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Filed under: Roleplaying

Choose my Adventure: Reaching the Crystal Desert

Filed under: Fantasy, Galleries, Screenshots, Guild Wars, Culture, Events, in-game, Lore, Quests, Massively meta, Roleplaying, Choose my Adventure


Join me as I brave my way through lands unknown in an adventure dictated entirely by you, the Massively readers! Vote for everything from game played to character creation to ultimate goal and watch it unfold in a series of journals and galleries here on the site. Then, as the ultimate goal is reached, we'll do it all over again in a new game!

When last we saw our Guild Wars heroine, she had just finished exploring every city in Kryta and was off to do the same in the Maguuma Jungle. According to your votes, Moira Zonk the Necromancer headed off to unlock each of the eight cities in the Jungle and ultimately reach the Amnoon Oasis in the Crystal Desert.

Now that she sits at the Oasis, recovering from her travels, she's ready to head off in whatever direction you'd like. Keep reading below for more on her travels and the newest poll where you can vote on where she ventures next.

Ryzom's patch 1.5 also brings a brand new roleplaying website

Filed under: Fantasy, Culture, Events, in-game, Forums, Launches, Patches, Ryzom, Roleplaying


Roleplaying is on most MMORPGs, but it can be hard to find. Sometimes the greater roleplaying community all flocks to one server, leaving you in the dust if you happen to make a character on another server without knowing it. Sometimes they're spread across all servers, only holding events at times you can't make because of your schedule. And still other times there are just very few roleplayers in a game, and that's how it is.

Well if you were looking for roleplay, look no further than Ryzom. Accompanying patch 1.5 is a brand new area of Ryzom's website -- a whole site dedicated to the roleplaying community. Roleplaying is pretty big business in Ryzom, so it serves the company well to create a whole series of tools aimed directly at roleplayers.

The big part of this announcement is the integration of the animation team with the roleplaying website. The community will be able to work hand in hand with the animators to aid their events and create things that the roleplaying community desires.

To celebrate the launch of the site, an event will be held to gather the community tomorrow, June 12th, at 7 PM GMT (2 PM EST.)

[Thanks, Petter!]

EVE Evolved: World events in EVE Online

Filed under: Sci-fi, EVE Online, Culture, Events, in-game, MMO industry, PvP, PvE, Opinion, Roleplaying, Virtual worlds, EVE Evolved



In the early years of the MMO genre, developers and game masters routinely ran special once-only events to immerse the playerbase in a game's storyline. Storytelling has always been one of EVE Online's strongest features and in the early days of EVE developers showed a significant commitment to immersive events. These events unfortunately became plagued with difficulties and inadequacies, leading to the eventual shut-down of events altogether. Of course EVE isn't the only game hit by these issues, it forms part of what I consider to be a very disappointing trend. In recent years, many MMOs have opted to replace authored events with predictable seasonal festivals or have even eliminated events altogether. EVE's storyline is now simply a collection of stories and the news items tell tales of in-game events which never actually happened. In my opinion, this was one of the biggest mistakes the game's developers CCP Games have ever made.

In this article, I grapple with the problems EVE's events have had and find potential solutions in some unlikely places.

An Identity of Imagination...

Filed under: Culture, Opinion, Roleplaying



Being anonymous is par for the course when it comes to the Internet. When approaching any kind of online community for the first time, the very first given task is usually to pick a whole new name, and even without thoughts of deliberate anonymity, it can be very difficult to actually be yourself. Common real names, such as James or Mary or John or Linda, are likely to have already been chosen as login names a long time ago and the nature of the database means duplicates are rarely allowed. A more unique name is needed when signing up, and so almost everyone begins to create for themselves an online persona.

In the world of MMOs, the idea of not being oneself becomes even more integral. The player is more than merely a user name attached to forum posts or comments, and is a mighty adventurer too! This presents even more choices; physical attributes, choice of class and profession, even an invented racial background, and with each choice, the opportunity to precisely recreate the real world self diminishes. A game might only provide two different 'light brown' hair styles for male humans, none of which resemble the player's real hair in the slightest. The player has to pick something however, in order to get on and play, and with each choice a made-up version of ourselves is increasingly realised.

This other self, comfortably detached from the consequences of a real life existence, can be a liberating thing, but can also be a source of troubles and difficulties all of its own. Just how much anonymity is good for us, and what makes us hide ourselves online?

