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Posts with tag factions

World of Warcraft
Which WAR faction favors more mature players?

Filed under: World of Warcraft, Polls, Forums, Game mechanics, New titles, Warhammer Online, Races

It's generally accepted as common knowledge that Horde players in World of Warcraft are, by and large, the more mature of the two factions. Whether or not this is actually supported by hard data is a matter of debate, but the logic says that older players are the ones best able to overlook the stigma of playing races long-perceived to be the "bad guys." There are mouth-breathers no matter what faction you roll, but perception is what it is.

We've been watching a poll over at Warhammer Alliance that sought to identify a specific age correlation between the two factions amongst the hardcore Warhammer Online community. With just over 2100 votes cast at the time of writing this, we did find an interest trend. Although Destruction was more popular than Order in every demographic, the disparity between the two become decreasingly pronounced as you move up in the age bracket. The ratio went from 1.7:1 in the 12-16 bracket to 1.5:1 amongst those 17-25 to 1.3:1 for ages 26-35, finally to 1.1:1 in the 35+ bracket. Does this mean Order will be the faction of choice for older players? Definitely too early to tell, but this early data is intriguing.

Under The Hood: Factional Warfare

Filed under: PvP, Under the Hood


As sort of an addendum to the last Under The Hood on player choices and consequences, I present to you this article. I didn't have room to add my thoughts on factional warfare, unfortunately, and it's a system that really deserves an article all its own. Why is this such a major factor in most MMOs? Why is it that most major MMOs today have clearly defined sides? Why are those Horde jerks so mean in World PvP? It all boils down to the classic factional warfare model.

Continue reading Under The Hood: Factional Warfare

More details from Fallen Earth interview

Filed under: Sci-fi, Fallen Earth, Game mechanics, Interviews, New titles, Crafting, PvP, News items


Italian gaming site Alter Ego has an interview up with Lee Hammock, lead game designer of Icarus Studios, about Fallen Earth. It's a short piece, but chock-full of great information for those hungry to learn more about what FE is all about. Note: The first section of the page is in Italian; scroll down for the English version.

Hammock dishes up some radioactive dirt on the game's factions and what their philosophies are; mentions that there might be a comprehensive hit box for attacking an enemy (for example, you could shoot someone in the foot, but a head shot would do much more damage); the state of PvP; and what sounds like a rich crafting system.

The game's site says in its FAQ that "It'll be done when it's done", and as difficult as that may be to hear for those of us who are itching to get our hands into some Road Warrior-style mayhem, it's a strategy that's worked well for Blizzard; there's no reason to think it shouldn't work as well for Icarus Studios.

[Thanks, Nolvadex!]

World of Warcraft
The Gaming Iconoclast: Deity not included

Filed under: World of Warcraft, Culture, Lore, Opinion, Roleplaying, Humor, The Gaming Iconoclast



Are You There, God? It's Me, Margaret.
- Judy Bloom

(Hey, just be glad you didn't get another Neitzsche quote*)

The fantasy-based worlds our characters inhabit are, almost without exception, richly steeped in legend and brimming with lore. This is doubly true for those that have come to parturition after having existed outside of the digital realm. Frequently, the book or books upon which they are based feature the prominent (occasionally bordering on overwhelming) presence, if not direct and outright influence, of the God or Gods the characters worship... or at least call upon to save their bacon once in a while.

Having been so much a part of the lives of the inhabitants of these universes, at least before they found themselves to be at our command, the relegation of these heretofore great cosmic forces to the essential position of role-playing wallpaper at best is puzzling, the occasional trimming of an Elder God's Toenail notwithstanding. In all these worlds full of powerful wizards channeling arcane energies and hurling bolts of numinous fire at their enemies, or healers using their connection to the divine to aid their allies -- some of whom are called Priests outright -- where are the Gods themselves? And, more to the point, where is the role of religion in the characters' lives?

