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Posts with tag game-mechanics

The Daily Grind: What MMO would you buy as a single player game?

Filed under: Game mechanics, Opinion, The Daily Grind

Sure, it's fun to hang out with the other players in your favorite MMO, but nothing you do really has a permanent effect in an online game. Wouldn't it be nice, for once, to kill Quarm and have him stay dead? To defeat Illidan, and have that event shake the world forever? To finally clear 0.0 of all the pirate corps, or to once and for all rid Paragon City of those vile gangs? Do you think MMOs should have an offline, single player mode that leads into the online MMO later? Would you want to go it alone, or hire some trusted NPCs to explore lost cities and forbidden dungeons with you -- for a share of the loot? If you walked into your local computer store tomorrow and you saw a new stand-up display filled with boxes of World of Warcraft: Single Player Edition (or insert your game of choice) -- would you buy it?

FPS gamers build skyscrapers, MMO gamers fling poo, film at 11

Filed under: Fantasy, Age of Conan, Game mechanics, New titles, Opinion


It's a little disconcerting to be told that your game genre of choice, massively multiplayer online role-playing games, is the last refuge of people who more or less play games in their sleep, unable to hack the action of a REAL game. As played by REAL gamers. Who are not us. How does AT Wire's Alex Taldren come by this startling conclusion? Keen of Keen and Graev's posted recently that Age of Conan's combo-based melee system just replaces a single keystroke with five, and that gamers will soon automate combos with macros or smart keyboards back to one key only.

This was the moment when Taldren threw up his hands and admitted something that should have been clear given his upright posture and relatively hairless body: He was not originally an MMO gamer. In fact, he had come from the realm of first person shooters, and looks in on us scratching his head and watching MMO gamers "wiping their asses with leaves". This is a man who loves his keystrokes with a fiery passion. And why aren't MMO gamers real gamers? Writes Taldren, "MMO gamers are people who generally don't enjoy playing their games."

There it is. Real gamers play because they love playing games. We MMO gamers play MMOs because we don't ... like ... games? We have to admit to some confusion. Maybe Alex will stop by and clear this up.

[Via MMO Gamers]

World of WarcraftWorld of Warcraft
Mad Patcher provides megaprims

Filed under: Game mechanics, News items, Second Life

Over the course of the weekend, two patches have appeared to allow the creation of megaprims in 1.19 series Second Life viewers (Able Whitman), and 1.20 series viewers (Jacek Antonelli). This all predicates on Linden Lab continuing support for the creation of megaprims.

Nicholaz Beresford apparently has been working on another edition of both his Bleeding Edge and Eye-Candy releases. As a part of the patch-set, an option to create megaprims has been included, as well as increased-height building. Bleeding Edge has reached revision W, while Eye-Candy is at revision F.

Continue reading Mad Patcher provides megaprims

What's coming for Mythos

Filed under: Betas, Fantasy, Game mechanics, New titles, News items, Mythos, Free-to-play


Mythos might have released as it is today -- a fairly small, but fun, MMO in the mold of Diablo 2, by the original creators of that legendary game. Overhead gameplay, point and click, talent trees, but more free form -- no plot aside from that given by the quests. You played Mythos a dungeon at a time. Mythos is almost entirely instanced. You'll hardly ever see another player outside of a city -- very rarely at one of the hubs in the countryside.

They're changing all that. The countryside will no longer be randomized; it will become a static world as in World of Warcraft or EverQuest. In old Mythos, you got a quest for a dungeon, and that dungeon would suddenly appear on your map. You'd walk to it and have it entirely to yourself, finish the quest, and the dungeon would disappear. Now, that dungeon will remain a fixed part of the world. The random dungeons that you could previously buy maps for, will now be accessed through special runestones that will teleport you and your party straight to it.

Continue reading What's coming for Mythos

World of WarcraftWorld of Warcraft
Megaprims on the loose again

Filed under: Exploits, Game mechanics, News items, Second Life

At one of Linden Lab's recent Second Life server updates, it appears that they have disabled (or expanded) the constraints on prim sizes. As a part of the Havok-4 project, there was considerable discussion about bringing large prims back into the picture again, so we think this is an intentional change, rather than an accidental one.

Whether or not Second Life users were supposed to find out about this or not at this stage, they certainly have. Simple packet-injection gimmicks have spawned whole new packages of the so-called megaprims in the last 36 hours, many of which are freely available. Indeed, we've been sent lots of them.