Pirates of the Burning Sea to introduce 'Roleplay Rooms' in upcoming patch

Filed under: Fantasy, Historical, Pirates of the Burning Sea, Roleplaying


Pirates of the Burning Sea is a bit of a departure from some of the other MMO titles on the market since its setting is rooted in history rather than built upon pure fantasy. Given this backdrop, it stands to reason that some players would enjoy logging in for some anachronistic 1700's-era roleplaying in Pirates of the Burning Sea as privateers and pirates. Flying Lab Software has decided to give PotBS's roleplayers a dedicated venue for their player-run events, "Roleplay Rooms", which is the subject of a devlog written by Xenobia.

The devlog is all about the repurposing of old interiors; some altered color and texture here, a motif changed there, and you've got spaces ready to be used solely for RP events. It seems simple, but these changes proved to be tricky in some cases given the objects incorporated into such rooms, and Xenobia describes how the interior revamps were done, illustrated with before and after shots. Check out Xenobia's "Roleplay Rooms" devlog for more info about this feature that's coming to national capitals in patch 1.16.

Anti-Aliased: So long, and thanks for all the woah

Filed under: Sci-fi, Culture, Events, in-game, MMO industry, The Matrix Online, News items, Opinion, Roleplaying, Virtual worlds, Anti-Aliased


It's a depressing news day for me today. As we've reported earlier, Sony Online Entertainment has finally made the decision to pull the plug on The Matrix Online, a decision that makes absolutely perfect sense given the dire straights the game has been in for the past few years.

MxO was always "the little game that could" in regards to the community outlook. Even with horribly broken systems, a grind worthy of an Asian MMO, and periods where I literally sat around doing nothing, there was some odd charm about the game. Perhaps it was the setting, or maybe it was the really cool combat system (yes, it too was broken, but those animations were sweet), but I think it was the storyline.

Let's have a look back the history of Matrix Online and some of the stories no one ever heard about.

Anti-Aliased: So long, and thanks for all the woah pt. 2

Filed under: Sci-fi, Culture, Events, in-game, MMO industry, The Matrix Online, News items, Opinion, Roleplaying, Virtual worlds, Anti-Aliased


My personal favorite moment? Past attending a few of the Merovingian's parties (being a faction leader in the organization certainly qualifies you for the guest list), it had to have been investigating into the street magician, Cryptos. Cryptos appeared in the Mega City with a bang, placing "Cryptos coffins" all over the city as he popped out of them at certain intervals to speak riddles to players. As I attended one of the coffins for its speech, the clacking of heels turned my attention over my shoulder, my camera falling onto Niobe walking down the street towards me.

She commented that she was surprised that I actually found my way down a street without falling over in a drunken stupor, while I smirked and laughed. Soon afterwards, a whole vanguard of Zionist players showed up, backing up Niobe with guns -- lots of guns.

"Give me one good reason I shouldn't kill you right here, *Lady* Return." She mocked. That would be when I pulled out the three best words in the Merovingian organization arsenal.

"You owe me. I helped you in the church at the funeral. You cannot neglect your debt, Niobe," I replied with a strong smile. She acted taken aback and motioned to the others behind her. The players all lowered their guns and shot me angry looks, to which I shrugged happily and laughed.

In no other game could social combat be as effective as physical combat. You didn't always have to shoot your way out of a situation if you knew the right people... or just paid enough of them.

An MMO not all about combat? Lies!

Certainly the combat of MxO was awesome. You had great martial arts combat, you had insane wire-fu moves, and you even had bullet time. (It would basically slow down on your screen just long enough to show you some great action, then it would speed up again to match up with the action that had gone on while you were slowed down.)

But some of the real charm of the game came in the fact that puzzles were hidden inside of it. Billboards, the newspaper, and even specially constructed events started by a simple forum post or a simple tell from a character lead into stories told in live action.

The game had elements of collaborative puzzle solving, social tension started by organizational warfare, and a driving sense of community that no other game that I've played since has come close to having. People were there to really interact with the world, not just hit level 50 and grind their faces on endgame.

Hopes for the future

It's sad to see this game go, but I have the strong personal opinion that this game did not die because it embraced different styles of gameplay. It died because it stopped embracing them.

