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Posts with tag role-playing

World of Warcraft
Behind the Curtain: Blurring the lines

Filed under: World of Warcraft, Fantasy, Culture, Warhammer Online, Opinion, Behind the Curtain, Roleplaying

I find it strange that sometimes the world created for our MMOs isn't always well served by the game itself. World building is obviously a vitally important part of designing an MMO, but what if the world created for a particular game becomes so enthralling, so exciting, that the structures of the game leave some players feeling constrained? What happens when players have ideas and stories they want their characters to play out, but the game provides no tools or options to do so?

How many times have you wanted to take the story behind your MMO just a little further, to push the envelope and really get into the world you're spending your free time in. Have you ever finished a quest chain and thought, "What happens next?" Have you ever wondered what Stormwind would look like if Onyxia's disguise stayed uncovered? Have you enjoyed an MMO enough, or more specifically, enjoyed the world enough, to actually step away from it and create your own adventures in it, outside of the game?

Continue reading Behind the Curtain: Blurring the lines

The Daily Grind: Dungeons and Dragons Fourth Edition?

Filed under: Fantasy, Opinion, The Daily Grind

Today's the day, long anticipated by tabletop gamers of the d20 variety; Dungeons and Dragons Fourth Edition releases today, coming to a Friendly Local Gaming Store near you. If you aren't familiar with the new edition of the game, Eurogamer has a great rundown on the system's ins and outs. For a more hands-on technical approach, you can't beat the official Wizards of the Coast site and their lengthy series of preview articles. You might have also noticed Penny Arcade's recent discussion of 4E. Though it requires a site login to reach, their hands-on playtime with PvP's Scott Kurtz is hilariously listenable.

We ask, because we have to imagine some of you MMO fans out there also have occasion to 'roll the bones'. These games are ultimately all built on the foundation that the late, great Gary Gygax built, right? So, how about it: are you jumping to the newest edition?

Player vs. Everything: Pointless mini-zones

Filed under: Culture, Game mechanics, Opinion, Academic, Player vs. Everything

How pointless are so-called "pointless mini-zones," really? Michael did a post the other day which examined the history of a zone in EverQuest called Surefall Glade. Hitting his links gave me a nice little walk down memory lane -- I have fond memories of Surefall, being an old-school EQ 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.

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 Moonglade in World of Warcraft, 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, is 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?

Continue reading Player vs. Everything: Pointless mini-zones

Anti-Aliased: I wear funny hats and I'm proud of it

Filed under: Culture, Opinion, Roleplaying, Anti-Aliased


Since when did role-playing become a dirty word? Apparently even mentioning the initials of the dreaded "RP" is enough to make people want to prove John Gabriel's Greater Internet Dickwad Theory as loudly as possible. Players go out of their way to make others feel uncomfortable and to ruin any sort of fun some people may have. Is it because it's the internet? Or have we forgotten the history of the role-playing game?

Because I can't exactly spend a whole column talking about the horrors of the internet (NSFW) I'm going to be focusing on the place of role-playing and how it got interjected into these online games of ours.

Continue reading Anti-Aliased: I wear funny hats and I'm proud of it

Player vs. Everything: Maxed out and bored

Filed under: Economy, Endgame, Tips and tricks, Roleplaying, Player vs. Everything


Congratulations! You've hit level 70 (or whatever max level is in your favorite game), and you're officially a badass. For many players, this is a goal they've been striving towards for months -- even years in some cases. The feeling of having that first max level character is immensely invigorating. It's like putting the finishing touches on a long-term project or getting to the last page of a monstrous novel. What an accomplishment! However, after basking in the glow of your newly maxed out character for a few days, you quickly realize you have a small problem: What do you do with yourself now?

The answer to that question is going to depend heavily on what game you play. For most people, it's going to be PvP, raiding, or a nice mix of both. You'll probably continue collecting gear for your character or working on your skills. Depending on the game, you might be able to work on some sort of alternate advancement or achievement system for your character -- maybe even hunt down some unique titles. All of this is pretty standard fare for endgame content. Sooner or later, you'll probably get a little bored of it. Don't fret, though! There's a whole host of other interesting things you can do to keep yourself entertained at maximum level that go beyond the planned content. Read on for a few suggestions.

