Thursday, May 15, 2008

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Why Mythic thinks Warhammer should be your first MMO





It's always interesting to hear the reasons people don't play MMOs. The time commitment is a common and very valid concern - as is the boredom of the grind, the sameness of the games, and the meaninglessness of the avatar's story. Patrick Klepeck of MTV Games offers up a new reason, noting that the freedom of exploration often lauded by MMO fans is (to him) a significant drawback. Warhammer Online's content director Destin Bales responded to Klepeck's apathy with two words: public quests. At the MTV Multiplayer site they have a great description of the PQ Bales used to show him what the genre has to offer. A hydra attack on a Dark Elf sea vessel tops off the event, a setpiece battle we also touched on in our WAR update from a few weeks back.


Another recent rundown on EA Mythic's in-development title is available from Gamespy; they offer players unfamiliar with MMOs their own intro to the genre, with a description of the newbie Dark Elf and Dwarven areas. Despite some reservations that the game's new player area doesn't highlight many of Warhammer's standout features, writer Miguel Lopez was impressed with the 'sense of place' the starter zones impart. Says Lopez: "[WAR] quest areas don't seem to be places that wandering monsters simply arbitrarily inhabit; at least in the two areas we checked out, there was a definite rhyme and reason for mob X to be patrolling site Y. The effort to build the environments like this go a long way toward negating one of the most common criticisms levied against MMOs: that they feel like static wax museums inhabited by staid 3D models."

Source : massively.com

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Thursday, May 8, 2008

Star Wars Galaxies: Jason Ryan Movin' On



Titling his swan song at SWG "Time to Say Farewell", Jason Ryan announced today that he's moving to Free Worlds and taking on the Community Manager position there.

Greetings, all!

The time has come to let everyone know that I'll be leaving the SWG team and heading across genres to become the Community Manager for our upcoming title Free Realms. There is definitely a bitter-sweet sensation to moving to a new title. I'll miss the people I have met and interacted with. I'll also miss the events themselves and the fun discussions leading up to them. I'll miss talking about schemes and plots and super-weapons and attacks and kidnappings and weddings and...you get the idea.

I know, I know. "How can you leave Star Wars for something...not Star Wars?" The decision to leave wasn't easy. I've been with SWG for almost five years now. I've lived and breathed Vader and the Rebellion and all the storylines ever run by. I've had a blast and I have never ceased to be amazed by the creativity and dedication I have encountered.



The opportunity to work on Free Realms is just too tempting so I applied for the position and got it. I'm ready for new adventures, even if they don't involve Ewoks, Stormtrooopers or holograms of the Emperor. I've always taken my job and the events I help support very personally and I am very proud of the work I have done. I hope that level of commitment has come across to those with whom I have interacted during my tenure on SWG.

The big question has certainly got to be "What about Event Support?" Currently there is no plan to continue player-run event support. The Dev Team will continue to upgrade and add to Storyteller, which already allows you to execute many of the abilities that I have provided in the past. Actually, it has a lot more functionality than I had for the first year or two of running event support. Granted, there will no longer be someone to show up to a player event as Leia or Darth Vader, or to officiate a wedding or decorate the inside of the Theed palace...so that will take some getting used to. The Dev team has been wonderful and very supportive of Storyteller and in-game holidays, so I look forward to more support for those aspects of the game in the years to come.

I am buoyed by the fact that Storyteller is getting bigger and better at putting event 'control' in your hands, so player events will get bigger and better too, even if I am on another title. The options that are open to you really are extraordinary and quite unprecedented in any MMO of this type. I know this will take some getting used to and will lead to more and more creativity when using the Storyteller system.

I'll be making the transition over the next month and will be full time on Free Realms by the end of May or early June. I don't have all the details yet, but I will let you know as soon as I have them.

Thank you all for your continued enthusiasm and support. I will always look back on my time with SWG as a wonderful time spent interacting with great people.


Source : WarCry Network

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Wednesday, May 7, 2008

Solofication of Massive Multiplayer RPGs

Once upon a time there was a MMORPG called Everquest, and it forced players to group to progress. For most classes you could only solo the newbie zones, and starting from about level 10 or so you would discover that the lowest level mob that still gave experience points to you was already too hard for you to kill alone.
But a few classes could use special tactics to solo anyway, druid were kiting mobs after them, and necromancers were fear kiting mobs away from them. (I played a quad kiting druid.) And it turned out that soloing was popular: far more people played druids or necromancers than playing any other class.

So every new generation of free MMORPGs made soloing easier and easier, because that was what the customer wanted, until we arrived at World of Warcraft, where every single class is basically expected to solo all the way up to the level cap. There are differences in the speed at which the different classes and talent trees can solo, but even least soloable class can kill mobs and do quests of his own level. And soloing is still popular, with classes that solo faster being played more than classes that solo slower.

