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Posts with tag rpg

World of WarcraftWorld of Warcraft
The Daily Grind: What do you think of table-top games?

Filed under: World of Warcraft, EverQuest, EverQuest II, Culture, Warhammer Online, Opinion, The Daily Grind, Trading card games

There exists a very close relationship between MMOs and table-top games.

Yesterday saw the launch of Ethernauts, the fifth expansion to EverQuest-related collectible trading card game Legends of Norrath. LoN is digital, but gameplay-wise, it's totally a table-top game. World of Warcraft has an entirely material trading card game. Warhammer Online is of course based on the Warhammer miniatures game, and WoW is getting a miniatures game of its own. And of course, the RPG genre originated on the table-top with Dungeons & Dragons.

We're wondering: how much crossover is there between digital and table-top games? How many of our readers play them? Tell us! What do you think of table-top games?

World of Warcraft
EVE Online: the board game?!

Filed under: Sci-fi, EVE Online, Opinion

EVE Online's 'Walking in Stations' expansion isn't the only new way fans will be playing the sci-fi title this winter. CCP Games will also be releasing a 'big box' board game called "EVE: Conquests," suitable for two to four players, which will come with a large fold-out board and cards. However, this game won't come cheap; EVE: Conquests will be priced at a steep $75, putting the game -- and its presumably ornate playing pieces -- out of the reach of most casual players. Pop culture-focused site ICv2 got the scoop on this latest game offering and spoke briefly with CCP's Peter Thorarinsson:

"It's got a Euro-style mechanic to it," Thorarinsson said. "It's very easy to learn, but has a very deep game play and a lot of strategy to it." Thorarinsson indicated that no knowledge of the Eve universe would be necessary to play the game, and that although Eve Online players would be a natural audience for it, some gamers would undoubtedly be introduced to the Eve universe for the first time by the board game.

In addition to his work on EVE: Conquests, Thorarinsson has been involved with creating the card game "EVE: The Second Genesis." While we're fans of all types of games at Massively, the price that's quoted at ICv2 seems mighty high. For you EVE enthusiasts out there, would you spring for EVE: Conquests to play when you're offline, or is this price tag out of step with your expectations?

[Via EVE Stratics]

Square Enix wraps up Concerto Gate's US closed beta

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

Concerto Gate is being developed by Ponsibic and Square Enix. The Concerto Gate trailer debuted last month which showed no in-game footage and was somewhat unusual. The game will be a sequel and is a successor to Crossgate, which has had a run of seven years in various regions in East Asia but unfortunately shutdown in Japan late 2007. The embedded video above displays actual combat gameplay from the beta. The battle system is similar to other JRPG attack time battle systems that feature random battles.

An even more interesting concept in Concerto Gate is the 'terra-generating' system. Depending on certain player actions the world landscape will morph and deform. This includes the ramifications from activities like mining and deforestation. If the world is non-instanced and persistent such dynamisms would bring a world uniqueness not experienced in many other MMOs. OnNet USA will be publishing the title in the States, and the beta wraps up tomorrow. Concerto Gate will be free-to-play title and sustain development costs off an alternative business model. The open beta date still has not been announced yet.

Dungeons & Desktops: The history of RPGs

Filed under: Fantasy, MMO industry, Reviews, Opinion

In a recent article at Crispy Gamer, the topic is Matt Barton's book Dungeon & Desktops: The History of Computer Role-Playing Games. Crispy Gamer's prognosis for this book is not good, and it's their opinion that it is "a victim of poor editing, poor organization, and a frustrating inconsistency, as the book veers from true history to trite encyclopedia, as if Barton isn't quite sure what kind of book he is writing." According to this review, the MMO chapter is also lacking greatly, with Ultima Online and EverQuest not getting enough time in the spotlight.

This might sound harsh, but they go on to talk about the good parts of the book eventually. The review acknowledges the fact that there was a real need for an offline encyclopedia for role-playing games, and this book delivers in that regard. After all of this, it seems to us that a book focused entirely on the history of the MMOG is what we need, instead of the topic cohabitating in a chapter here and there across general gaming books.

TurpsterVision: An MM-No?

Filed under: Video, Reviews, Opinion, Exteel, Free-to-play, TurpsterVision

Rock 'em Sock 'em Vision!
Every Tuesday think "T" for Turpster and take the "a" in "day", capitalise it, remove the little bit in the middle, turn it upside down and you get a "V". Put the two together and you'll have TV for TurpsterVision -- the best Internet video podcast on Massively! (Never mind that business about it being the only video podcast on Massively...)

