/05/14/player-vs-everything-fear-is-the-missing-ingredient/</link><guid isPermaLink="true">http://www.massively.com/2008/05/14/player-vs-everything-fear-is-the-missing-ingredient/</guid><comments>http://www.massively.com/2008/05/14/player-vs-everything-fear-is-the-missing-ingredient/#comments</comments><description><![CDATA[<p>Filed under: <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/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.despair.com/fear.html"><img vspace="4" hspace="4" border="1" src="http://www.blogcdn.com/www.massively.com/media/2008/05/fearaltered.jpg" alt="" /></a> </div>
<p>When I was playing <a target="_blank" mce_href="http://eqplayers.station.sony.com/" href="http://eqplayers.station.sony.com/"><em>EverQuest</em></a> in the <a target="_blank" mce_href="http://en.wikipedia.org/wiki/Ruins_of_Kunark" href="http://en.wikipedia.org/wiki/Ruins_of_Kunark">Kunark-era days</a> there was one item that stood head and shoulders above all the others for me: the <a target="_blank" mce_href="http://everquest.allakhazam.com/db/item.html?item=2036" href="http://everquest.allakhazam.com/db/item.html?item=2036">Fungus Covered Scale Tunic</a> (affectionately called "The Fungi"). It was the ultimate twink item, allowing you to regain your health at a rate unheard of in the days when long rest periods between each minor battle were the norm for solo players. The Fungi was something I lusted after, wished for, and dreamed of, but I was never able to actually lay hands on it during those days, due to the extreme difficulty of obtaining one. If you wanted one, you had to take a full party of maximum level characters into an exceedingly dangerous area, far from the reaches of civilization, and fight your way to a rare spawn deep in the ruined city of <a target="_blank" mce_href="http://everquest.allakhazam.com/db/zone.html?zstrat=89" href="http://everquest.allakhazam.com/db/zone.html?zstrat=89">Old Sebilis</a>. Very rarely, he would drop the prized Fungi, which you could then pass on to your low-level alts or sell on the open market for hundreds of thousands of platinum pieces.</p>
<p>Other than the fact that it was a fantastic twink item, what made the Fungi so compelling? It was that you really had to risk something to get it. <a target="_blank" mce_href="http://www.massively.com/tag/everquest" href="http://www.massively.com/tag/everquest"><em>EverQuest</em></a>, with it's naked corpse runs, experience loss on death, and horribly dangerous dungeons, made adventuring into a real adventure. Getting to Old Sebilis required traveling across several dangerous and hostile jungle zones in the <a target="_blank" mce_href="http://www.massively.com/2007/11/05/the-massively-eq2-rise-of-kunark-beta-tour/" href="http://www.massively.com/2007/11/05/the-massively-eq2-rise-of-kunark-beta-tour/">forgotten continent of Kunark</a>, far from the nearest hub of civilization. Dying in the depths of Old Sebilis was a sickeningly punishing experience in those days -- something you avoided at all costs. When a battle started going sour, you could feel your hackles rising, <a target="_blank" mce_href="http://www.massively.com/2008/04/29/player-vs-everything-the-importance-of-morale/" href="http://www.massively.com/2008/04/29/player-vs-everything-the-importance-of-morale/">panic setting in</a>, and a real sense of fear that made victory that much sweeter and death a soul-crushing experience. Is that sense of fear something we're missing out on in the modern MMOG?</p><p><a href="http://www.massively.com/2008/05/14/player-vs-everything-fear-is-the-missing-ingredient/" rel="bookmark">Continue reading <em>Player vs. Everything: Fear is the missing ingredient</em></a></p><p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://www.massively.com"><img src="http://www.massively.com/media/feedlogo.gif" alt="Massively" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://www.massively.com/2008/05/14/player-vs-everything-fear-is-the-missing-ingredient/">Player vs. Everything: Fear is the missing ingredient</a> originally appeared on <a href="http://www.massively.com">Massively</a> on Wed, 14 May 2008 16:30:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href="http://www.massively.com/2008/05/14/player-vs-everything-fear-is-the-missing-ingredient/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://www.massively.com/forward/1195687/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://www.massively.com/2008/05/14/player-vs-everything-fear-is-the-missing-ingredient/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>adventure</category><category>death</category><category>death-penalty</category><category>everquest</category><category>exploration</category><category>fear</category><category>featured</category><category>game-design</category><category>player-vs-everything</category><category>risk</category><category>travel</category><category>world-of-warcraft</category><category>zones</category><dc:creator><![CDATA[Cameron