What MxO was offering players no other game offered. If there had been more polish to the static content and the developers would have stayed on their path of dynamic storytelling, I think this game would certainly would have continued on with a loyal fanbase because it would have offered gameplay that no other mainstream MMO to date has embraced.

And, with any luck, perhaps we'll see another attempt at this universe in the future. Look at what we have with two Star Wars MMOs coming out. The potential is still there for a great Matrix Online game.

With all of this though, thank you developers for all of your work, and thank you Sony Online Entertainment for keeping it up as long as you did. While I may not agree with all of the decisions surrounding the game, the effort was still there to keep the game alive for as long as it was.

Everything that has a beginning has an end.


Colin Brennan is the weekly writer of Anti-Aliased who hates aimless hate. When he's not writing here for Massively, he's rambling on his personal blog, The Experience Curve. If you want to message him, send him an e-mail at colin.brennan AT weblogsinc DOT com. You can also follow him on Twitter through Massively, or through his personal feed.

Choose my Adventure: Introducing Moira Zonk

Filed under: Fantasy, Galleries, Guild Wars, Events, in-game, Leveling, Massively meta, Hands-on, Roleplaying, Choose my Adventure


Join me as I brave my way through lands unknown in an adventure dictated entirely by you, the Massively readers! Vote for everything from game played to character creation to ultimate goal and watch it unfold in a series of journals and galleries here on the site.
Then, as the ultimate goal is reached, we'll do it all over again in a new game!

After Monday's post getting us on our way in Guild Wars, you voted on what type of character I should make to begin my adventures. The character has been made and the first goal has been reached: getting a second profession. In this installment, you'll vote on the next goal and the ultimate goal I should reach before moving on to another game.

I've decided to make this project go two ways: one as a basic rundown of what I've done in the game to achieve my goals, and another to be more of a supplementary 'in-character' journal provided in the captions of the gallery, linked below. So follow along after the jump for an explanation of how your choices molded my newest Guild Wars character, and don't forget to vote in the newest polls before tomorrow at this same time, when the polls will close.

The Daily Grind: Once you play MMORPGs, can you ever go back to single-player RPGs?

Filed under: MMO industry, The Daily Grind, Consoles, Roleplaying

Before MMOs came around, I used to be a pretty active single-player RPG gamer. My platform of choice was the console but I eventually got into a few PC titles as well.

One of the first games I got into on the Nintendo Entertainment System was Dragon Warrior in 1989 (for reference, I was 9 years old). That eventually led to Final Fantasy, Crystalis, and a few others throughout the early 90s. I eventually upgraded to a Sony Playstation and gorged on a smattering of RPGs, chief among them Final Fantasy VII. Life was great (if somewhat geeky) and I didn't see any signs of my tastes changing any time soon.

Then my friend introduced me to a PK MUD in 1996 and my tastes did change. Obviously, I was a huge fan of RPGs at this stage in my life but this was my very first taste of a multi-player RPG. I was hooked. RPG lovers are big fans of stats, strategy, and story. Online RPGs give you all that and an additional sense of community, collaboration, and competition.

Whenever I try going through solo RPGs or even solo action games like God of War or Resident Evil (series) these days, I just feel like there's something missing and can barely stomach playing. For some reason, I feel like I'm wasting time, which is strange because I realize gaming is just as viable a hobby as anything else. Perhaps MMOs give me the sense that many people are wasting time so perhaps it isn't so bad? It's hard to put a finger on it.

So, I'm curious; once you've played (and enjoyed) MMORPGs, can you ever go back to (and enjoy) single-player RPGs? I know I can't anymore due in large part to the three missing C's.

CCP Games to revamp the lore of EVE Online

Filed under: Sci-fi, EVE Online, Lore, News items, Races, Roleplaying


The sci-fi MMO EVE Online has a rich backstory that now spans 6 years. That backstory is coupled with the many contributions of (volunteer) in-game journalists who report both on the actions and machinations of EVE's players and alliances, and who also write news-style fiction that helps drive the game's storylines forward.