I've made my name here at Massively reviewing MMOs; it's what I do. This week brought to my attention that not all the games here at Massively are as massive as you might believe – no I haven't gone and reviewed a game where you play as a tiny ant fighting other tiny ants...on a grain of sand. Though I must admit that it sounds like a totally awesome idea! It would rock, so consider it copyrighted. Instead, using my patented Random Augmented Nuclear Dart Yaw machine, or the R.A.N.D.Y Machine for short, I have managed to select a game that I don't think quite belongs here.

Continue reading TurpsterVision: An MM-No?

Player vs. Everything: Could a turn-based MMOG really work?

Filed under: Game mechanics, MMO industry, Opinion, Player vs. Everything

Have you ever noticed how the combat formula for mainstream MMOGs has managed to remain surprisingly stable over the years? There may have been a few small advances: more skills to use (World of Warcraft), counters (Vanguard), twitchier gameplay (Age of Conan), and destructible environments (City of Villains), for example. But even in the games that make use of those newer concepts, the basic formula of the gameplay hasn't changed a whole lot since the days of EverQuest. We run up to the monster we want to kill, pop auto-attack, and start using whatever skills we have to take it down.

It has worked out just fine in most games (I'm obviously a fan of the system), but it's also pretty simplistic, to be honest. Combat tends to occur without a lot of strategy or feedback -- it's usually too fast for a lot of complexity. Even if you had a bunch of interesting skills, stances, and counters, it would be more annoying than fun because using them in real time would require remembering where they all were on your hot bars and clicking all over the place. Given all this, how could you possibly make combat more interesting without making it less fun? Well, I was reading an article the other day where a developer was defending his use of turn-based combat in a modern game, and started wondering how well it would work in an MMOG. If we slowed things down and made a turn-based MMOG, could we have much more complex and interesting fights? Would you even play a turn-based MMO?

Continue reading Player vs. Everything: Could a turn-based MMOG really work?

The Digital Continuum: Single-player MMO

Filed under: Game mechanics, Opinion, The Digital Continuum


Injecting the single-player special sauce into MMOs is hardly a new idea. In fact Phantasy Star Online has done it more than once in the past. It's also been done in small amount, though. Nobody has taken the chance to go all out and merge the single-player and massively multiplayer styles of gaming together like a tasty digital version of peanut butter and chocolate.

My recent excursion into the Age of Conan closed beta has made me realize that I really enjoy having some singleplayer flavor in my massively multiplayer online games. There is definitely something to be said for a game that can give you the best of both worlds: solo story and grouping experiences.

Continue reading The Digital Continuum: Single-player MMO

No more winter nights for Stormfront Studios

Filed under: Fantasy, MMO industry, News items


Bay Area game developer Stormfront Studios is closing its doors after 20 years of operation.

This is an unfortunate turn of events in the video game industry -- especially the MMO sector -- because in 1991 Stormfront produced the very first graphical online RPG, Neverwinter Nights. The company was helmed by Don Daglow, an esteemed developer who created arguably the first ever computer RPG. That game was called Dungeon, and it operated on the PDP-10 mainframe in the mid-late 1970s.

We're sad to see a studio of such pedigree go. We just waxed nostalgic about Neverwinter Nights on Monday, so we're a bit shocked to see the group behind it bite the dust. NWN was shut down long ago, but its influence -- and therefore, Stormfront's influence -- is undeniable. It was even even honored at the Tech & Engineering Emmy Awards in January. We wish Daglow and the other folks at Stormfront success in whatever lies ahead for each of them.

[Via Joystiq]

Women of the Agency

Filed under: Culture, New titles, The Agency, Opinion, Spy, MMOFPS

MTV Multiplayer's Tracey John sat down with the female members of SOE's The Agency team to talk about not only their upcoming MMO (which looks hot), but what it's like to work in what John calls a "male-dominated field." While it's true that much of the videogame market is still dominated by men, there has been quite a bit of inroads made in terms of female developers in the MMO genre-- DDO's Senior Producer Kate Paiz jumps to mind, but from NCSoft to Bioware to Linden Labs, there is now quite a bit of female representation on MMO and RPG development teams.

