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Posts with tag ultima-online

World of Warcraft
Anti-Aliased: Pourin' out one for all my guildies

Filed under: World of Warcraft, Fantasy, Culture, Guilds, Opinion, Anti-Aliased


The Twilight Empire of World of Warcraft's Ravenholdt (PvPRP) server is a very diverse guild. They're active roleplayers, dabbling in raids and gearing for 70, frequently aid their members in running instances, and meet often to both roleplay different storylines and just be together. Their leader, Empress Aerana, has high hopes and aspirations for the guild she's built from the ground up at level 20 and has continued to run until this day; almost a year of keeping the guild active on Ravenholdt.

If you're looking at the above picture, you might recognize the paladin standing in the middle of the photo -- that's me, feeling kinda short at the moment. If it wasn't for Twilight Empire, I wouldn't be standing there in that room. The kindness of Aerana and the other guild members persuaded me to pick up my World of Warcraft disc and get back into the game -- something I've never done before for any other guild. With the frequent events, active membership and relaxed nature of the guild, I've felt right at home since I've jumped back in to the game. If it wasn't for the guild, the game wouldn't be half as fun. That's why this edition of Anti-Aliased is devoted to the concept of guilds and how critical they are to online gaming.

Continue reading Anti-Aliased: Pourin' out one for all my guildies

World of Warcraft
Behind the Curtain: Gone for good?

Filed under: World of Warcraft, Fantasy, Sci-fi, Dungeons and Dragons Online, EverQuest, Game mechanics, Opinion, Star Wars Galaxies, Ultima Online, Behind the Curtain

I've been thinking recently about loss. Having been incredibly lucky with my own brush with the possibility of losing my World of Warcraft characters, I got to thinking. Not only about what I would have done if things hadn't worked out for me, but about how loss works in MMOs today.

Last week, Gabriel wrote a fantastic column about item decay in games past, present and future. I've been playing Diablo 2 again lately, for obvious reasons, and I had found myself thinking on the similarities and differences between the durability system in Diablo and WoW.

I've said before that my MMO career started with Star Wars Galaxies, so I don't have the long-term experience many of the other writers here at Massively do. I've never had to worry about making corpse runs in Everquest, or had to concern myself with losing my items in Ultima Online. While Galaxies did have item decay, it wasn't set to a punishing degree – items did wear out eventually, but at a reasonable rate. When an item eventually gave out, you crafted yourself a replacement, or you picked one up from another player. By doing so, you knew you were contributing to the economy, so if you tried hard you could convince yourself that you were actually helping the game.

Continue reading Behind the Curtain: Gone for good?

World of WarcraftWorld of Warcraft
Player Consequences: Item Decay, No Way

Filed under: World of Warcraft, EVE Online, EverQuest, Economy, Game mechanics, PvP, Warhammer Online, Opinion, Player Consequences

With the recent announcement of Diablo 3 I felt it might be a good idea to actually look into the series. I don't know how I missed one of the most popular LAN games of all time, but it somehow happened. Since I like starting at the beginning, I tried out the first Diablo last week and imagine my surprise when I started to get flashes of déjà vu. I had heard about how much Blizzard borrowed from the Diablo series to make World of Warcraft, but I didn't know the extent of it. The item durability system in the two games is almost exactly the same. Just like in World of Warcraft I quickly figured out that only the blacksmith in town could repair my broken items. Thinking I had the basics figured out I headed off into the dungeon and start my personal re-enactment of Army of Darkness sans chainsaw. As I took damage, it was nice to see the familiar yellow armor icon pop up on my main screen telling me I still had durability left.

I continued to hack and slash the isometric sprites until I noticed they were starting hit a lot harder. Thinking it was time to repair I checked my inventory and was greeted with the sight of a naked me! Unlike its MMO cousin, the first Diablo actually destroyed armor when its durability reached zero. I felt somewhat sheepish about it, but then I had a funny thought. Could you imagine if World of Warcraft followed the same design? Raiding would take a lot longer as people constantly left to repair after every two or three deaths. Tanks would be even rarer since they would have a much higher chance of losing items. The problems with that scenario quickly mount up and it's easy to see why Blizzard changed the durability system slightly when putting it into MMO form. That's not to say you will never find item decay in a MMO, especially if you explore some of the less mainstream games.

Continue reading Player Consequences: Item Decay, No Way

The Digital Continuum: Player abuse, redemption and revolution

Filed under: Game mechanics, Opinion, The Digital Continuum

Lets go back about ten years or so to the original EverQuest. Now it isn't my intention to pick on any one game, I just happen to be more familiar with it than Ultima Online or Meridian 59. For the sake of immersion let me assume the role of a 1999 copy of EverQuest that you happen to be playing on your gaming machine back in the last year of the last century.

