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roleplaying posts

The Tattered Notebook: Roleplaying advice for veterans and newbies alike

Filed under: Fantasy, EverQuest II, Culture, Guides, Roleplaying, The Tattered Notebook

Hello there adventurers! Seccia has taken the week off to go visit the remainder of her family in Neriak so I'm stepping in to help out with her column!

This week in The Tattered Notebook, I thought it would be a good time to talk about roleplaying a character. Roleplaying isn't just jumping into a game world and talking in a funny accent. It's also not just making up a character and spamming a scene with emotes.

Good roleplaying skills take both time and practice to learn. And while I can't teach you everything in the space of a single column, I can give roleplayers, both veterans of the craft and newbies, a few tips to polish up your roleplaying skills and enhance the power of a scene.

Choose my Adventure: Casta Gaunt must die

Filed under: Sci-fi, Fallen Earth, Lore, Hands-on, Roleplaying, Choose my Adventure

Things are moving along quite smoothly in our Fallen Earth Choose my Adventure group lately, and this week we conquered one of the greatest facilities in Sector 1: Kingman Prison. As voted upon last week, you sent us in there and we didn't disappoint.

Follow along after the jump for more info on the prison, this week's polls to vote where we will go next, and the continuing in-character saga of Mr. Gator Boudreaux.

The Daily Grind: Have a favorite roleplaying moment?

Filed under: Culture, Opinion, The Daily Grind, Roleplaying

Recently on the Grind, we asked about your favorite in-game moments. Some of you gave us some really awesome moments, others laughed it off, and others gave us... well... moments. Yes... we'll just refer to them as moments...

Anyway, bad eye-gouging memories aside and on to the topic at hand, today we have another question along those lines for all of you roleplayers out there: What's your favorite roleplaying moment? Many RPers seem to have that one story-arc or character, or great scene that sticks in their minds. It's a story that comes out when you ask what's your favorite moment in a game.

Today, we want to hear more of those moments, but specifically of the RP variety. Toss them out into the comment box below, as we can't wait to read them!

The Mog Log: Community guide to Final Fantasy XI and XIV

Filed under: Fantasy, Final Fantasy XI, Opinion, Final Fantasy XIV, The Mog Log

The great thing about being a fan of Final Fantasy XI is that you're not lacking in any sort of resources online. After such a long lifespan, pages have been created to suit almost any need the community might have. And for a game whose mechanics can be obtuse at times, that's a good thing.

But we're getting ahead of ourselves, aren't we? The Mog Log is Massively's new weekly column focusing on all things both Final Fantasy and online, meaning both Final Fantasy XI and Final Fantasy XIV. For our first installment, we're taking a look at the multitude of fan pages, guides, and other resources for players. Needless to say there are a few more options for the former game than the latter (due to only one of them actually being released yet), but there's already a community building in anticipation of Eorzea's adventures.

Choose my Adventure: Toppling a fortress of junk

Filed under: Sci-fi, Fallen Earth, Culture, Hands-on, Roleplaying, Choose my Adventure

Another week, another adventure chosen. This week's Choose my Adventure group in Fallen Earth turned out to be a blast as more of you showed up to help crush the Junk Fortress just outside of Embry Crossroads.

As we begin to level our characters into the double digits, we start setting out sights on the middle of Sector 1 in cities like Kingman, Oilville and Linewood Facility. But how did we do in Embry Crossroads this week? Keep reading below for the complete story.

Avatars blue, Second Life concurrency and transactions rise

Filed under: Business models, Economy, News items, Second Life, Roleplaying, Virtual worlds


The Second Life user-concurrency and user-to-user transaction figures took a bit of an unexpected jump this week, rising sharply after a year of relatively little motion. Through 2009, user-concurrency has been on a slight, though not terribly significant decline, while user-to-user transactions remained flat and rather unexciting.

The sudden rise coincided with an advertising campaign by Linden Lab, where James Cameron's Avatar and Second Life were rather strongly linked in a series of banner advertisements run on YouTube and as a part of Linden Lab's affiliate program.

