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The systems of battle in Champions Online

Filed under: Super-hero, Game mechanics, Endgame, Champions Online


We've been getting a generous look under the hood of Champions Online courtesy of designer Brian Urbanek, with the second part of his system-focused developer diary now available. The first part covered the progression and improvement of a player's heroes, while this diary focuses on the mechanics of that ever-present diversion in almost every game -- combat. As one can imagine, with a game whose systems are based on a tabletop roleplaying game dating back more than twenty years, there are a lot of numbers and expressions to be thrown around.

Urbanek explains, in detail, how the team set up values for stats and durability with some baseline assumptions. They knew what they could expect for an "average" player to do in terms of damage-per-second at high levels, and they had some idea of how long they wanted each fight to last (the time cited is twenty seconds). From there, the diary goes into the balancing and scaling factors needed to ensure that players and enemies both are dealing reasonable damage and surviving for the preferrable amount of time. If you like numbers and systems, or just a clearer picture of how Champions Online works, this diary should be perfect for you, with promises of still more to come down the pipeline.

Masthead Studios wraps up Earthrise crafting series

Filed under: Sci-fi, Game mechanics, New titles, Crafting, Earthrise


MMO fans who enjoy the crafting aspect of their games might be interested in what Earthrise will have to offer. The post-apocalyptic game's creators at Masthead Studios have been dropping quite a bit of info about how crafting will work, culminating in a two-part overview of Earthrise's crafting system. Masthead explained how gathered materials can be used to craft an item tailored for a specific purpose in last week's installment. They continue this week with the second half of "The Crafting Process" which walks us through the creation of a finished product.

Masthead's overview explains how players will manufacture the various modules which are assembled into the final product in factories. In this case, the example is of an assault rifle customized for the specific goal of taking down the Burzun mutants that prowl Enterra island. The second part of The Crafting Process also looks at how that weapon a player manufactures can be disassembled and upgraded to higher tiers of technology further down the line. Check out the latest installment of Masthead's Question of the Week series, The Crafting Process Part 2, for the best look we've had thus far at the game mechanics surrounding crafting in Earthrise.

Final Fantasy XI releases version update minus crafting

Filed under: Fantasy, Final Fantasy XI, Expansions, Game mechanics, Patches, Crafting


Well, maybe we should just be happy the Summoner updates went live now. The much-discussed November version update for Final Fantasy XI was released today, but it's lacking something that had just recently been announced -- namely, the entire evolith and synergy system that was promised to be dropped along with the version update. Square-Enix officially stated that the change is coming in another version update past mid-November. And, sadly, it gets a little worse before it gets better -- one of the promised ranger changes, reduced threat from ranged attacks at longer distances, has been nixed.

But let's not dwell on the negatives, really. After all, the crafting is coming soon enough, and it's not as if this update was sparse on content to begin with. There are a pile of new quests available, new improvements to the Moblin Maze Mongers service, and all the other updates and job changes we've covered previously. Not to mention that the add-on scenario A Shantotto Ascension is ready to play, something likely to produce at least some joy and spontaneous fits of rhyming. Take a look at the list of official patch notes for all the details, and don't fret -- there's enough content that you're sure to find something to do until mid-November.

Microtransactions and the splits in philosophy

Filed under: Business models, Culture, Game mechanics, MMO industry, Opinion


No one was expecting the current 900-pound-gorilla of the MMO market to throw its hat in the ring regarding microtransactions, but the fact that it's in the mix has forced a large number of people to take a look at the philosophies and patterns of the business model. Killed in a Smiling Accident recently put down some thoughts regarding the differences, explaining that World of Warcraft's model is, in their opinion, inferior to the one found in the equally-significant microtransaction model of Dungeons and Dragons Online. The former has a store consisting of fluff items with no equivalent in the game, while the latter largely puts forth offerings that can be obtained in the normal game if you want to take the time.

Of course, there's the obvious counter brought up in the comments: that it's better to have microtransactions selling something you can't otherwise get in the game. Simply take a look at Champions Online and the controversy over retcon pricing to see how the two can be better left untethered. Getting something unique is a nice bonus for a game you enjoy -- for example, look at the bonus costume packs that City of Heroes sells. However, with items on sale that can be obtained from gameplay, the game can feel a bit more disjointed. There's a case to be made for both sides, and with the free-to-play model gaining speed, it should be interesting to note where the majority of MMO players draw the line.