EVE Online's Lead Writer CCP t0nyG (aka Tony Gonzales, author of Empyrean Age) has made some major announcements this week regarding changes to EVE's storyline and lore, in a dev blog titled "The Rediscovered Scrolls". The dev blog focuses on how CCP plans to address some of the issues players have noted in terms of the backstory and how it relates to them as 'capsuleers' in the setting of New Eden, given that official fiction and lore are now being released quite frequently. Gonzales says, "Unfortunately, we haven't been perfect in the execution of this effort. A balance had to be maintained between keeping the storyline fresh and dynamic while also holding fast to the core attributes of foundation material. That led to mistakes, contradictions, and general inconsistencies in the canon. We took that personally, and decided to do something about it."

Anti-Aliased: I can kill dragons, but I can't dress myself

Filed under: Culture, Game mechanics, PvP, PvE, Opinion, Roleplaying, Virtual worlds, Anti-Aliased


So, I recently got the chance to run a panel at Tekkoshocon, the local semi-large anime convention in the area of Pittsburgh. This wasn't the first panel I've run at a convention, but it was the first panel where I got to speak on the topic of MMOs. The topic was free anime MMOs -- games people could pick up for little to no payment and actually play a quality game, rather than being tricked into another endless, rewardless grindfest.

After the panel, one of the viewers came up to me and shook my hand, thanked me for my panel, and asked if I had ever heard of a game called S4 League. I told him I hadn't, but he urged me to look it up as it might be something I would be interested in. Well here I am, playing Stylish eSper Shooting Sports (S4, get it?), and I'm actually enjoying the experience. But, S4 triggered a bit of a realization in me. It's something I've touched on before, but I've never really engaged.

Why do we all look completely stupid at level one? Is it because of the "journey?" Or is it more of an incentive mechanic these days? And why the heck do developers force us to look like we woke up on the wrong side of the bed when adventuring?

Anti-Aliased: I can kill dragons, but I can't dress myself pt. 2

Filed under: Culture, Game mechanics, PvP, PvE, Opinion, Roleplaying, Virtual worlds, Anti-Aliased


Take egg, insert onto face

One of the biggest blunders of the "I can't dress myself" type had to have been The Matrix Online. Take The Matrix franchise -- a world that is washed in a deep cyberpunk atmosphere and slick, luxurious styles. Morpheus's purple vest and yellow tie, Trinity's catsuits, Neo's coat -- all of these defined the culture that was, undoubtedly, The Matrix. How you dressed was as much of the game as the game itself.

Then, the game rolled out, people jumped in, and everyone was excited over all of the options. They had trenchcoats, dresses, boots, vests, shirts, jumpsuits, hats, gloves, corsets, you name it. Clothing vendors had a very serious appeal upon launch as everyone ran around, getting dressed exactly how they wanted to look. Finally, the world looked right.

"The combinations of clothing that worked diminished until everyone looked like they had fallen into a display of paint cans at the local hardware store."

Then, just a few days in, people found upgraded equipment. Clothing that carried stat buffs instead of just sitting on your body. Soon that slick style began to quickly degrade as people were combining green shoes with dull yellow shirts and red pants. The combinations of clothing that worked diminished until everyone looked like they had fallen into a display of paint cans at the local hardware store. An aspect of the culture that was so undoubtedly The Matrix had been swiftly crushed by the player's instinct to maximize benefits and minimize losses.

Let the creativity fall to the player

It's easy to say something like, "Well, just take the stats off of the clothing," but the fact is that our culture is now attuned to having equipment that boosts stats. When they don't have that, they get a little antsy because they may not "feel" the progression of the game.

Take City of Heroes, for example. A game where you could wear basically anything from level 1, and look exactly the way you wanted to. What happened down the road? They added items that had stats because players wanted them. On a creative level, I disagree with that decision, but on a design level I can fully support it. You want to give the players the comfort they want.

But, I don't think the idea of separating stats from appearance is dead. If more developers would find ways to embrace that system, more people are going to find it an easy system to navigate. This way people get to wear what they want without having the game force them into outfits they may not like to see. If you want a few games for examples, City of Heroes and Phantasy Star Online are two that come to mind.

And if you're worried about still having players armor look better and better as the game progresses, then that's still very doable. Clothing items can still be rare drops -- perhaps as a token that everyone can loot and turn in for a piece of the outfit. Clothing items could still be level restricted as well, so a level 1 can't be dressed up in the max level look. Progression is left intact while still giving players enough freedom to not look like rodeo clowns.