Choose my Adventure: Just like a Rolling Clone

Filed under: Sci-fi, Fallen Earth, Culture, Opinion, 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 our two months is up, we'll do it all over again in a new game!

Our first real week getting our hands dirty in Fallen Earth turned out to be a lot of fun. Despite the fact that I play this game quite often anyway, I'm always learning new things in it, especially considering the fact that there are so many different starting cities, depending on your playstyle preference. My first time in Terance was almost like playing a new game, which certainly makes my addiction to "alting" more fun.

Follow along after the jump for my new Fallen Earth character's in-character journal and more of my thoughts on the game.

Roleplaying and the lack of it in MMOs

Filed under: Culture, Game mechanics, Opinion, Roleplaying

We refer to our genre as MMOs in shorthand, frequently, as an abbreviation of MMORPG. Of course, there are entries that don't fit the mold -- Planetside makes no pretense of being an RPG, for instance, while Second Life is really a virtual environment rather than a game per se. But the roots of the term do define what most MMOs are fundamentally aiming at: being an RPG with a massive component of players. Which is ironic, because as We Fly Spitfires points out, they're not really RPGs at all. They feature the stats and the leveling, but nothing of the larger sense of place and story that the genre hails as its strengths.

Compared to games such as Dragon Age: Origins or Oblivion, it's clear that for all the strength of options we might have in some MMOs, we lack any sense of real character specialization or unique progression. Part of the concern, of course, is content -- you don't want to necessarily force any player who didn't happen to make the right choices in a dialogue tree to miss out on a major endgame event. The ubiquity of communication also helps herd players toward a specific set of specializations or ability tree, with little to no deviation encouraged.

But there's more that can be done, and games such as Star Wars: The Old Republic seem to have a greater intent to focus on individual story and progression. Even if you don't necessarily like the impromptu acting which is usually associated with roleplaying in the genre, it's hard to deny that a greater sense of individual choice and uniqueness would be intoxicating.

Anti-Aliased: Rogue rage

Filed under: Game mechanics, MMO industry, PvE, Opinion, Roleplaying, Anti-Aliased

There's always a rogue. Doesn't matter what setting you're really dealing with either. Medieval times? Rogues. Renaissance? Professional rogues. Great Depression? Organized crime. Modern day? Thieves. Sci-fi? Assassins. It's the one job that follows you no matter where you go.

Yet, I don't think we utilize our fine shadowy friends well. No, let me say it even stronger, we've sidestepped our shadowsteppers. Rogues use to be more than backstabbers and cutpurses, but since the traditional MMORPG model has taken over, our rogues have taken steps backwards.

No guys, this isn't just some rant thread about how the rogue classes needs uber l33t buffs. This is about how the class plays at its very core across all games. This is about taking advantage of a class's passive abilities and how just a few new tricks of the trade can aid social gameplay for everyone.

Ryzom launches 1.7 patch

Filed under: Fantasy, Sci-fi, Patches, Ryzom, News items


Ryzom might be a five-year-old game, but despite the few hiccups it went through, it remains an attractive and diverse game with a number of features still not widely found in the genre. Having celebrated its anniversary earlier this year, the game continues to roll along at a steady clip, exemplified by the newly-released patch 1.7. The patch's title, The Kitin's Lair, alludes to one of its central elements: a new zone, the first part of the aforementioned lair. Kitins are one of the game's central adversaries, and so the patch's warning to avoid entering the lair alone is no doubt well-advised.

That's hardly the only feature in the latest patch, however -- the game has also added an overhauled mail system, in-game forums for roleplaying and guilds, and the ability to enter viewable character biographies built in to the game's engine. The game has also adjusted the level display system, now using numbers to indicate the target's level only when it is close to that of the player. The addition of official Windows 7 support makes Ryzom more accessible, so the game's players would do well to take note of what the patch brings, and those of you who've never heard of the game may want to give it a fresh look.

