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  • The Nexus Telegraph: Surprise! WildStar!

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    11.25.2013

    You might have noticed that there was an omission in last week's installment of The Nexus Telegraph. Every week I let you lovely people know what I'm going to be writing about next week, and when I can, the week after that. Last week I completely omitted what I'd be discussing in my next WildStar column, leaving you with no idea what I'd talk about today. Surprise! Yes, that was the thematic link. It seemed clever to me. One of the big elements that WildStar is embracing thus far is that trick of surprising the player. It's a tricky thing to pull off in an MMO because the entire genre is built around understanding and minimizing surprises as much as you can. So let's take a look at some of the game's approaches to surprise and how the game manages to create more surprises by giving you fewer surprises in some areas. Yeah, it's that sort of thing.

  • Bungie's Chris Butcher talks about Destiny's public areas

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    06.19.2013

    Is Destiny a shooter with MMO elements or an MMO with a lot of shooting elements? According to a recent video interview with Chris Butcher, it's the former, and seeing as he's the Engineering Lead at Bungie he probably knows what he's talking about. But there's also some more nuance to the game which Butcher explains, and while it might not fall comfortably within the MMO header it's got a lot of persistent options. Butcher explains in the video how the game's many public areas work -- there's no UI elements to let you know that you've entered a shared space, just the sudden sight of other players alongside the announcement of dynamic events in the area. It's certainly an interesting take on shared spaces, and it's more than you might expect from a straight shooter. If you're looking forward to the game, the video embedded past the cut is well worth your time.

  • Breakfast Topic: Would Blizzard-run dynamic events work in WoW?

    by 
    Lisa Poisso
    Lisa Poisso
    01.13.2013

    Once upon a time, I served as a guide in EverQuest. Guides were volunteers who went through a training program to become essentially non-staff customer service agents. We retrieved out-of-reach corpses, plucked players from the world geometry, smoothed ruffled feathers during spawn disputes, and a whole host of other GM-ish duties. But perhaps the most fun thing the CS team did was run loosely scripted roleplaying events. I remember my first event with great fondness, a simple scenario in which we took over the orc NPCs inside the keep of a newbie dungeon zone called Crushbone. After provoking the amazed newbies into charging the keep, we slaughtered them by the dozens (to their delight) and eventually departed as mysteriously as we had appeared. The event remains a highlight of my gaming experience. I'll never forget the astonished shouts of players trying to rally others while explaining that yes, the orcs really had come alive! With all of World of Warcraft's emphasis on story, I adore the idea of having some tucked-away corner of a zone spring to life under GM control. Of course, with so many realms and millions of players sprawling across the world, staffing such an endeavor on any sort of regular basis would require massive manpower. Could a volunteer crew manage a dynamic events team in today's World of Warcraft? Would you enjoy participating in dynamic events? Would you want the events to focus on nudging along the main story lines or filling in the backstory, or should they stick to bringing some previously unremarkable NPCs to life? If it were possible to bring the same story to every realm, how would you react if you were offline or otherwise unable to participate when it happened?

  • The Daily Grind: Are dynamic events another MMO fad?

    by 
    Bree Royce
    Bree Royce
    10.05.2012

    Move over, MMO story: dynamic events are this season's buzz word. Popularized by earlier MMOs like Warhammer Online and RIFT, dynamic events have become such an integral part of modern MMO design that brand-new Guild Wars 2 employs them as its central content conceit. Skip dynamic events in GW2 and you're going to have a rough time leveling (or surviving the ridicule of the commentariat, who consider dynamic events to be far superior to mundane, quest-like renown hearts). Even MMOFPS titles like Firefall are adopting the mechanic for their PvE fans. But is this actually the type of content we want to see from our MMOs, whatever their flavor? Never mind whether they're actually dynamic -- do you actually think they make for fun, desirable content? Or are we just so sick of themepark-style questing and leveling that we're willing to accept anything in its stead, even if that "anything" might be a fad akin to MMO story? What do you think -- are dynamic events all that and a bag of chips? Every morning, the Massively bloggers probe the minds of their readers with deep, thought-provoking questions about that most serious of topics: massively online gaming. We crave your opinions, so grab your caffeinated beverage of choice and chime in on today's Daily Grind!