Continue reading The Gaming Iconoclast: Deity not included

Movies that could be MMOs: Tron

Filed under: Fantasy, Classes, Culture, Game mechanics, Guilds, Crafting, PvP, Opinion, Academic

"Greetings, programs." These are the first words you hear as you enter the vast, coldly glittering chamber, prodded forward by a hulking, cowled figure wielding a shockstaff. You glance nervously around you. Your companions seem equally confused and frightened. High above you upon a raised platform, glowing redly, is an Enforcer -- one of the Master Control Program's elite warriors. "You have been chosen to compete against each other for our amusement. Failure to compete is rewarded with deresolution. A victory ensures another day of life. You shall compete until you lose. A loss is punished with deresolution. Today you will receive training. Tomorrow you shall compete. End of line."

One of the cowled figures roughly thrusts a glowing blue disc into your trembling hands, which you hold to yourself like a lifeline, which it is. Your training begins.


Released into theaters in 1982, Tron is a movie about computers, written before the emergence of the World Wide Web. It posited a world inside the hardware, occupied by anthropomorphized programs. Though some of its ideas bear little resemblance to reality, the story and themes still hold up to repeated viewing, and it's a fun ride with interesting visuals. Despite the numerous adaptations into videogame form the movie has endured, the world of Tron could make a fun and engaging MMO. We'll take a look at how its mechanics might work after the jump.

Continue reading Movies that could be MMOs: Tron

World of Warcraft
Full Empyrean Age rank list exhibited in dev blog

Filed under: Sci-fi, EVE Online, Expansions, Game mechanics, PvP, News items


Soon, EVE Online's entire galaxy will be sucked into the black hole of war. This is good news for pilots; wartime is the best time to make a name for yourself. EVE's Empyrean Age expansion adds the framework for catastrophic, galactic factional warfare. And for players looking for recognition for their victories, a ranking system will be deployed as well.

The latest post at EVE's dev blog describes the ranking system in detail, and lists every single rank (and each rank's associated insignia) for all four factions. From Amarr's Paladin Crusader to Caldari's First Lieutenant and Gallente's Shield Commander, all the way up to the Minmatar rank of Valklear General, they're all there for your examination.

CCP's Ginger also noted that the team is exploring ideas ("these are not promises") like "tying [ranks] into dungeons in space and adding additional equipment and ships to the loyalty store that will only be available at certain ranks."

World of Warcraft
Singularity's Empyrean Age begins Saturday

Filed under: Betas, Sci-fi, EVE Online, Events, in-game, Expansions, PvP

CCP will begin testing EVE Online's recently announced Emyprean Age expansion on the Singularity test server beginning this Saturday, the 17th of May. To celebrate the event, the dev team is hosting an event at 19:00 GMT. Everyone is invited to test the new features -- particularly Factional Warfare -- with the dev team.

There will be awards for achievements like "most kills" and "most bizarre bug found" once the dust has cleared. If you're an EVE subscriber, read the announcement for more details. If you want to jump right in, don't forget to download the patch and apply it to your client (not the installation with which you play on Tranquility, though!). Once you're all patched up and ready to go, log in on Saturday and join the chat channel "Faction Testing."

How often do you get the chance to blast the entire EVE dev team out of the skies? Sounds like fun.

World of Warcraft
Guild Wars third year anniversary retrospective: Prophecies and Factions

Filed under: Fantasy, Galleries, Guild Wars, Events, real-world, Events, in-game, Free-to-play


You've come a long way, baby. This weekend marks the third anniversary of the retail launch of ArenaNet's Guild Wars, and as we reported earlier, they're celebrating it in style. So we thought we'd take a visual look back at the game, how far it's progressed since April 28th, 2005 and where it stands today.

The original Guild Wars, now known as Chapter 1: Prophecies, is where the game's heart and soul lies. The core skills and classes originated here, but over time, we've seen many changes to the primary land of Tyria. Does anyone remember the original campfire log-in screen? Or the non-refundable attribute points? How about life before Sorrow's Furnace? Can you tell us where the first Hall of Heroes was? These were all additions and improvements made to Guild Wars, along with many others throughout the course of the game's life.