And as soloing was what the customer wanted, some unknown developer at Blizzard came up with a brilliant idea: What if PvP could be made soloable too? That sounded crazy, because by definition you need at least 2 players for PvP, and if you wanted more than just duels you needed large groups on both sides of a battle. But that unknown dev realized that it wasn't necessary to have players actually form pre-arranged groups to do PvP. It wasn't absolutely necessary for players to cooperate in PvP. Sure, a group that cooperated would beat a group that didn't, but you could very well create a balanced battle between two groups as long as both of them were equally unorganized. And thus battlegrounds were born, and once Blizzard tweaked the PvP reward system they were extremely popular. And the majority of people basically solo battlegrounds, that is queue up for them alone, and then do whatever they want once inside. I call that pseudo-solo. This goes so far that people actually complain if they end up against an organized group. I don't know if that unknown developer switched from Blizzard to EA Mythic, or whether EA Mythic had their own developer realizing that this solofication strategy could be applied to PvE raid content as well. Because what they did was they invented the "public quest". Which works basically like a battleground, just for PvE instead of PvP. People just join, without arranging groups, everyone does what he thinks is best, while a few frustrated players try to shout orders and are generally ignored. Pseudo-solo large group PvE content, where everyone gets rewarded, I'm sure people will love it. Soloing is what the customers want. But a free MMORPG has a large and diverse base of customers, and not all of them prefer solo play. As early as Everquest some people noticed that a group is stronger than the sums of its parts. The larger the group, and the better it is coordinated, the greater the challenges it can overcome. Moving from open world to instanced content, developers were able to limit how many players could attack a specific challenge. But they couldn't prevent players from organizing themselves better and better, training each encounter for hours and hours, until even a large raid group moved with a coordination that would make the bolshoi ballet green from envy. And thus an arms race evolved, on the other side of the MMORPG from the solo content, a race in which developers would design harder and harder challenges, and raiders would again and again prove that these challenges could be beaten with perfect coordination. To understand that arms race, Blizzard hired one of Everquest's top raiders as lead designer, and consequently spent a lot of development effort on designing ultra-hard raid content.
There were clearly *some* customers that wanted this, and not solo content. And while the number of top raiders wasn't large, they were deemed to be influence leaders, the kind of people that other players looked up to, and also the kind of players who were most likely to post a lot of comments on game forums or other places of the internet. And it worked! While the number of players actually experiencing the highest level of raid content is still tiny, the desire to be a raider is certainly far more wide-spread.

The problem is that these two parts of the game are drifting further and further apart in World of Warcraft and the MMORPG genre in general. Soloing becomes easier and easier, the need to group during leveling up has been nearly completely removed, elite mobs turned into soloable non-elites, and the rewards for pseudo-solo PvP have been much increased. It is now possible to go from level 1 to level 70 and full epic gear in World of Warcraft without ever joining a group once. And the classes who are best at soloing fast or best at PvP are the most popular and most played. Meanwhile raiding remains hard, because that is the very reason of being for it, and even harder raid content as added to the end with every content patch. But to overcome these challenges, people need to learn how to play rpg games in a coordinated way. And the mix of classes, talents, and gear required for raiding is very different from what is most popular and easy to achieve in the soloing part of the game. Slowly but surely the two modes of gameplay drift so far apart that cracks begin to appear, threatening the whole model. From a raider's point of view the leveling game now fails to fulfil it's function of getting people ready to raid. Sure, they might be level 70 and have epic gear, but they might still be totally useless for a raid: they have not even the most basic training of how to play their class in a group, and they are of the wrong class, wrong spec, and wearing gear with the wrong bonuses to succeed in raids. If the 40 people in an average Alterac Valley group decided to kick out the 15 least suitable among them and take the remaining 25 to any one of the 25-man raid dungeons, they would not be able to get past the trash mobs. The average player who soloed up to 70, invested some effort in PvP to get epic gear, and now wants to raid, will find himself rejected and laughed at by the top raiding guilds on his server. He'll complain about them being elitist, but in fact it is game design that created the gap between average player and raider. The solofication of MMORPGs creates a large number of characters who simply aren't viable for the top end raid game.
What needs to be done is to rethink the concept of solofication. Why is soloing popular? A part of it is due to Real Life ® contraints, if you solo you can play in smaller bits and bites, group play needs longer periods. But another part of it is just a Skinner box: people like soloing because the game teaches them that soloing is the easiest way to advance. So even if they would have the time for a group, they rather keep on playing solo, because setting up a group is so not worth it. Assembling the group is made complicated by a bad LFG system in WoW. Doing quests that aren't marked a group quests in a group is often bringing less experience points per hour than soloing them. And WoW's concept of teaching players how to group is equivalent of throwing them into deep water to teach him how to swim: some people learn it that way, but many get hurt and frustrated in the process.
Solofication not only opens up a gap to end game raid content, it also moves MMORPGs in a direction where they become vulnerable to competition from single-player games. When I recently asked whether people would play a single-player version of WoW without monthly fees, I was surprised of how many people would prefer such a game over an online MMORPG with monthly fees.
If game design minimizes your interaction with other players, then why pay $15 a month for that interaction?