You just died in EverQuest. How dare you die! Since you had the nerve to be defeated in combat, you'll now be required to run from your binding point -- which could potentially be very far away -- to your dead body, which contains all of your equipment and bags that just happen to hold all of your inventory. If you fail to do this, then you lose all of these items. Oh but you've already lost some experience and possibly de-leveled if you happened to have recently leveled up.

Hey! Why are you logging out? So what if you think you'd rather play Half-Life right now, this is the game you're paying for monthly. Don't you think you'd better get the most out of it? Hah! See? I knew you were only bluffing. All right, now get to running, noob.

Continue reading The Digital Continuum: Player abuse, redemption and revolution

World of WarcraftWorld of Warcraft
Making/Money: The Origin of the Specie

Filed under: World of Warcraft, Age of Conan, EVE Online, Crafting, Ultima Online, Making/Money

Specie (n) - any type of coined money, usually of metal. Also used to describe commodity metals.

The crafting systems of MMOs have taken their queues from many different sources to find minerals for mining professions. The usual, generally lower-level, metals such as copper, tin, or iron, are seemingly universal. But as you level you may run across some rather odd materials that are difficult or impossible to find in real life.

Today we will be looking at where the metals seen in games came from. Common or rare. Real or created for the sole purpose of sounding like it could be, these are the metals of our games.

Continue reading Making/Money: The Origin of the Specie

Koster: MMOs removed more features from MUDs than they added

Filed under: Game mechanics, MMO industry, News items, Opinion

Areae president, MetaPlace developer, and all-around-MMO-authority Raph Koster wrote up a blog post about the influence of MUDs on today's graphical MMOs. The post is part of the broader, cross-blog discussion that began with our interview with Richard Bartle last week. You can read Koster's post in that context if you really want to, but it's interesting on its own.

He started out by saying which MUDs influenced the developers of which early MMOs. For example, LP MUDs had an impact on Ultima Online. Then he named a handful of the best innovations of the modern MMO -- "advanced raiding," instances, improvements to combat via spaciality, etc. After saying all those positive things though, he dropped a bit of a bomb, saying that despite all that, "MMOs have removed more features from MUD gameplay than they have added, when you look at the games in aggregate."

Oh noes! Are the Warhammer Online fans fuming yet? Well, they shouldn't be. "Failure to evolve more radically isn't a flaw," said Koster. He finished up by positing that all the current MMOs "are already Old Guard," and that "the mudder crew is already the Older Guard. So in a sense this is kind of like an argument between art rockers and disco musicians."

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.

Player Consequences: PvP Consequences in Age of Conan

Filed under: Age of Conan, Game mechanics, PvP, Player Consequences

Player versus Player combat is always a tricky subject in the realm of MMO design. It has been with us since some of the earliest games in the genre and has had a huge influence on many players. Indeed the demand for PvP game play is now so high, that most developers believe they have to include some form of it or risk losing players. It is easy to see why the developers for Age of Conan chose to have so many different types of PvP in their game. Unfortunately, just rubber-stamping PvP into a game can be bad idea especially, if you do not evaluate its overall impact on your player base.

Age of Conan uses a factionless system which makes it very vulnerable to negative forms of PvP like ganking and rez point camping. Some people think that's all there is to PvP in a MMO but there is much more behind the story. Many gamers prefer matching wits against real opponents instead of predictable AI enemies. If you go by the Bartle test then these players can be classified as "killers" though the term has a lot of negative connotations. Not everyone who is a PvP enthusiast is also a griefer out to ruin everyone's fun. This is why Funcom is trying to design a system that allows for player competition, but prevents an overabundance of asshattery.

Continue reading Player Consequences: PvP Consequences in Age of Conan

A fond look back at Ultima Online

Filed under: Fantasy, Ultima Online, Virtual worlds

It was an age where there were no rules. You could kill who you wanted, sail where you wanted, build where you wanted. In all the realm, there was nobody with your unique mix of talents. It was the age of Ultima Online, and there has never been another like it before or since. Although not the first MMO, its popularity created a market later joined by EverQuest, World of Warcraft, and many, many more. Razakius of Razakius.com spent a lot of time in Brittania, and takes a long look back at Ultima Online and what made it a game where stories were told and legends began that are remembered with fondness a decade later.

Should EA Mythic offer an all-in-one pass for its games?

Filed under: Fantasy, Dark Age of Camelot, Business models, Warhammer Online, Ultima Online

The Green Skin has up a post wondering about the future of EA Mythic as an MMO service provider. At this point, the EA subsidiary is now responsible for three separate virtual worlds: Ultima Online, Dark Age of Camelot, and the in-development Warhammer Online. Snafzg ponders the great cross-promotion that Sony Online Entertainment gets from its Station Access program, considering whether the same sort of offering would be worthwhile for Mythic's games.