Continue reading Guild Wars third year anniversary retrospective: Prophecies and Factions

World of WarcraftWorld of Warcraft
Player vs. Everything: Factions should matter

Filed under: World of Warcraft, EverQuest, EverQuest II, Events, in-game, Game mechanics, Lore, Opinion, Player vs. Everything

Yesterday's Daily Grind asked an interesting question: Should reputation matter? In the post, Akela discusses how you often have to grind for reputation in World of Warcraft in order to purchase some items, weapons, and armor that are specific to that faction. He points out that there's no real purpose to having such reputations from a story perspective, other than to demonstrate the idea that your character is willing to get his hands bloody for the promise of some nice items (eventually). Bloodthirsty mercenaries, the lot of you! He goes on to say that such faction systems only really matter in games where your choices are meaningful and have a lasting impact with consequences, and are made obsolete by the very nature of an MMOG. If you can spend 10 hours farming and reverse the impact of the choices you make, have you really made a meaningful choice at all?

I don't at all agree that faction systems are pointless in MMOGs, but I think that Akela makes an excellent point about something: Without meaningful choices, you may as well not have factions. I think that this point is especially relevant today because we have a whole generation of gamers being trained by Blizzard to think of reputation/favor/factions only the way that WoW does it--- as a grind you perform for specific items or rewards from various groups of NPCs, each with their own agenda. Unfortunately, in Blizzard's world, none of these factions seem to be at odds or conflicting with one another. Even in the limited cases that they are, the choices you make are largely meaningless. Aldor or Scryer? Pfft. Either way you hang out in Shattrath and get roughly analogous rewards. Magram or Gelkis? Either way you kill a bunch of centaur and get next to nothing for your effort. I can't even think of any more opposed factions in the game. Booty Bay and the Pirates, maybe? My point is this: This is not what factions are supposed to be about. These are watered-down, little-kid, lame excuses for a faction system. So what exactly is the point of faction then?

Continue reading Player vs. Everything: Factions should matter

More questions arise for Earthrise

Filed under: At a glance, Sci-fi, Game mechanics, New titles, Quests, Earthrise


The gang at Masthead Studios recently answered another question from the community about Earthrise. This one is about how the main storyline will effect player development within factions. The answer - for those of you who aren't jaded - may surprise you.

After getting familiar with the game, players can attempt storyline quest arcs that eventually lead to an epic story played out across the whole of Enterra. Completion of these tasks will vary depending on the faction the player is affiliated with. Case in point: some quests might involve a moral dilemma wherein the player must protect a settlement from attacks by mutant bugs... or kill every living person in the settlement. Virtually every quest will have dual options. Players can complete quests in favor of an opposing faction, sacrificing quest rewards for a good reputation. While players can change their allegiances and join different factions, that betrayal will be difficult and won't come without a cost. Plus, factions will have certain requirements that must be met before they welcome you with open arms. Some might not be easy.

The game mechanics for this post-apocalyptic MMO (one of many it seems) sound very intriguing. We can't wait to jump in and go all Mad Max in the world of Earthirse.

World of Warcraft
Guild Wars tops 5 million sold

Filed under: Fantasy, Guild Wars, Business models, MMO industry, PvP, Guild Wars 2, Free-to-play

A bit behind the times with this, but better late than never: Guild Wars cracked five million boxes sold late last month! NCsoft is (understandably) pleased, and there's a lot of crowing in the official press release. That number includes every box in the whole franchise, of course, so that's spread out across Prophecies, Factions, Nightfall, and Eye of the North.

That's a pretty outstanding achievement, with the game having originally launched back in April of 2005. Back in the day, just after World of Warcraft had launched, the idea of a US publisher succeeding with a game that didn't require a subscription was considering crazy talk. With Guild Wars 2 already in the works and now five million units of the original out and about in the world, I'd say that kind of talk is now quite debunked.

While it doesn't look like there's any sort of in-game celebration going on, the site has a few details for other community-type things. The February Championship series results are in, if you care about that sort of thing. They're also running a contest right now, if you have an eye for design, looking to get players making brand-new weapons for inclusion in the game. The weapons from the 2007 design-a-weapon contest are fantastic, so good luck to any budding artists out there.