Continue reading Megaprims on the loose again

World of WarcraftWorld of Warcraft
The emperor's new suit

Filed under: Game mechanics, Second Life, Virtual worlds

Back in the day, when Kevin Alderman (Second Life's Stroker Serpentine) was selling his hugely successful and popular virtual Amsterdam setting, he hinted that he was moving into a related line of business. Well, we know now what business it is that he's been getting into: wearable, affordable, consumer-grade motion-capture suits.

Frankly, the expensive professional capture systems that have largely been de-rigueur for motion capture for most of the history of the art require a ton of space, huge amounts of computing power, and that you dress like a luge sled pilot that's been infected with evil-alien-mime DNA and is being assaulted by amorous Pythagorean solids. Those days are soon to be over.

Alderman's company Strocap is working on a simple, wireless, wearable motion-capture suit that doesn't make you look any more retarded than the average outfit of expensive athletic gear. You can wear this with regular clothing -- or without it, depending on just exactly what sorts of motions you want to capture.

Continue reading The emperor's new suit

Player vs. Everything: Exploits are fun

Filed under: Bugs, Culture, Exploits, Game mechanics, Player vs. Everything

Pretty much everyone knows that "exploit" 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 bypass or defeat content more easily than you're supposed to be able to. Finding a way to jump the fence 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 PvP gameplay, exploits are the kiss of death -- they break the game and make things totally unfun, because one player is cheating at the game.

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 starts evading 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 find and use ways to exploit mobs.

Continue reading Player vs. Everything: Exploits are fun

Narrowing the gap between casual and power gamers

Filed under: Classes, Game mechanics, PvP, PvE, Opinion

You know the type.

The minimaxer. The person who sits around with spreadsheets, crunching every possible combination of traits and skills until they've come up with the ultimate class build.

That beloved stereotype from pen-and-paper RPG's is alive and kicking in pretty much every MMO running. Massively's touched on minimaxing and the problems it leads to before and it's a fair assumption that we'll do it again.

That's not to say that there's anything wrong with it. It's your game and you can play it however you want. But minimaxing impacts the game in significant ways for hardcore and casual players alike.

Continue reading Narrowing the gap between casual and power gamers

World of WarcraftWorld of Warcraft
Under the grid: Calling cards

Filed under: Game mechanics, Second Life

Welcome to the eighth installment of "Under The Grid", an irregular look at the mechanics underneath Second Life. Last time we looked at Mono. This time, we're taking a quick look at part of the presence system, specifically: Calling cards.

You see, calling cards are a part of the system few people give much thought to, but can really represent a severe drain on your in-world performance.

Continue reading Under the grid: Calling cards

Pirates need homes too

Filed under: Fantasy, Historical, News items, Voyage Century Online


Pirates of the Burning Sea gets a lot of love from Massively, but that doesn't mean we haven't noticed some of the other games in the pirate MMO genre. One such title is Voyage Century Online, a free-to-play game published by IGG, already popular in China, South Korea, and Germany. The game is set in the 17th century, and players can choose characters from among European Monarch, Japanese, Chinese, Korean, or Pirate classes.

Voyage Century Online's game mechanics don't lock characters into a specific profession and, in time, a player can explore a number of different careers with a single character. Although Voyage Century Online already allows for exploration on the high seas and the seizing of ports, this freedom to choose your own career path runs counter to the ability to truly control your own destiny -- the most prosperous port cities have long since been under the control of the strongest guilds.

To balance this, major changes in territorial control are coming to the game through the new city-building system. Voyage Century Online is set to expand the game's horizons by allowing all guilds to build their own port cities, provided that they meet the new requirements.

[Via TenTonHammer]

Earthrise on the horizon

Filed under: Sci-fi, Game mechanics, Interviews, PvP, Making money, Earthrise

New details about the sci-fi themed MMO Earthrise have emerged, thanks to MMOCrunch's recent interview with Atanas Atanasov, the CEO of Masthead Studios.

Gameplay in Earthrise is chiefly skill-based and Atanasov explained in detail the limitations of the skill system, or more accurately -- the lack of limitations. The game mechanics will not limit the skills available to a player character, regardless of faction chosen. However, many skills will only come into play through the use of equipment that utilizes them.

As a skill-intensive game, Earthrise will not rank characters by level. A character's gameplay options are kept in check by their physical attributes (Physique and Intellect) and their genetic code. Gene modification is available at a cost and will allow players to tweak their potential, opening up new possibilities. This is in keeping with Earthrise's system of character customization, which they've stated is largely free of class restrictions.

Continue reading Earthrise on the horizon

Erling Ellingsen shows off AoC PvP video

Filed under: At a glance, Fantasy, Video, Age of Conan, Game mechanics, Guilds, PvP, News items

Those of you not currently enjoying the closed beta will want to take a look at this: Age of Conan's Product Manager Erling Ellingsen gives us a look at a couple of PvP mini-games in the latest "Hyborian Insider" video. While there isn't a ton of information in this video, Ellingsen does explain the game mechanics behind two PvP game types, Capture the Flag, and Team Annihilation.