The perils of railroading in MMOs

Filed under: Culture, Game mechanics, Opinion


If your gaming origins consist of old-school tabletop gaming, you most likely know and fear the term railroading. It's used to describe an innocent-enough formulation that begins in a large number of games, usually run by younger players, wherein players are more or less forced along a preset path no matter what they might choose to do. That's a Terrible Idea recently took certain parts of the MMO world to task for this as well, as offering precisely that -- a game streamlined so effectively that you have no choices to be made. In particular it cites Aion as an example of a game offering a straight-line, no-thought approach to the genre.

Certainly one of the common criticisms of some newer games, such as Aion and Champions Online, is that you find yourself pushed along on a narrow set of tracksw toward an inevitable conclusion, without many choices to be made in terms of gameplay. On the flip side, of course, it's hard to argue that a certain amount of streamlining is a good thing -- we might miss the sensation of wondering what we should do next, but not the sensation of having no idea what comes next. But there's an argument to be made that streamlining too far removes the whole reason we play the game, and it certainly destroys any hope of meaningful immersion when all your choices have already been made.

Still more details on Final Fantasy XI's coming update

Filed under: Fantasy, Final Fantasy XI, Events, in-game, Game mechanics, Patches, Making money

At the rate we're getting swamped with information about the upcoming Final Fantasy XI version update, we'll soon be finding out that the update is also adding two new jobs and a level cap increase. Well, maybe not, but Square-Enix has released yet more news about the upcoming November version update. Already we've heard about new gear enhancements, new crafting, job updates, and a reward for content-minded players. The most recent information involves some of the more miscellaneous activities of Vana'diel's inhabitants, including chocobo racing and fishing.

Chocobo races are being changed over to a new schedule system that keeps races running on a consistent real-world schedule to make coordination easier for players. The system is also adding new purchasable items that will have a variety of bonuses for the devoted race enthusiast. Of course, the new items won't be cheap -- nothing in Final Fantasy XI is -- but first through third-place winners in each race will be receiving a much larger amount of chocobucks for their placing, which should make affording things much more fesable. On top of that, there's a promise of more fish to turn in for the popular "In the Belly" quest, with the hint of new equipment. Keep your eyes peeled, as we might well have not seen the last of the additions to this now-massive update.

MAG interview talks about gameplay and development

Filed under: Betas, Video, Game mechanics, Interviews, New titles, MMOFPS, MAG


You can argue the specifics about whether or not MAG qualifies as an MMO, but the game certainly fits the "massive" portion of the bill -- 128 characters to a side in battle, customized and developed characters, persistent world based on the performance in the skirmishes. The game's release is only a couple months away, and there's still a great deal more to learn about it if you haven't yet opted in to the preorder beta. Luckily for all of us, Giant Bomb has an interview with Seth Luisi which sheds more light on how the game will play and progress.

The interview is quite substantial, covering everything from MAG's skill progression to leadership roles in the game. Among the more interesting tidbits is the system for squad leaders and further command posts. In order to give some incentive to follow a commander's orders, the objectives they set give a bonus to experience when fulfilled, and as the objectives are fulfilled the leader gets points to help improve their character. It's an interesting dual-reward system that should help lead to people being a bit more inclined to give and take orders in a setting notorious for just the opposite.

But that's hardly the entirety of the interview -- it's only a tiny slice of a talk that ranges to the state of the world affecting map play, character specialization, and some of the problems that the team is facing and working on improving. Take a look at the full interview, which clocks in at around eight minutes long, and you might be inspired to place a pre-order and get your hands on the beta early.

Lord of the Rings Online explains skirmish rewards

Filed under: Fantasy, Lord of the Rings Online, Expansions, Game mechanics


"Let's be honest, people play new content for the rewards." Perhaps not the most uplifting or metaphorical way to start off a developer diary, but if nothing else you need to give Lord of the Rings Online credit for being so direct about it. But with the most recent developer diary regarding the Skirmish system coming in the Siege of Mirkwood expansion, they really deserve still more credit than that. One of the larger new features of the upcoming expansion, the Skirmish system has had a number of diaries devoted to it, but this one is focused on exactly what the opening would suggest: the meaty rewards from taking part.