Certainly, other multi-MMO publishers have considered similar services. NCsoft has made no secret of their intention to eventually offer a pass of some sort for their games. Turbine, likewise, has previously indicated they aren't opposed to the idea. With EA also sponsoring the development of BioWare's as-yet-unnamed title, the possibility exists that Mythic's games could exist on the same subscription as the RPG legends' offering.

If EA offered a 'golden ticket' for all of its MMOs, would you subscribe?

World of Warcraft
Behind the scenes at Sony's network operations center

Filed under: Real life, EverQuest II, Game mechanics, MMO industry, Server downtime

If keeping just one computer running and up-to-date is a hassle, imagine keeping six to seven thousand of them going, 24/7, with any unexpected downtime sure to draw the anger of extremely vocal gamers. That's the challenge faced every day by SOE's Director of Technology Operations, Mark Rizzo. Rizzo cut his teeth running the back-end for MMO legend Ultima Online. Back then, he and his team were building things by hand and learning as they went. Now, things are a lot more complicated. With eight games already and more coming online all the time, handling all the users and simultaneous transactions is more like working in the data center for a stock exchange rather than your typical web-hosting service.

Says Rizzo, "We did an April Fools' prank in one of the games and we had to have some server code updated to pull the prank off. Change management allowed us to know who approved it, and know where it's from, and where it's going." It's said that if you like sausage or law, you should never see it being made. This peek behind the curtain at the code and hardware that keeps swords flashing and spells weaving just deepens our appreciation of this difficult task.

[Via Slashdot]

Player vs. Everything: Game-hopping like a madman

Filed under: Fantasy, Opinion, Hands-on, MUDs, Player vs. Everything

Chances are good that if you read Massively, you either currently play or have played multiple MMOGs in your life. Whatever your reasons are, you're one of those players for whom "MMO" is a genre instead of a game. Not all players are like this. A lot of players get their start somewhere and then stick to that game for years, denouncing all other games as being incapable of being better than their chosen virtual playground. I used to be like that with EverQuest (can you tell?). For four years I played it pretty much exclusively, not even trying other games. But eventually, I got bored.

Thus started my lengthy and storied history of game-hopping. Traveling from world to world like some sort of virtual nomad, fueled by my love of the online massively multiplayer game, I sampled much of what the genre had to offer. While I eventually found a new home and anchor in World of Warcraft, it only served as a nice place to return to every few months. I still ventured out into each new and exciting world that various companies served up to me. They all had things I liked and didn't like about them, and I honestly have yet to play a game that I couldn't find something good to say about. Every online game has its own cool quirks that are pretty neat from a design standpoint. This is why it's tough to identify an objectively "best" game -- they're all so different! I thought today I'd talk a little bit about what I've played over the years and how I ended up with the many and varied opinions on the MMOG genre that I have.

Continue reading Player vs. Everything: Game-hopping like a madman

World of Warcraft
Behind the Curtain: Hard at Work?

Filed under: World of Warcraft, Fantasy, EverQuest, Game mechanics, Opinion, Ultima Online, Behind the Curtain

Having been trapped in the Hell that we call flood recovery SLASH redecorating over here in noble Caledonia, I have had precious little time to play anything this past week other than 'World of Pry the cat free from the slowly drying gloss paint Craft', so forgive me is this week's column is a little unfocused.

Still, as I was slopping on the third coat of paint on one particularly irritating wall, something MMO-related managed to penetrate the paint fume-induced fog in my brain, and I began to wonder about how the ease and difficulty of accomplishing certain tasks in MMOS – how hard are they really, and should they be easier of harder than they are?

Continue reading Behind the Curtain: Hard at Work?

Anti-Aliased: How to pick the MMO for you

Filed under: Culture, Opinion, Massively meta, Humor, Anti-Aliased


Let's be honest for a moment - there are a ton of MMOs out there. We have everything from fantasy, to dystopian future, to fantasy, to horror, to fantasy, to pirates, to fantasy, to sci-fi, and even all the way down to fantasy. While this is great for people who love choice, this is a complete nightmare (or should I say Bloodymare, ha ha, gaming puns) for anyone who's new to the genre or wants to start off with a fresh game that's different from what they're playing.

How do you separate the good from the bad? How do you know if you'll stick to a game? You don't want to gamble with an expensive game only to find out that you totally hate it and wish it would burn in the deepest depths of hell. (I'm looking at you, Risk Your Life.) So, do you rely on what your friends tell you or what reviewers tell you?

In my opinion, no one knows you except you. So when you sit down and want to pick the right game the first time, here's a few pointers and suggestions to get you started.

Continue reading Anti-Aliased: How to pick the MMO for you

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

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