Sorden]]></dc:creator><pubDate>Wed, 14 May 2008 16:30:00 EST</pubDate></item><item><title><![CDATA[Player vs. Everything: Age of Conan's 250 hours]]></title><link>http://www.massively.com/2008/05/13/player-vs-everything-age-of-conans-250-hours/</link><guid isPermaLink="true">http://www.massively.com/2008/05/13/player-vs-everything-age-of-conans-250-hours/</guid><comments>http://www.massively.com/2008/05/13/player-vs-everything-age-of-conans-250-hours/#comments</comments><description><![CDATA[<p>Filed under: <a href="http://www.massively.com/category/age-of-conan/" rel="tag">Age of Conan</a>, <a href="http://www.massively.com/category/mmo-industry/" rel="tag">MMO industry</a>, <a href="http://www.massively.com/category/endgame/" rel="tag">Endgame</a>, <a href="http://www.massively.com/category/races/" rel="tag">Races</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/tag/age-of-conan-guide"><img vspace="4" hspace="4" border="1" alt="" src="http://www.blogcdn.com/www.massively.com/media/2008/05/ageofconanpicoflandscapechildclutchingstomach.jpg" /></a> </div>
<p>It's going to <a href="http://www.massively.com/2008/05/13/average-conanite-will-reach-level-80-in-250-hours/">take you 250 hours</a> to get to level 80 in <em><a target="_blank" mce_href="http://www.ageofconan.com/" href="http://www.ageofconan.com/">Age of Conan</a>.</em> That's the <a target="_blank" mce_href="http://www.videogamer.com/news/13-05-2008-8283.html" href="http://www.videogamer.com/news/13-05-2008-8283.html">big news</a> today, and I'm not sure exactly how I feel about that. On the one hand, that tells us very little about the actual game. Saying you have 250 hours of content means nothing unless that content is fun content. On the other, it does let you know exactly what you're getting into as far as a time commitment goes (on average). It's also important to note that that's pretty close to <em><a target="_blank" mce_href="http://www.worldofwarcraft.com/" href="http://www.worldofwarcraft.com/">World of Warcraft</a>'s </em>benchmark, too -- most players can get from 1-70 in 6 to 14 days played. I think my first 70 took me about 7 and 1/2 days.</p>
<p>What's a good length of time for the leveling game to be, anyway? If you make it too long and drawn out, won't many players quit in frustration before they ever get to the top (<em><a target="_blank" mce_href="http://eqplayers.station.sony.com/" href="http://eqplayers.station.sony.com/">EverQuest</a> </em>was notorious for having players that never capped)? Maybe. Let them level too quickly, though, and they'll quit if there's nothing to do at the top. Even if there is something <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/">to do when you're capped</a>, for many people, leveling <em>is </em>the game. I'm probably one of those people. I hate structured PvP (like arenas) and while I dabble in raiding, I really have more fun leveling. So is 250 hours long enough to keep <em>you</em> interested? And why even tell us that in the first place? What does <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>s </em>250 hours mean to you?</p><p><a href="http://www.massively.com/2008/05/13/player-vs-everything-age-of-conans-250-hours/" rel="bookmark">Continue reading <em>Player vs. Everything: Age of Conan's 250 hours</em></a></p><p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://www.massively.com"><img src="http://www.massively.com/media/feedlogo.gif" alt="Massively" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://www.massively.com/2008/05/13/player-vs-everything-age-of-conans-250-hours/">Player vs. Everything: Age of Conan's 250 hours</a> originally appeared on <a href="http://www.massively.com">Massively</a> on Tue, 13 May 2008 16:30:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href="http://www.massively.com/2008/05/13/player-vs-everything-age-of-conans-250-hours/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://www.massively.com/forward/1194298/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://www.massively.com/2008/05/13/player-vs-everything-age-of-conans-250-hours/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>age-of-conan</category><category>age-of-conan-guide</category><category>character</category><category>e-sports</category><category>everquest</category><category>featured</category><category>grind</category><category>level</category><category>leveling</category><category>levels</category><category>player-vs-everything</category><category>pvp</category><category>quest</category><category>questing</category><category>quests</category><category>story</category><category>world-of-warcraft</category><dc:creator><![CDATA[Cameron