I think that it is time for the pendulum to swing back towards MMORPGs being more about groups again. Not enforced grouping, nobody wants that. But to a situation where even during the leveling process forming a group would actually be easy and the incentives would encourage it. Where people would learn to cooperate, because it would be to their advantage, and where due to that cooperation they would make more friends and develop stronger social bonds. Where players would arrive at the end game and already know how to play well in a group. Where playing a "support class" like tank or healer was a reasonable choice, and not a niche way for raiders to gimp themselves for the rest of the game. Where MMORPGs would be massively multiplayer again, and not massively singleplayer in parallel, as they are now. Here's hoping.

Source : tobolds.blogspot.com

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Tuesday, May 6, 2008

Exclusive video of updated Vanguard GU5 spell effects


Adding a few dozen new mounts to the game and improving the performance would be enough to fill up any ordinary patch, but the Vanguard: Saga of Heroes devs decided to buckle down and improve the spell and combat ability graphics. With a good group casting and using special moves, all with their own flashy graphics, it could get a little hard to see what was going on. Game Update 5 brings new spell animations for druids, sorcerers, disciples and others, which are both faster and better-looking than the old ones.


Click on through to watch the video, and get your fill of the new spell graphics. Then, stop by later today for an interview with Vanguard game designer Lenny Gullo. He'll talk about quests, mounts, hitching, factions, and ten easy recipes for cooking battle lobster.




Source : massively.com

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Monday, May 5, 2008

Virtual Worlds Help In Addiction Therapy



Virtual worlds are all too often spoken of as something you're in danger of becoming addicted to. We've all heard the stories of inertia, bloat, pallor and unemptied cat trays. But Professor Patrick Bordnick, associate of the University of Houston, is using VR to help treat addictions in the course of therapy.

As Professor Bordnick points out, imagination alone isn't a particularly powerful tool to recreate the situations in which a recovering addict learns to say 'no': 'As a therapist, I can tell you to pretend my office is a bar, and I can ask you to close your eyes and imagine the environment, but you'll know that it's not real'.


Rather than ask the patient to visualise a bar stocked with alcohol or a party where cigarettes are on offer, Bordnick uses a VR helmet along with other components such as olfactory stimulation and actor participation to create a highly plausible and immersive environment. Although the patient consciously knows he is taking part in a VR simulation, the immersion has proven sufficient to build intense cravings, just as if the focus of the addiction had really been present.

By supplying an enviroment that is realistic enough to stimulate cravings but remains controlled and safe, Bordnick can gradually train patients in the use of coping skills. As those skills will have been developed in the face of a close analogue of the real thing, the patient is much better equipped to contend with the challenge of the real-world situation. Source : massively.com

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Saturday, May 3, 2008

The Digital Continuum: Single-player MMO


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.



Let me put it in another way. When recounting my exploits in the recently released GTA IV, I can have different types of amazing experiences from the offline mode versus the online multiplayer mode. I think that MMOs can harness this as well.

The recent purchase of Diablo3.com by Blizzard was perfect in its timing, as it got me thinking about what that game could be like. I really think that if Blizzard was going to make Diablo 3 at this point, it wouldn't be anything like the last two games. Diablo is dead, Baal is dead -- so what else can be done at this point?

A new world with new characters could be one thing. Maybe even a new storyline involving Diablo himself would be worth exploring. The big difference could be in the way the game is designed: as a single-player MMO.

It's simply, really. If you've ever played the first two Diablo games then you remember how much fun the single-player experience was. Just keep the singleplayer side of the game while throwing out the multiplayer aspect for more of an MMO experience. Blizzard could use an upgraded version of their Battle.net service to have players login to the play the single-player game (as to avoid cheating and such) and then if players wanted to they could jump into the MMO version of the game at one point or another. Of course, in Age of Conan you have to wait until you're level 20 to get into the full-blown MMO aspects of the game. I suppose a similar restriction would have to be put into place for Diablo 3.

All it really comes down to letting people choose the kind of experience they want from an RPG. Nobody has really done a full-on single-player RPG that dovetails into a complete persistent online RPG. There are all sorts of chances to blend together different gameplay experiences with a single-player MMO. You can have the traditional solo experience, play with a friend co-op style or even play the entire game like a big story-focused instance with five or more friends. Just imagine the kind of water cooler-style discussions you'd be able to have with friends about all your shared exploits. There are some very cool possibilities here.