The Daily Grind: National pride?

Filed under: Culture, Guilds, PvP, Opinion

One of the things that gets some of us about PvP hype are the claims that "you'll be saving your nation/faction/etc!" Tobold, however, joined the "meh" camp the other day with an excellent post about Nationalism in MMORPGs. To give my personal example, if the Scryers and the Aldor in World of Warcraft started going at it in the middle of Shattrath, the only thing that would interest me about any "faction fighting" would be if my side could take control of Scryer's rise in the end. (I hate the drop off the Aldor tier; it means instant death if you miss the elevator.) Beyond that, as long as the bank and flight path NPCs are unharmed, and the portals are still open, I could honestly care less. While some of our staff admit to feeling a connection with the Horde or the Alliance, it almost always seems to come down to the people we know in the end. Tobold posits that this is due to the Dunbar number -- we're just not wired to trust an entire nation worth of people. Also, as he points out, there's always the fact that no matter how bad you trash things, it always respawns eventually; there is just no permanent damage to a site or a "nation" in these battles.

Today we thought we'd spin off this concept and ask what your thoughts were on it -- do you think it's possible to really have a game developer get you energized about defending a "nation" or does it also come back to the people you know too? Is it less about defending NPCs/any given location, or is it more about having fun kicking the other side's butt? Do you really care if your city if being attacked when you know that eventually control will be returned to your side? Is there really any such thing as a national pride in MMOs for you?

Jumping through the Gate: Factions and Missions

Filed under: At a glance, Sci-fi, Jumpgate, Jumpgate Evolution, Game mechanics, Interviews, New titles, Quests, PvE, Races


Ten Ton Hammer has posted another of their Jumpgate Evolution bi-weekly interviews, this time with Hermann Peterscheck, Producer for JGE. In this installment, Peterscheck answers questions about the game's factions and missions.

While reading through the Q&A I was comforted by the fact that Peterscheck continues to push the idea that JGE doesn't have hard and fast rules, and that they are trying to put as much of the game's outcome into the hands of the players (through their choices) as possible. This was something he mentioned during his interview about death and roleplaying as well, so it really does seem like something they intend to follow through with. In this case, while players will have to choose what nation to play (Quantar, Solrain or Octavius) there are no rules about allegiances, thus factions can interact in a myriad of ways with all of them.

Continue reading Jumping through the Gate: Factions and Missions

Stargate Worlds designer dodges questions, gets back to work

Filed under: Sci-fi, Game mechanics, Interviews, MMO industry, New titles, Stargate Worlds


mmolecule has an interview up with Chris Bernert, Lead Systems Designer for the upcoming Stargate Worlds. He ducks most of their questions pretty adeptly (newsflash: SGW has "exciting plans" for their PvP system!), but there are a few interesting tidbits in here, including the fact that players of different factions will be able to communicate with each other, a la Star Wars Galaxies rather than World of Warcraft.

The other big note is that players will have three ways of reviving in the game-- either at the nearest "hospital," by another player, or right at the site of death. But CME says they haven't figured out the penalties for each situation yet. Bernert also says they're still working on coming up with the UI design. There's no question the folks behind SGW are facing a lot of challenges in trying to make a great MMO game out of a cult IP, but considering that they're hoping to go live a year from now, maybe they should cool it a bit on the interviews and get to work on the game itself.

{Via Curse]

World of Warcraft
One Shots: An abandoned ship

Filed under: Screenshots, Guild Wars, One Shots

Paul, who has sent us a number of shots from Guild Wars, offers for your consideration this shot of a ship, seen frozen into the ice, in Nightfall. He explains that this ship can be found in the southern Shiverpeaks of Tyri -- and that it looks a great deal like the ships from Factions. Interesting! It's the only reference that we know of for Factions inside of Nightfall.

Know of any out-of-the-way places in your favorite game?? We want to hear about it -- and see it! -- for our next edition of One Shots! Send your screenshots and stories to oneshots@massively.com. You may see it featured here tomorrow, same time, same place!

Gallery: One Shots

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