The roles we play

Filed under: Fantasy, Classes, Culture, Game mechanics, Lore, MMO industry, Quests, PvE, Opinion, Roleplaying

To some people, the term "role-playing" conjures up images of guys with tinfoil swords and shields shouting "Lighting bolt!". Role-playing in MMOs gets a similarly polarised reception, suggesting scenes of people playing pretend and speaking to each other in Shakespearean tone. To those of us that grew up with pen-and-paper role-playing games and single-player RPGs, it might mean the opportunity to play fantastic characters like wizards and rogues. At its core, however, role-playing is something far more subtle and fundamental than we sometimes give it credit for and it underpins the entire MMO genre. In playing an MMO, we are inherently playing roles that the game's developers have created for us. But do most MMO developers really know how to create engaging gameplay for us or are they failing to immerse us in their own chosen roles?

In this probative opinion piece, I delve into the roles we play in MMOs and the things developers often do wrong when designing an immersive game experience.

The Daily Grind: What game has generated the strongest feelings for you?

Filed under: Culture, Reviews, Opinion, The Daily Grind, Roleplaying, Academic

There are some games that you just sort of play. You pick them up, you enjoy them, and then you walk away without any real feelings about them one way or the other. And then there are the games that you launch into a screaming two-hour argument with one of your closest friends about on your birthday, because they happened to say that they didn't like it. Or maybe you finished an intense, epic play session on the game, working your way through an emotional questline and roleplaying all the way, and you find out afterwards that you need to lie down for a little while. Or maybe they're just the games that inspire you to post long forum diatribes wherever you can about why this is the greatest game in history.

Whether it be in the game or out of it, what games have generated the strongest feelings in you? Whether it's an intense emotional reaction to a character's death that you would nominate as an exhibit in the ongoing "are games art" debate, or just some impassioned soapboxing off-the-cuff, we're sure you have some moments and games that just resonate with you. Tell us about them. We're all ears.

New Final Fantasy XI wedding service is live

Filed under: Fantasy, Final Fantasy XI, Culture, Events, in-game, Roleplaying

It was announced some time ago that Square-Enix would make it easier for Final Fantasy XI players to get married in-game, with the vague insinuation that the feature would go live at around the same time as the version update. Sure enough, the new wedding system is now in place, and it makes the entire procedure so much easier that it's almost trivial. After all, you already get to avoid meddling in-laws, reams and reams of wedding invitations, and the joy of finding a caterer who won't server your guests microwaved dog food.

The official page offers all the details you could want on the wedding system, including the procedure for crafting all of the wedding items if you prefer that option to purchasing them. It also offers traditional Vana'diel wedding vows, a nice touch for a roleplaying event, especially one supported by the game's official systems. So go ahead and tie the knot in Final Fantasy XI, free and without the bulky and restrictive system of the past. No rumors yet of a messy and acrimonious divorce system being added into the game, but now that marriage is simpler, perhaps it's in the cards.

Final Fantasy XI expands wedding services

Filed under: Fantasy, Final Fantasy XI, Culture, Events, in-game, Roleplaying

Weddings in MMOs are sort of an odd beast at best, but the setting and atmosphere found in Final Fantasy XI suited the feature even way back when it was first introduced. Unfortunately, actually going through the process in-game has always been something of a hassle, what with the additional fees, the scheduling problems, a convoluted registration feature and so forth. Considering your only reward was usually an in-game wedding ring, it didn't light many people on fire. However, even though the game is entering its twilight years (or possibly because of that), Square-Enix is rolling out a new and more straightforward system to make marriage less of an issue -- in-game, at least.

Rather than having an ornate application to fill out, the game will be instituting a page in which you can simply schedule a time, date, and place. The nation's wedding masters will be added in as NPCs, allowing you to talk with them at any time to retrieve a certificate as a house furnishing once you've gotten married. In addition to all of this, you'll no longer have to jump through hoops for most of the wedding items (presumably including the game's tuxedo and wedding dress), as they'll be purchasable by anyone who requires them. If you prefer having a more ornate wedding, however, there's an optional Player Event system in place allowing you to expand beyond the confines of the existing system. It's not exactly a Vana'dielian Vegas, but Final Fantasy XI's updates to the system should at least make it a bit easier to tie the knot.

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