Allowing people to play in the way they want with the people they want is what's most important about this idea, that's the single-player MMO at its core.

Source : Massively.com

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Friday, May 2, 2008

Age of Conan: Role Playing Server Rules



These are the rules we are considering for the Roleplaying-tagged servers for Age of Conan.

We are extremely interested in the feedback of our hardcore roleplayers on this issue and hope you will let us know your thoughts in this thread. Please note nothing is final. We're planning a meeting to talk out some of the issues we're already seeing, so now is the perfect time to give us your input.

Preliminary Age of Conan: Hyborian Adventures Roleplaying Server Rules



All names must fit within the universe of Hyboria. Sephiroths or Pikachus or names that are out of place with the setting are not permitted. This is in addition to our usual naming policy (for example, no copyrighted names).

No names (or obviously similar names) may be those used in the works of Robert E. Howard. Conan, Kohnan, Konan, Kohnan are all examples of names that are forbidden under this policy.

Please avoid Out of Character (OOC) chat as much as possible in the public channels. You are welcome to discuss whatever you like in your guild channels or in private messages. Examples of Out of Character chat include sports events, the weather, what you had for lunch, internet memes, catchphrases, and so on.

Please respect roleplayers. We recognize that not everyone is willing or able to maintain a persona at all times, and we welcome you to enjoy the atmosphere. However, please do not insult or harass the people in character, call them silly, or otherwise try to ruin their immersion.

Harassment and other behaviors covered in the rules of conduct are still covered on roleplaying servers. "I'm just roleplaying a homicidal maniac" is not an excuse for harassing, griefing, etc., other players. This extends to racism/nationalism as well. Roleplaying someone that hates Stygians/Aquilonians/Cimmerians is perfectly alright, however, real world racism is not acceptable.

Player-run events, guild meetings, and other roleplaying sessions may be present at anytime. Please do not interfere or harass players that are in character or running an event. We encourage you to join in and have a good time, but disrupting a wedding, guild meeting, etc. for non-roleplaying reasons may be cause for punishment.

Please keep in mind this is a mature setting for an M-rated game and the roleplay setting and environment may not be suitable for all players and temperaments. Likewise, while this is an M-rated game, please keep in mind that even in Hyboria, there are standards of conduct. Please keep overt and detailed adult conduct and chat in private channels.

In addition to the official rules provided by Funcom, the roleplaying community may have its own rules and customs. We encourage you to observe these as much as possible on your server of choice.

Source : WarCry

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Final Fantasy XI 2008 Edition hits stores May 28th




Square Enix has announced that they plan on releasing the 2008 edition of Final Fantasy XI at the end of this month on May 28th. The box will come with the original game plus every expansion released to date. That means players will get Final Fantasy XI, Rise of the Zilart, Chains of Promathia, Treasures of Aht Urghan, and Wings of the Goddess all in one purchase.



This is nothing new from Square Enix, as they've done this the past couple of years. We would just like to thank them for keeping all the expansions purchasable in a single box, as it makes things a lot easier on newer players trying to get into the game -- or even returning players who've lost their original boxes.

[Update] May 28th is actually the release date for the EU version of Final Fantasy XI 2008 Edition. The US version of this bundle was released on April 15th, 2008.

Source : massively.com

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Monday, April 28, 2008

Age of Conan's raiding treadmill




Race to the level cap. If you're too slow, you lose. If your gear sucks, you lose MORE. The people who got there first have your number and know where you live. You finally struggle to max level -- but you need to raid to get the gear to continue. The game may be built around PvP, but you have to raid in order to get the gear to PvP. You need to raid to get the gear to do more raiding. Then comes the first expansion, and all your old gear is trash. Rinse and repeat. Thus goes the raiding treadmill. Invented by EverQuest and polished to a mirror-finish by World of Warcraft, the raiding treadmill is no stranger to MMOs.



Does it really have to happen again? To see all there is to see and partake in all that can be partook, must we jump on the treadmill and, Red Queen-like, run as fast as we can, just to stay in one place? In a recent blog post, Keen looks at the Age of Conan news that performing in the top echelons of PvP in the Border Kingdoms will depend on grinding out mini-games and doing a fair amount of raiding for the gear to compete. In the end, he decides to purchase the game, despite indications he will not be able to fully enjoy the game. Must modern games still reward fanatical devotion so highly? Is there a way in which casual and hardcore players can both enjoy all the game? We'll know in May if Age of Conan's PvE-gameplay can satisfy gamers who don't wish to climb upon the raiding treadmill. Source : Massively.com

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