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Posts with tag world-of-warcraft

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?

Player vs. Everything: Rebuilding EverQuest

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

Ask any MMOG player about EverQuest, and you'll get one of three responses: either they loved it, they hated it, or they didn't play it (and don't want to). Nobody thinks that it was just a mediocre game, and a lot of people look back fondly on their time there, warts and all. There were a lot of warts. When I was chatting with Scott Hartsman at this year's IMGDC, he explained to me that EverQuest was rife with any number of "pain points" which later games were able to identify, fix, and build upon to make their own game better. Taking most of what was good about EverQuest and cutting most of what was bad was one of the things that helped World of Warcraft dethrone the game and take its seat as the number one MMORPG on the market.

However, not everyone agrees with all of the "improvements" that Blizzard made to the genre when they created WoW. The arguments over what should and shouldn't be left out of a great MMORPG continue to this day, and there's no quick and easy guide to what's MMOG gold. Plenty of companies are learning the hard way that cloning World of Warcraft isn't a winning strategy. It's a great game, but that doesn't mean it's the only way to play. My question for you all today is this: What if instead of EverQuest 2, Sony had given us EverQuest 2.0? EverQuest 2 was a spiritual successor at best to the original game (Vanguard is much closer to an actual sequel). If SOE had remade the DikuMUD-inspired world of Norrath, set in the same time period, with an updated graphics engine and the pain points fixed differently than WoW chose to do, what might it have looked like? More importantly, is it something you'd want to play?

Continue reading Player vs. Everything: Rebuilding EverQuest

Massively Speaking Podcast Episode 5

Filed under: Podcasts, Culture, Massively Speaking

Massively Speaking Episode 5 runs down news and features from Massively.com for the week of May 5th - May 11th. There was just a teeny bit of a news drop last week from Blizzard. Join your regular hosts Michael and Shawn as well as guests Brenda Holloway and Akela Talamasca as we deconstruct the Lich King news, the APB/GTA rumor, and our exclusive previews of Vanguard game update 5.

Have a comment for the podcasters? Shoot us an email to massivelyspeakingpodcast AT gmail DOT com. Maybe we'll read your letter on the air!

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Read below the cut for the full show notes.

Continue reading Massively Speaking Podcast Episode 5

World of Warcraft
Daily WoW News

Filed under: World of Warcraft

Awful Archimonde alterations in 2.4.2
As usual with WoW patches, patch 2.4.2 includes a couple of wild bugs. My personal favorites(and by favorites I mean I absolutely hate them) are the bugs(changes?) to the Archimonde encounter.
Shifting Perspectives: Yummy treats for bears to eat
We've talked about the gear you can get to build your tanking set up to Karazhan, but to actually tank in a raid, you need to bring along plenty of tasty consumables to buff you up to tip-top shape. And that's what we're going to cover today.
The gquit macro
Yesterday my guild was getting ready for our nightly foray into the Black Temple (we downed the first five bosses in 3 ½ hours, not too bad). Out of the blue, a member who has been having some "issues" as of late decided it was high time to leave the guild. And he didn't just stealth gquit, he went out in style.
Things left undone
I've been farming a lot of ghost mushrooms and gromsblood lately in order to make Demonslaying Elixirs. My guild's farming trash in Sunwell Plateau at the moment and has taken a few half-hearted swings at Kalecgos, all of which ended in much hollering and arguing and waving of hands in the air.
World of WarCrafts: Edible timberling
This cupcake is sure to resonate with anyone (Alliance, sorry Horde) who has done the Planting the Heart quest in Teldrassil. The Cleansed Timberling Heart you receive as a reward allows you to summon an ally for 20 minutes, but don't expect this tasty treat to last that long.

Gameplay Wishlist: new mount abilities

Filed under: Game mechanics, Opinion, Academic


Mounts in World of Warcraft are essentially organic vehicles that allow the player to traverse the landscape more quickly. Level 60 Epic mounts are faster than level 40 mounts, and of course flying mounts grant vertical movement. Mounts in other games are mostly the same, barring, of course, smaller games of which we might know nothing. It's a big game universe out there; it's possible.

But it seems that there's unaddressed potential with these mounts. Sure, they look menacing, and it's better to ride than to walk, but is that all? Watching the recent Vanguard mounts video made us yearn for more from our noble steeds. Here's what we'd like to see in future games.

Continue reading Gameplay Wishlist: new mount abilities

ION 08: A five year forecast for MMOs

Filed under: Business models, Economy, Events, real-world, MMO industry, Massively Event Coverage


There's always a lot of discussion about what's going to be the next big thing in the MMOs industry. We all love to talk about the future and that's largely because it's a very interesting topic. So we just had to attend the "Online Games in 2013" panel at ION 08. This panel was actually introduced by Peter Freese, the ION Conference Director. It was easily one of the most packed panels I've been to thus far which is saying a lot since all the panels have been pretty well populated already.