Just, simply, let the stats come from somewhere else.


Colin Brennan is the weekly writer of Anti-Aliased who wants his fashion to look cohesive for once. When he's not writing here for Massively, he's rambling on his personal blog, The Experience Curve. If you want to message him, send him an e-mail at colin.brennan AT weblogsinc DOT com. You can also follow him on Twitter through Massively, or through his personal feed.

Infringers of Dune: Dune role-players shut down by Herbert Estate. Spice keeps flowing

Filed under: Culture, News items, Second Life, Legal, Roleplaying, Virtual worlds

Among the various business, educational and social uses to which Second Life is put, Role-Playing gamers have quite a number of thriving communities. If you want to role-play in the world of Joss Whedon's Firefly, or Straczynski's Babylon 5, Lucas' Star Wars universe(s), Tolkien's Middle Earth, John Norman's Gor, Frank Herbert's Dune, Roddenberry's Star Trek, or the settings of Doctor Who, Torchwood, Battlestar Galactica, Harry Potter, Final Fantasy VII or CCP/White Wolf's World of Darkness, Second Life is home to all of these and more.

Well, until this week anyway. According to Wagner James Au, Trident Media Group, a literary agent "designed for the twenty first century",which maintains the Herbert Estate sent cease-and-desist notices via Linden Lab requiring one non-profit role-playing community to remove Dune-related names and objects from the virtual environment within two days.

EVE Evolved: Storytelling in EVE Online

Filed under: Sci-fi, EVE Online, Culture, Events, in-game, Forums, Guilds, Lore, MMO industry, Politics, Roleplaying, EVE Evolved



Storytelling is a major part of most MMOs, with each game having its own unique back-story and fiction. Fantasy settings like Everquest's world of Norrath have even been made into novels and some original fantasy literature like Lord of the Rings has conversely made its way into the MMO scene. Quests and expansions in an MMO usually lead the character through an interactive story where the player assumes the role of a hero. Although space-borne MMO EVE Online doesn't share that pattern and the the game's storyline doesn't develop during play, storytelling may actually be more important to EVE than it is to its fantasy counterparts. In the same way that EVE lends itself spectacularly to making videos, the EVE community has created some awesome fiction and there are some incredible real stories of in-game events. Combined with the wealth of prime fiction and the regular release of official chronicles, it's clear that storytelling is a big deal in EVE.

Read on as I delve into the EVE storyline and the various forms of storytelling that players can expect to take part in. If being part of epic events and telling the story sounds like your cup of tea, perhaps EVE is for you.

EVE Careers Guide available as free download

Filed under: Sci-fi, EVE Online, Expansions, Guides, Professions, PvP, PvE, Roleplaying


A major strength of the sci-fi massively multiplayer online game EVE Online is that there are no classes and certainly no professions that a player is locked into. EVE's professions are freeform, but this can lead to new players being unsure about what to do (or be) in the game. The title's developer CCP Games is attempting to remedy this. One of the resources that complements EVE Online's New Player Experience in the Apocrypha expansion is the "EVE Careers Guide", which introduces new players to the gameplay possibilities in New Eden. It's largely put together by Benilopax of Warp Drive Active: Industry podcast fame and Richie Shoemaker (aka "Zapatero"), the Editor of E-ON -- the official magazine of EVE Online -- who we've interviewed at Massively in the past. The EVE Careers Guide is a PDF file with interactive links throughout to navigate between sections, providing a comprehensive look at the game for rookie pilots.

Zapatero welcomes new players to EVE Online, explaining the game in broad terms: "Many have found their own path in EVE by taking turns that are wildly divergent from what its makers envisaged. EVE is about relationships, prejudices, trust, greed and creativity more than it's about spaceships, trade and combat. New Eden is a very human universe, and with almost 300,000 people making up the population, it's a very dynamic one. Yes, it's harsh and uncompromising, frustrating and callous, but it's also illuminating in scope, vast in stature and utterly unique."

Massively Features


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Events Calendar

NameDate
Fallen Earth Launch Q2 2009
Global Agenda Closed Beta July 2009
CrimeCraft Launch Aug 25 2009
Champions Online Launch Sep 1 2009
Cities XL EU Launch Sep 3 2009
Aion Launch Sep 22 2009
Earth Eternal Open Beta Q3 2009

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