Capture the Flag is exactly as you'd expect, if you've ever played that type before. The object is to retrieve the enemy team's flag from their side and bring it back to your side; the team with the most points at the end of a predetermined set duration of time wins. The video shows off a few zones of combat that frankly appear very similar to each other, and could use a better color scheme to visually differentiate themselves.

Continue reading Erling Ellingsen shows off AoC PvP video

World of Warcraft
The Daily Grind: What does WoW do better than any other MMO?

Filed under: World of Warcraft, Fantasy, Game mechanics, MMO industry, Opinion, The Daily Grind

We try very hard not to be partisan here at Massively. In our efforts to bring you the latest news and features for the entirety of the world of MMO gaming, we can't afford to show favoritism for one title over another; we love all of our virtual children equally! Having said that, then, we'd say that the majority of our writers have spent a good deal of time in World of Warcraft. Some still play, others have moved on -- some have moved on and come back.

This blogger in particular has spent no longer than a month's running time in WoW before quitting, only to return for another month after some time has passed; repeat recidivism ad nauseam. After researching and playing numerous other MMOs, and still not finding that one "home" game, WoW is always there, solid and reliable. But what is it exactly that draws one back after an absence? Or causes one to keep a running account there even when not actively playing? What does WoW do better than any other MMO?

(And if at all possible, please, let's keep this from turning into a reason to bash other MMOs, okay?)

World of WarcraftWorld of Warcraft
The Gaming Iconoclast: Whither Shortcomings?

Filed under: World of Warcraft, Game mechanics, Opinion, Tabula Rasa, Roleplaying, The Gaming Iconoclast

That was *some* cake...Many MMO aficionados cut their roleplaying teeth on one of the many pencil-and-paper titles that formed the early generation of multi-player gaming. In addition to rolling (and rolling, and rolling, and rolling) some dice to come up with their basic stats and traits, character generation involved a lot of "wet work" when it came time to acquire skills. Often, players would bargain with their Game Master to get special dispensation for pushing the envelope.

Player: I want to run this adventure as a zombie elf with three arms.
GM: Okay, but if you do that, none of the other characters will trust you. Also, you will spend 50% more on shirts and body armor. Still want to do it?

Thus, the mechanic of trading character flaws for enhanced abilities was born. One of the hallmarks of tabletop gaming is this trade-off -- saddling yourself or your character with a shortcoming in order to obtain an advantage elsewhere, either as a skill, or a talent, or just another way to go about Min/Maxing. The huge number of available options in some games (Vampire: The Masquerade, for instance) ensures that any player, with only a few minutes' consideration, will have an almost absolutely unique character, fully their own creation.

And yet, almost without exception, the online iterations we all enjoy seem to have omitted this altogether. We are an immense legion of perfectly-formed, mentally-stable, socially-adept übermensch. Even the so-called "ugly" races -- World of Warcraft's Forsaken or Tabula Rasa'sHybrids -- don't explore the depth and breadth of this concept too deeply. Racial traits and differentiation are the merest tip of this particular iceberg.

Why does this rich milieu, this fecund ground of roleplay fodder and character diversity, languish? (And who left this thesaurus on my desk?)

Continue reading The Gaming Iconoclast: Whither Shortcomings?

Metaplace stress-test and community spotlight

Filed under: Betas, Events, in-game, Game mechanics, New titles, MetaPlace, Free-to-play, Browser, Casual, Virtual worlds

Should social chat spaces ever be stressful? The developers of Metaplace want to find out. Next Wednesday, April 30, at 5PM US Pacific Time, Areae will stress test their social chat space. They hope to get feedback on loading times, performance, and avatar creation.

Once you have made your avatar, that newly-minted persona should follow you into the social world. They'll have forums set up to discuss the test afterward. Just surf to the Metaplace home page next week to take part.

TreasureMaze is a Metaplace-based game so innovative that Areae offered the developer a job. Developer "Arcturus" (not his or her real name), a musician and programmer, had in mind a multi-player RPG in the Legend of Zelda mode.

It took "Arcturus" only a couple of hours to put together the basics of the game, which says a lot about the sort of toolkit Metaplace provides game developers. The balance of time since then was spent scripting encounters, writing dialog for NPCs and adding extra scenery. "Arcturus" used Metaplace's art import tools to easily make use of Danc's Planet Cute game prototyping tiles. Making it simple to bring the work of developers and artists together may turn out to be Metaplace's greatest strength.

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