  • Kinect hack makes presentation slides work around you (video)

    by 
    Daniel Cooper
    Daniel Cooper
    10.31.2011

    What's the scariest thing about presentations? Getting the perfect angle. You know, the point on stage where you can wave at your slides without blocking the projector bulb or your audience's view. Thankfully, Haruki Maeda from Meiji University is gonna show your text and graphics who's the boss. He's knocked up presentation software that can sense where you stand and orders the text into the visible space around you. Transitions are handled with gestures and you can even pinch-to-zoom live on stage. If you'd guessed there was some Kinect magic at the heart of it, well, thanks for reading the title. The modest Mr. Maeda says all it took was some C#, the Kinect SDK and an Excel spreadsheet to get this beauty working. You don't even need to do that if you're curious yourself -- just go and watch the video we've got after the break.

  • Amazon Silk browser spins a faster mobile web, courtesy of cloud servers (video)

    by 
    Richard Lawler
    Richard Lawler
    09.28.2011

    Part of Amazon's new Kindle Fire pitch is its promise of Amazon Silk -- a "split browser" exclusive to the tablet that gets the heavy lifting done on its EC2 cloud servers and promises faster access as a result. Dubbed Silk to represent an "invisible, yet incredibly strong connection", it takes advantage of Amazon's existing speedy connections, and that so many sites are already hosted on its servers to speed up web access. Another feature is its ability to learn from previous web surfers and use their data to determine how to render a page, and which sites to precache on the device before you even select the next link. While mobile browsers like Skyfire and Opera have offered speed boosting proxies before, Amazon thinks its AWS prowess and the addition of "dynamic decisions" about what to render locally or in the cloud takes it to another level. Read our live blog of the event for more details, or check out the video explanation and press release after the break.

  • NVIDIA's quad-core Kal-El used to demo next-gen mobile graphics, blow minds (video)

    by 
    Vlad Savov
    Vlad Savov
    05.29.2011

    You might think yourself too grown-up to be wowed by shiny, glittery things, but we doubt many will be able to watch NVIDIA's new Glow Ball tech demo without a smidgen of childlike glee. Built to run on the company's quad-core Kal-El processor, it shows us the first example of true dynamic lighting on mobile devices and also throws in some impressive physics calculations like fully modeled cloth motion. Instead of the pre-canned, static lights that we see on mobile games today, NVIDIA's new hardware will make it possible to create lighting that moves, fluctuates in intensity, and responds realistically to its environment -- all rendered in real time. The titular glow ball can be skinned with different textures, each one allowing a different amount and hue of illumination to escape to surrounding objects, and is directed around the screen using the accelerometer in your tablet or smartphone. NVIDIA demoed the new goodness on a Honeycomb slate with 1280 x 800 resolution and the frame rates remained smooth throughout. In order to emphasize the generational leap that we can expect with Kal-El, the company switched off two of the four cores momentarily, which plunged performance down to less than 10fps. That means the simulations we're watching require a full quartet of processing cores on top of the 12-core GPU NVIDIA has in Kal-El. Mind-boggling stuff. Glow Ball will be available as a game on Android tablets once this crazy new chip makes its way into retail devices -- which are still expected in the latter half of this year, August if everything goes perfectly to plan. One final note if you're still feeling jaded: NVIDIA promises the production chip will be 25 to 30 percent faster than the one on display today. Full video demo follows after the break.

  • BBC HD quietly begins broadcasting in 1080p, but not all Sony HDTVs can handle it

    by 
    Richard Lawler
    Richard Lawler
    05.23.2011

    We'd pretty much given up waiting for broadcast 1080p, since other than some video on-demand services you'll generally need to stick to Blu-ray to tick that box, but around the end of March BBC HD changed all that. It's taking advantage of a part of the Freeview HD spec that allows the broadcaster to dynamically select between 1080p / 25fps and 1080i / 25fps transmission and the boxes are mandated to be able to output 1080p / 50fps. The reasoning for the decision is to provide better picture quality on material that was shot that way, unfortunately it's coming to light now because some HDTVs are having trouble handling the switch and causing an audio dropout when the format shifts, as mentioned by UK buyers guide What Hi-Fi. As if Sony didn't have enough to deal with, the overwhelming majority of complaints appear to center around its TVs and the company has promised more information in the next 7 - 10 days about a fix that will take care of the problem.

  • Quadrocopters juggle balls cooperatively, mesmerize with their lethal accuracy (video)

    by 
    Vlad Savov
    Vlad Savov
    03.28.2011

    You've seen one quadrocopter juggle a ball autonomously while gliding through the air, but how's about a pair of them working cooperatively? Yeah, we've got your attention now. The Zurich-based lab that brought us the piano-playing and ball-bouncing quadrocopter is back with a simply breathtaking display of robotic dexterity and teamwork. Like all mad scientists, they call their Flying Machine Arena research "an experiment," though we see it a lot more as a Pong-inspired dance of our future overlords. We all know how far video games have come since two paddles batted a ball between one another, right?