Some of the specifics might seem a bit arcane to people unfamiliar with Lord of the Rings Online, but the short version is that the various bosses and so forth will be devoid of any loot except for what's referred to as skirmish marks. Accumulating them as well as special tokens depending on group size and skirmish difficulty will allow purchases from a wide variety of powerful items. However, the system is balanced so that even consistently solo players can still work toward the highest tier of rewards, although the road will be quite a bit longer. There's only so much we can get across in a quick overview -- it's better to take a look at the actual diary and get ready for one of the more dynamic systems coming with Siege of Mirkwood.

Evolith system coming to Final Fantasy XI

Filed under: Fantasy, Final Fantasy XI, Game mechanics, Patches, Crafting

The November version update for Final Fantasy XI is going to contain a number of new and improved features -- for many of the game's players, just the changes being made to several jobs will alter the game significantly. However, the just-revealed Evolith system is going to add even more wrinkles to the gameplay, allowing players to insert powerful stones with a variety of properties into equipment. Not only is the system based around a new form of synthesis -- in essence an entirely new form of crafting -- but it promises to allow further customization and equipment improvement.

In order to obtain the Evolith stones themselves, players will need to hunt down notorious monsters as part of a new set of "hunt regimes" (which seem as if they'll likely be similar in nature to the Fields of Valor training regimes and enhancements). Equipment can both have new slots added to it via synergy, and then have the Evolith attached to the slots based on elemental properties. Original? Not precisely. But it's a new way for players to improve their abilities and their equipment, and it's a pretty large change for a regular patch. Take a look at the full article for more details and for a sneak peek at what some of the stones will offer.

EVE Online's CSM candidates debate live on today's Planet Risk radio show

Filed under: Sci-fi, Podcasts, EVE Online, Culture, Events, in-game, Game mechanics, Politics


A number of EVE Online fans who've needed their podcast fix have been tuning in to Planet Risk in recent months, a great mix of music and commentary from players who spend most of their EVE time exploring the uncharted expanses of wormhole space. Planet Risk is a live show that airs on Split Infinity Radio on Wednesdays; hosts Luminus Aardokay and Quivering Palm make Planet Risk available as a podcast afterwards and we recommend you check it out if you haven't already. Today's show should be interesting as they will host a debate between four candidates for EVE's next Council of Stellar Management, the player-elected body that represents the wishes of the subscribers when dealing with CCP and how EVE Online is evolving.

We mentioned last week that the 4th CSM candidates have been announced but not everyone in the running had their positions on issues fleshed out in time for the CCP announcement. Since that day, more info about the 49 candidates is becoming available (thanks for pointing this out Darth Sith). Today's debate on Planet Risk will have CSM candidates TeaDaze (known to many for his commentary during the Alliance Tournament), Song Li (from the Missions Collide podcast), Helen Highwater and Mike Azariah.

The Daily Grind: What's the threshold for an MMO?

Filed under: Culture, Game mechanics, Opinion, The Daily Grind, Academic


This question is an old one, but it's always one that brings out some interesting opinions. As technology becomes more and more connected, people continue to move their games into connectivity further and further, we have to ask -- what's an MMO, precisely? The recent release of Borderlands has brought the question into the forefront for many people, as it features a rather steady and all but required online mode... but it's not absolutely required, and there's no world persistence. Does that qualify, or is it just an offline game with some MMO elements?

You can certainly argue that they're only distantly related, or you can argue that they're both part of the same genre. By the same token, you can make the case for or against the now-ubiquitous Facebook games -- which are persistent and spread across several players, after all. Today, we ask our readers where they draw the line between MMO and a game that just happens to have an online component. Where do you draw the line, and if you're so inclined, what's your reasoning? Persistence of world? Depth of play? Or is it a knee-jerk reaction where you might not be able to define an MMO, but you know it when you see it?

Masthead Studios delves into Earthrise crafting process

Filed under: Sci-fi, Game mechanics, New titles, Crafting, Earthrise


Earthrise creators Masthead Studios have already made clear that their forthcoming title will be a far future sandbox MMO, a post-apocalyptic setting where PvP will be a major aspect of gameplay. What hasn't been as clear is exactly how the extensive crafting process they've discussed in the past will actually work out in normal gameplay. Certainly we've heard a great deal about customization of crafted goods and the potential to become well-known for your own variations on items, but we never had a real overview of those game mechanics. That is, until now.