Sorden]]></dc:creator><pubDate>Tue, 13 May 2008 16:30:00 EST</pubDate></item><item><title><![CDATA[Player vs. Everything: Putting raiding on your resume]]></title><link>http://www.massively.com/2008/05/12/player-vs-everything-putting-raiding-on-your-resume/</link><guid isPermaLink="true">http://www.massively.com/2008/05/12/player-vs-everything-putting-raiding-on-your-resume/</guid><comments>http://www.massively.com/2008/05/12/player-vs-everything-putting-raiding-on-your-resume/#comments</comments><description><![CDATA[<p>Filed under: <a href="http://www.massively.com/category/guides/" rel="tag">Guides</a>, <a href="http://www.massively.com/category/interviews/" rel="tag">Interviews</a>, <a href="http://www.massively.com/category/raiding/" rel="tag">Raiding</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.massively.com/tag/world-of-warcraft/"><img vspace="4" hspace="4" border="1"  src="http://www.blogcdn.com/www.massively.com/media/2008/05/lagrishresumepictureyeah.jpg" title="My Shaman has a sweet resume." alt="" /></a> </div>
<p>Ten years ago, the <a href="http://www.massively.com/2008/05/06/harvard-looks-to-mmos-for-online-leadership-styles/" mce_href="http://www.massively.com/2008/05/06/harvard-looks-to-mmos-for-online-leadership-styles/" target="_blank">idea of putting something like being an officer</a> in a hardcore raiding guild on your resume would have been laughable. When trying to sell yourself to a prospective employer, you want to put your best foot forward. The last thing you'd want them to know is that you spend upwards of 20 hours per week frittering your time away on something as silly as a <em>videogame. </em>Businesses want employees who are punctual, intelligent, analytical, and driven -- problem solvers and team players. What's funny, however, is that <a href="http://beyond-summit.blogspot.com/2006/09/would-you-put-wow-on-your-resume.html" mce_href="http://beyond-summit.blogspot.com/2006/09/would-you-put-wow-on-your-resume.html" target="_blank">those are exactly the same qualities</a> which a guild looks for in its raiders. Good luck trying to explain that to a non-gamer, though.</p>
<p>Fortunately, gaming is slowly becoming a mainstream activity. As the generation of gamers that pioneered the online gaming craze <a href="http://www.usatoday.com/tech/news/2004-05-12-gamer-demographics_x.htm" mce_href="http://www.usatoday.com/tech/news/2004-05-12-gamer-demographics_x.htm" target="_blank">begin to climb into their 30s and 40s</a>, a younger generation of gamers is just starting to graduate from college and enter the mainstream workforce for the first time. Unlike their older peers, these young men and women face a business world where their boss is <a href="http://www.1up.com/do/newsStory?cId=3147826" mce_href="http://www.1up.com/do/newsStory?cId=3147826" target="_blank">as likely to enjoy playing <em>World of Warcraft </em>in his free time as golf</a>. For the first time, it's possible that your hiring manager might actually view your dedication to your guild as a reason to hire you, rather than a reason to dismiss you. Does that mean that it's time to start putting your MMOG experience on your resume?</p><p><a href="http://www.massively.com/2008/05/12/player-vs-everything-putting-raiding-on-your-resume/" rel="bookmark">Continue reading <em>Player vs. Everything: Putting raiding on your resume</em></a></p><p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://www.massively.com"><img src="http://www.massively.com/media/feedlogo.gif" alt="Massively" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://www.massively.com/2008/05/12/player-vs-everything-putting-raiding-on-your-resume/">Player vs. Everything: Putting raiding on your resume</a> originally appeared on <a href="http://www.massively.com">Massively</a> on Mon, 12 May 2008 11:00:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href="http://www.massively.com/2008/05/12/player-vs-everything-putting-raiding-on-your-resume/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://www.massively.com/forward/1192402/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://www.massively.com/2008/05/12/player-vs-everything-putting-raiding-on-your-resume/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>business</category><category>featured</category><category>interview</category><category>job</category><category>jobs</category><category>player-vs-everything</category><category>raid</category><category>raiding</category><category>raids</category><category>resume</category><category>resumes</category><category>skills</category><category>work</category><category>world-of-warcraft</category><dc:creator><![CDATA[Cameron Sorden]]></dc:creator><pubDate>Mon, 12 May 2008 11:00:00 EST</pubDate></item><item><title><![CDATA[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.blogcdn.