The panel consisted of Erik Bethke (GoPets Ltd), Scott Jennings (NCsoft), Bridiget Agabra (Metaverse Roadmap) and Damion Schubert (BioWare). With a group of people like this I was expecting some varied and compelling conversation on the topic of MMOs in 2013. In the end we got just that and a quite a bit more.

Continue reading ION 08: A five year forecast for MMOs

World of Kung Fu exclusive interview

Filed under: Betas, Fantasy, Galleries, Business models, Culture, Game mechanics, Interviews, World of Kung Fu, Free-to-play, Massively Interviews

World of Kung Fu is a game that features prominent imagery and themes from Chinese mythology. What's more, it offers some intriguing game mechanics that other, more well-known MMOs don't, such as the ability for characters to marry and have children. Currently in open beta, the North American version of the game is well on its way to its full launch, so we took advantage of this interim time to speak with the Director of Business Development at VestGame Entertainment, Jonathan Seidenfeld.

Additionally, Jonathan was generous enough to share with us some artwork from Senri Kita, the originator of the character designs for the game, perhaps most famous for her work on Samurai Shodown. We'd like to thank Jonathan for the interview and wish VestGame the best for the launch of World of Kung Fu. Full interview after the jump!

Continue reading World of Kung Fu exclusive interview

NCsoft Europe wants to avoid making 'copycat' MMOs

Filed under: Fantasy, Interviews, MMO industry, Consoles

NCsoft Europe was created in the wake of last year's deal with Sony to provide content for the PlayStation 3 platform. In an interview with the Develop magazine site, company creative director Marc D'Souza offers hope for future titles that don't simply "redress" World of Warcraft's gameplay. While the NCsoft developers greatly respect Blizzard's behemoth, they're looking to offer a very different alternative.

"To maximize your potential, you really need to work from first principles. If you only copy what other people are doing, then you're not going to understand the choices and compromises that were made from a design point of view." It's clear the company has a good grasp of what's 'in play' at the moment. Avoiding previous pitfall while charting new territory is what innovation is all about.

The interview also covers the social challenges to MMO developers in the form of griefing, as well as some thoughts on the art vs. graphics debate. Make sure to check it out.

World of Warcraft
ION 08: John Smedley keynote shows off Free Realms and The Agency

Filed under: EverQuest, EverQuest II, PlanetSide, Events, real-world, New titles, The Agency, Star Wars Galaxies, Free Realms, Massively Event Coverage


When you think of Sony Online Entertainment, what comes to mind? I'm sure that Everquest, Everquest 2, Star Wars Galaxies and Planetside are some of the titles which most people think about. From what I've recently seen in John Smedley's keynote at ION 08 that's all going to be changing in the near future. While he did tease the audience with a hint that, "There's more Everquest in our future." Smedley left the topic of EQ at that. I've certainly had my thoughts on what the next Everquest experience should or could be like, but it's just my own personal wish.

So why are we going to be looking at SOE in a different light in the near future? Two games are the reason why: Free Realms and The Agency.

Continue reading ION 08: John Smedley keynote shows off Free Realms and The Agency

Player vs. Everything: Fear is the missing ingredient

Filed under: Events, in-game, Game mechanics, Opinion, Player vs. Everything

When I was playing EverQuest in the Kunark-era days there was one item that stood head and shoulders above all the others for me: the Fungus Covered Scale Tunic (affectionately called "The Fungi"). It was the ultimate twink item, allowing you to regain your health at a rate unheard of in the days when long rest periods between each minor battle were the norm for solo players. The Fungi was something I lusted after, wished for, and dreamed of, but I was never able to actually lay hands on it during those days, due to the extreme difficulty of obtaining one. If you wanted one, you had to take a full party of maximum level characters into an exceedingly dangerous area, far from the reaches of civilization, and fight your way to a rare spawn deep in the ruined city of Old Sebilis. Very rarely, he would drop the prized Fungi, which you could then pass on to your low-level alts or sell on the open market for hundreds of thousands of platinum pieces.

Other than the fact that it was a fantastic twink item, what made the Fungi so compelling? It was that you really had to risk something to get it. EverQuest, with it's naked corpse runs, experience loss on death, and horribly dangerous dungeons, made adventuring into a real adventure. Getting to Old Sebilis required traveling across several dangerous and hostile jungle zones in the forgotten continent of Kunark, far from the nearest hub of civilization. Dying in the depths of Old Sebilis was a sickeningly punishing experience in those days -- something you avoided at all costs. When a battle started going sour, you could feel your hackles rising, panic setting in, and a real sense of fear that made victory that much sweeter and death a soul-crushing experience. Is that sense of fear something we're missing out on in the modern MMOG?