Masthead aims to dispel any confusion surrounding Earthrise's crafting system in a two-part series of blog posts that kicked off today as part of their Question of the Week offering to the community. "The Crafting Process", part one of two, poses the theoretical example of a player -- let's call him "Tim" -- who clearly hates Burzun mutants. Enough so that Tim wishes to craft an assault rifle specifically tailored for killing this particular type of mutant. Masthead Studios walks the reader through the skills required to create such a weapon, the components that must be gathered, and how Tim will be able to extract needed resources from those materials.

EVE Online's candidates for 4th Council of Stellar Management announced

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

The roster of candidates for the 4th Council of Stellar Management (CSM) in EVE Online has been announced. According to CCP Games developer Pétur Jóhannes Óskarsson (aka CCP Xhagen), 60 members of the playerbase submitted applications, with 49 players accepted after CCP's screening process. (Players must hold valid passports to attend the CSM summit in Reykjavik, and those with EULA violations are ineligible to run.) From this pool of 49, there will ultimately be nine elected delegates and five alternates who can step in when needed.

Although Xhagen didn't break down candidate stats by nationality, there is a substantial number of U.S. players running for the 4th CSM as in past elections. This time around there are candidates from Latvia, Serbia, and Barbados as well. The ages of candidates range from 21 to 54, and only one female candidate is in the running this term which Xhagen notes is a decrease from the previous election. (He also indicates that only 3.9% of EVE's subscribers are female.)

EVE Online Sovereignty playtest to be held on Friday, Oct 30

Filed under: Sci-fi, EVE Online, Events, in-game, Game mechanics


CCP Games is holding a play test of the new Sovereignty system in EVE Online on Friday, October 30th at 17:00 GMT/UTC on the Singularity test server. The devs are looking for players to jump in and help them fine tune Sovereignty for the Dominion expansion release, which is very much focused on this particular game mechanic. Interested parties are encouraged to show up early, as the devs want to give players a short demo of the new Sovereignty system beforehand. Also, they'll need to divide players into two teams, Red vs. Blue. EVE Quality Assurance dev CCP Tanis writes, "We will be testing several aspects of the new Sovereignty system, think of this kind of like a 'king of the hill' game in EVE."

EVE players interested in helping out (and getting a feel for how the new system will work) should read through the info the devs have listed in the playtest announcement. The developers have stated the testing event will take two or three hours to complete. (As an aside, they're putting the Sovereignty game mechanics through its paces on Mischief Night... what could go wrong?)

More bits on Final Fantasy XIV in Connect! On translation

Filed under: Fantasy, Classes, Game mechanics, New titles, Previews, Final Fantasy XIV

We have a bit of a linguistic issue when it comes to information about Final Fantasy XIV -- while no one could argue that it's not being heavily anticipated worldwide, there's the simple reality that the slow trickle of information to news magazines are going to be in Japanese. Great if you can read the language, slightly less so if you can't. But luckily, the intrepid fans at FFXIVCore have a number of people who can at least manage it well enough to bring us the latest tidbits from Connect! On magazine, which had the benefit of having some input from someone who at least briefly got to experience the game hands-on.

It's already been hinted that Lancers, much like Archers, will be affected by the range of their weapons. The magazine goes into further detail regarding this -- for example, if the Lancer is too close to the enemy they'll have to swing the haft of their spear rather than jabbing with it, but they can also potentially sweep the lance like a staff to hit multiple enemies. There's also talk about the difference in tools that crafters can use and what some of the expanded features of the crafting might involve, possibly including the ability to craft multiple items at once (a welcome expansion for those familiar with crafting in Final Fantasy XI).

There's still no word on when exactly we'll be seeing Final Fantasy XIV, but it can't be soon enough. Take a look at the full translation for more details, speculation, and a clearer picture of how the game is different from its predecessor.

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NameDate
Earth Eternal Open Beta Q3 2009
Alganon Launch Dec 1 2009
EVE Online: Dominion Launch Dec 1 2009
LotRO: Siege of Mirkwood Launch Dec 1 2009

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