Continue reading Player vs. Everything: Maxed out and bored

Dragonrealms revisited

Filed under: Reviews, MUDs

DragonrealmsJust over two weeks ago I wrote my first impressions of Dragonrealms, a text-based MUD that was recommended to me. Here I am, knowing a bit more about the game, and more importantly still engaged, still having fun, plotting my next steps, and interacting with a range of characters on a regular basis. Following on from the comments to that post I plan to dip into Gemstone soon as well.

Dragonrealms has a lot of subtle design features under the hood, many of which I am still getting to grips with to be honest. However, a few things have emerged quite clearly since my first post: things that make the game quirky, interesting and good in my eyes - your mileage may vary.

Continue reading Dragonrealms revisited

Space for a new style of MMO?

Filed under: Game mechanics, Opinion, Roleplaying

My uncle's dead 'ardAs you may know if you've read my earlier posts, I'm basically a Second Lifer, but in the interests of research and writing for Massively, I've tried Runescape, Dofus, Oberin, Vendetta Online and World of Warcraft. You may also have noticed a number of first impressions posts but relatively little follow up.

This isn't entirely an accident. All of the games have failed to attract and keep my attention. Second Life has not. Come the end of my free month, I'm not 99% certain I won't be subscribing to World of Warcraft because it's doing the same things as the other games.

Continue reading Space for a new style of MMO?

World of Warcraft
Ten Ton Hammer's guide to EQ2's pantheon of deities

Filed under: Fantasy, EverQuest II, Expansions, Lore, PvE, Roleplaying

Both EverQuest and EverQuest II let players choose deities for their characters. This feature's primary purpose in the first EverQuest was facilitation of role-playing, but in EQ2 a player's choice of deity (a feature added in the Echoes of Faydwer expansion) has gameplay implications as well. It's a really cool idea which was born in the old text MUD days but which finds only rare application in modern games.

For those who play EQ2 and want to explore Norrath's vast pantheon of deities, Ten Ton Hammer has a terrific guide. It lists all the deities with descriptions and lists of their alignments, the quests you can do in their names, and the miracles they'll grant you.

Walk with Mithaniel Marr, my friend.

World of Warcraft
PvP FTW

Filed under: Guild Wars, PvP

Do you prefer the blood-lust of PvP to the bloody boring banality of PvE missions? Do you live for the bloodletting, the torment, the outrage of the poor fool who tried to walk in front of you while you were sharpening your dagger or honing your casting skills? Do you like the thought of playing forever, with no subscription fee required? Do you want to avoid all the banality of role-playing and focusing on what your teammates want at the expense of your own needs? If so, you're in luck.

Guild Wars, one of the best-known games NCsoft has produced, has catered to your wishes with the Guild Wars PVP Access Kit. If you don't have Guild Wars, and you're interested in the PvP aspect of the game instead of the role-playing elements, then this is the kit for you. It allows you to install Guild Wars with only the PvP elements active, allowing you to move foward with shanking friends and enemies alike. At under twenty dollars (plus tax, of course), it's a pay-once model, with lifetime gameplay and service updates at no charge. So buck up, little camper: you don't need to worry anymore about whether or not your guild is going to be impressed by your ability to mine for fish: all you have to worry about is whether or not you've ganked enough n00bs to ensure your place on the boards.

World of WarcraftWorld of Warcraft
Is Second Life one of the few, true MMORPGs?

Filed under: Opinion, Second Life, Roleplaying



Before the flame war starts (I realize it's inevitable on this one), let me clarify what I mean by "true roleplaying": the game engine and "rules" place have as few restrictions as possible;. While most of the MMOs we play are allegedly roleplaying games, most of them define your role. A great roleplaying game lets you create your own role for yourself and act it out, similar to a character at an improv theatre. "Roleplaying" in most RPGs is sorta like being in Hamlet; you can put your own spin on it, but you're forced to working within the director's vision. Rosencrantz and Guildenstern? Great roles stuck in Hamlet.

Games like WoW can be considered "roleplaying," sure. WoW lets you become that burly dwarf that does a mean Gimli impression by gruffly saying, 'Where's the brew, mate?". But you're constrained by game limitations and people's expectations. For instance, if you wanted to role-play a "big bad dwarf that's a coward and wants to hide behind the priest's robes" well, that'd get old after the first instance and most likely ensure you aren't invited again. Yes, I know there's people like Naked Troll guy , but let's be fair, he's an exception in a game that derides people for not having the optimal spec on raids.

Continue reading Is Second Life one of the few, true MMORPGs?

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