Continue reading Player vs. Everything: Fear is the missing ingredient

World of Warcraft
Cinemassively: Super Duper Ultimate Extreme Edition

Filed under: World of Warcraft, Fantasy, Video, Cinemassively, Machinima, Humor

With the sheer number of World of Warcraft machinimas produced daily, it's not hard for a talented up and comer to stay under the radar. Such was the case with Gnomechewer, who never received a recommendation from Warcraftmovies, yet captured the typically hostile audience of our sister site, WoW Insider. In the last 15 months, he's made 21 films, ranging from silly to quite stellar.

One of his semi-recent films, Super Duper Ultimate Extreme Edition, is an excellent example of model-viewing done right. The background music, by Notorious B.I.G., only adds to the ambiance of the environment. SDUEE has all of the action, adventure, and excitement that you need from a WoW machinima. Gnomechewer will be the machinimator to watch in 2008!

If you have machinima or movie suggestions from any MMO, please send them to machinima AT massively DOT com, along with any information you might have about them.

World of Warcraft
Daily WoW News

Filed under: World of Warcraft

WoW, Casually: Wrath of the Lich King is for casuals too
You may have noticed that there has been quite a bit of news about Wrath of the Lich King lately. In that news, there are some very wonderful things in store for those of us with limited playtime. There is also a lot of resentment because of that from some of the players.
Big Download talks to Blizzard about eSports and PvE/PvP
Our newest sister site Big Download is just a week old, and yet they're already playing with the big boys -- Steven Wong has posted an interview with Blizzard's Lead Designer Tom "Kalgan" Chilton, as well as Paul Della Bitta and Joong Kim of Blizzard's eSports division...
Racism in arena names
I think there are few things more disturbing in the modern world than ill-conceived notions of racial, religious, and sexual divisions. For some reason parts of humanity continue to believe that just because one group or another looks and/or acts differently, they are bad.
Patch 2.4.2 surprised me
Not that it was happening, but rather that it added a really strange sound effect to my Bloodrage and Berserker Rage abilities. My wife described it as sounding like the mutant offspring of an orc and a murloc howling in anguish, and she's not far off.
Hunter Growl and Scare Beast changes not so sweet after all
One of the biggest surprises Hunters found when they logged on after this morning's patch was that all was not as it was supposed to be. Although the tool tip for Scare Beast reads as instant cast, the old 1.5 second cast time is still intact.

World of WarcraftWorld of WarcraftWorld of Warcraft
ION 08: Virtual worlds for the masses

Filed under: World of Warcraft, Entropia Universe, Events, real-world, Second Life, Virtual worlds, Massively Event Coverage, Gaia Online


What's a virtual world? Why do we even call them virtual worlds when we could easily call them digital worlds, or just simply, worlds? This was just one of the many interesting topics discussed at ION 08 this year in a panel entitled, "Redefining Virtual Worlds for Mass Markert Consumption" which is quite the mouthful. So lets put things in a more understandable -- and far more interesting -- perspective.

Whether you're talking about Club Penguin, Gaia Online or Second Life the truth of the mater is that these "worlds" are here to stay and they all share similarities -- social interaction. Not only are they here to stay, but they've only just begun to grow as a market. Which is why this panel was all the more interesting. The panel includes Erik Bethke (GoPets Ltd), John K. Bates (Mindark/Entropia Universe), Craig Sherman (Gaia Online), Rob Lanphier (Linden Lab/Second Life) and was moderated by David Elchoness (Association of Virtual Worlds).

Continue reading ION 08: Virtual worlds for the masses

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

World of Warcraft
Rob Pardo to speak at Paris GDC in June

Filed under: World of Warcraft, Fantasy, Business models, Events, real-world, Game mechanics, MMO industry

At the Paris Game Developers Conference this year, we will have the pleasure of hearing from Blizzard's Senior Vice President of game design, Rob Pardo. He will be presenting a keynote Q&A entitled "In the Eye of the Blizzard", where he will discuss his inspirations, challenges and his future at Blizzard Entertainment with interviewer Jamil Moledina, the executive director of GDC Events.

Rob is certainly no stranger to game conference keynotes, as he has recently shown at the San Francisco GDC, but it will be interesting to hear his newest keynote interview where he will address the important topic that most game developers have on their minds: how to win at the game of creating a money-making MMO.

The Paris GDC will offer over 50 sessions this year, and will be held on June 23-24th at the Coeur Defense Convention Centre in Paris, France.

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