Most of the talk centers around "G.I.R.L.," short for "gamers in real life," which is a program set up by Sony to "educate and recruit women in the videogame industry." They do say that they don't feel they've faced many challenges because of their gender, and considering that the gaming audience has changed quite a bit in the past few years, that's not really a surprise. But they have had to make a few woman-specific calls as developers, like making sure a female outfit in The Agency didn't show off a characters' bra line.

Interesting read, if only to see how far women have come into the field of videogame development, and yet how much farther there is to go.

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

The Daily Grind: What tabletop games would make good MMOs?

Filed under: New titles, Opinion, The Daily Grind

One of the tidbits of news that made many of us happy here this week was the claim (and yesterday's follow-up statement) that the MMO underway at Cryptic is most likely a Champions MMO. If the sheer geekgasm that occured amongst many veteran tabletop players is any indication, careful planning and design will likely make this a winning title, drawing quite a bit of player-base to it.

Of course, this got us to thinking about some of the tabletop games we've played, and in turn this brought up a variety of interesting IPs that could be optioned for a MMO. Today we thought we'd ask you -- if given your choice of all the different tabletop RPG systems out there, which do you want to see as an MMO? Are there any particular rulesets that you think would lend themselves more readily to the workings of an MMO? Are there any niche games that the world never picked up, but would be fantastic for an MMO?

In Development: Square-Enix's Concerto Gate

Filed under: At a glance, Fantasy, Game mechanics, New titles, News items, Free-to-play, Roleplaying, Concerto Gate

As seen here, Square-Enix will be releasing a new, free-to-play MMO that's currently running only in Asia, called Concerto Gate. What makes this MMO different are two features. First, something called 'terra-generating', which means that the landscape itself will be deformable by player actions, such as mining and deforestation. It's unknown at this time exactly how that will affect gameplay, but it's interesting, if it's persistent and non-instanced.

Second, Concerto Gate will have random enemy battles, something new to MMOs, where typically you can see your opponents wandering around. This has the potential to radically alter the way you play, as you'll never know what's lurking about until you've already begun fighting. This is something most RPGs feature, where you also have the option to flee the battle. This could be a great way to track honor -- do you stand and fight an overmatched foe, knowing you'll probably die? Or do you run away, a move likely to be interpreted as cowardice?

Finally, an incidental feature: looks like we'll be in the land of the Superdeformed, where character heads are bigger, proportionally, than they ought to be, a Japanese manga staple. I'm looking forward to this, and of course it'll get the First Impressions treatment when it hits. Concerto Gate will release an open beta sometime early this year.

The Digital Continuum: Five potential Star Wars settings

Filed under: New titles, Opinion, The Digital Continuum

This isn't a "Top Five" list, but rather a list of five possible settings for a Star Wars MMO that I've complied for your reading pleasure. With the rumors flying around about a Bioware Star Wars MMO, the topic of just where in the Star Wars timeline the game would even be set appears to be absent from discussion. Everyone is assuming that Bioware would just sit back and do another Knights of the Old Republic game because they've had previous success with that property. However, it is possible that if Bioware is indeed developing a Star Wars MMO they're placing it in an entirely different era altogether. I know that if I'd already made a fabulous game set in KOTOR I would probably want to explore other avenues of interest that have yet to truly be touched on.

Follow the jump for an overview on five of those places.

Continue reading The Digital Continuum: Five potential Star Wars settings

World of Warcraft
Rise of Kunark replaces lore with bore

Filed under: Fantasy, EverQuest II, Lore, Opinion, Roleplaying

If any sect of gamers was ever prone to nostalgia, it's RPG players. If you're ever in a situation where you want to get a nerd talking, just ask him about the most epic D&D campaign he's ever been a party to. It's got a 99.9% success rate, just try it. In the same vein, Clockwork Gamer's Kendricke spins a yarn about his nostalgia for the pure story-driven goodness of his first introduction into the world of high fantasy. Using Rise of Kunark as an example, he explains how the repetitive kill and fetch quests that proliferate in the new EQ2 expansion have neutered whatever sense of time and place the player had.

It's a sentiment that's nothing new, as our own Marc Nottke recently proclaimed the death of roleplaying in MMO. Kendricke's argument is much more focused, however. He say that Rise of Kunark has none of the pan-expansion story arcs that made Planes of Power, Legacy of Ykesha, and even Gates of Discord fun for players. Is it really any surprise then when players blast through all the content in a manner of days? You can't stop and smell the roses if there aren't any flowers on the way.

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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