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="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://www.massively.com"><img src="http://www.massively.com/media/feedlogo.gif" alt="Massively" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://www.massively.com/2008/05/09/player-vs-everything-analyzing-the-wrath-of-the-lich-king-news/">Player vs. Everything: Analyzing the Wrath of the Lich King news explosion</a> originally appeared on <a href="http://www.massively.com">Massively</a> on Fri, 09 May 2008 16:30:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><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.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>]]></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><![CDATA[Cameron Sorden]]></dc:creator><pubDate>Fri, 09 May 2008 16:30:00 EST</pubDate></item><item><title><![CDATA[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.blogcdn.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="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://www.massively.com"><img src="http://www.massively.com/media/feedlogo.gif" alt="Massively" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://www.massively.com/2008/05/08/player-vs-everything-pointless-mini-zones/">Player vs. Everything: Pointless mini-zones</a> originally appeared on <a href="http://www.massively.com">Massively</a> on Thu, 08 May 2008 09:00:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><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.massively.com/2008/05/08/player-vs-everything-pointless-mini-zones/#comments" title="View reader comments on this entry">Comments</a>]]></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><![CDATA[Cameron Sorden]]></dc:creator><pubDate>Thu, 08 May 2008 09:00:00 EST</pubDate></item><item><title><![CDATA[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.blogcdn.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="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://www.massively.com"><img src="http://www.massively.com/media/feedlogo.gif" alt="Massively" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://www.massively.com/2008/05/07/player-vs-everything-should-mmogs-allow-modding/">Player vs. Everything: Should MMOGs allow modding?</a> originally appeared on <a href="http://www.massively.com">Massively</a> on Wed, 07 May 2008 16:30:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><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.massively.com/2008/05/07/player-vs-everything-should-mmogs-allow-modding/#comments" title="View reader comments on this entry">Comments</a>]]></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><![CDATA[Cameron Sorden]]></dc:creator><pubDate>Wed, 07 May 2008 16:30:00 EST</pubDate></item><item><title><![CDATA[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.blogcdn.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="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://www.massively.com"><img src="http://www.massively.com/media/feedlogo.gif" alt="Massively" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://www.massively.com/2008/05/06/player-vs-everything-exploits-are-fun/">Player vs. Everything: Exploits are fun</a> originally appeared on <a href="http://www.massively.com">Massively</a> on Tue, 06 May 2008 10:00:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><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.massively.com/2008/05/06/player-vs-everything-exploits-are-fun/#comments" title="View reader comments on this entry">Comments</a>]]></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><![CDATA[Cameron Sorden]]></dc:creator><pubDate>Tue, 06 May 2008 10:00:00 EST</pubDate></item><item><title><![CDATA[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.blogcdn.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="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://www.massively.com"><img src="http://www.massively.com/media/feedlogo.gif" alt="Massively" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://www.massively.com/2008/05/05/player-vs-everything-age-of-conan-closed-beta-impressions/">Player vs. Everything: Age of Conan closed beta impressions</a> originally appeared on <a href="http://www.massively.com">Massively</a> on Mon, 05 May 2008 11:00:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><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.massively.com/2008/05/05/player-vs-everything-age-of-conan-closed-beta-impressions/#comments" title="View reader comments on this entry">Comments</a>]]></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><![CDATA[Cameron Sorden]]></dc:creator><pubDate>Mon, 05 May 2008 11:00:00 EST</pubDate></item></channel></rss>