  • Microsoft's OneVision Video Recognizer can detect, identify, and track your face on video... so smile!

    by 
    Vlad Savov
    Vlad Savov
    03.11.2011

    Here's your classic case of "just because you can, doesn't mean you should." Microsoft's Innovation Labs have just demonstrated a OneVision Video Recognizer algorithm that's powerful enough to perform face detection duties on a running video feed. It can recognize and track humanoid visages even while they're moving, accept tags that allow auto-identification of people as they enter the frame, and can ultimately lead to some highly sophisticated video editing and indexing via its automated information gathering. Of course, it's that very ease with which it can keep a watchful eye on everyone that has us feeling uneasy right now, but what are you gonna do? Watch the video after the break, that's what.

  • The Daily Grind: Is dynamic content the wave of the future?

    by 
    Justin Olivetti
    Justin Olivetti
    03.07.2011

    With the recent launch of RIFT fresh in our minds, one of the key aspects of the game -- the dynamic rifts and invasions -- has a lot of people talking. For some, it's a breath of fresh air to encounter a virtual world that challenges the status (static?) quo by changing the landscape as mobs erupt onto the scene, fight common enemies, and charge into the local towns with the intent of conquering it all. Guild Wars 2 is also holding high the torch of dynamic content with its shifting "events" that will change the game world depending on players' actions or inactions. Players seem intrigued by content that responds to their decisions rather than standing in place and expecting imaginations to fill in the gap. So do you think that dynamic content is the wave of the future for MMOs? Should we expect to see more games develop systems that mold, manipulate and morph the game world around us, or is this just an experiment that will ultimately fall apart? Every morning, the Massively bloggers probe the minds of their readers with deep, thought-provoking questions about that most serious of topics: massively online gaming. We crave your opinions, so grab your caffeinated beverage of choice and chime in on today's Daily Grind!

  • Microvision runs TV out apps, including Rage HD, on the SHOWWX+ pico projector

    by 
    Mike Schramm
    Mike Schramm
    01.08.2011

    Last year at Macworld 2010, I got to see the SHOWWX pico projector in action. Back then it was just a prototype, and the company was still shopping around the technology to try and get a unit into production. MicroVision has released the SHOWWX projector at a unit price of US$299. This year's model, however is the SHOWWX+, and while it's still a little unwieldy (and $100 more, at a $399 price point), it's brighter and clearer than ever, and a few tweaks to the iPhone have made it much more useful. First up, TV out was simply a lament last year, but since Apple made it official with iOS 4.0, lots of developers are including a TV out function in their apps, and the SHOWWX+ can project all of them. There's the standard ideas of kicking out regular videos or Netflix (which looks terrific, even on a solid 3G connection), but MicroVision pulled up what we really wanted to see: Rage HD. id added TV out to its app recently, so the projector can put the video on a wall, but id also added support for the in-phone gyroscope. Since the projector is portable, the MicroVision rep can move it around while playing the game, so as the projection on the wall moved, so did the in-game angle. The effect was somewhat fleeting (the gyroscope feature isn't quite perfect, and the image was distorted as it moved around the square walls of the room), but there was a definite virtual reality feel, as if the projector was showing a dynamic window into the world of Rage. So what's the drawback? While the projector is a quality product, and there probably at least a few people out there who could pick one up and use it, even MicroVision agrees the technology has a little way to go before it gets to prime time.

  • Undead Labs talks about surviving the zombie social scene

    by 
    Justin Olivetti
    Justin Olivetti
    11.12.2010

    James Phinney believes in the power of a persistent virtual world, and he's not shy in sharing his excitement when it comes to the landscape that Undead Labs is building for its new zombie-themed MMO: "We believe a persistent world should be living, dynamic, and evolving. We believe your decisions should affect the state of the world and the state of the world should matter to you. We believe you should get to be the hero; not because you were able grind your way to some artificial achievement that everyone else will eventually grind for too, but instead because you achieved something unique and heroic -- something that people actually care about because it has an impact on the world." In this post on Undead Labs' site, Phinney talks about how the company isn't trying to build a shell of an MMO around a mere action game, but is actually working hard to build a connected, persistent place where players have meaningful choices that could lead them to being heroes. His vision for this post-apocalyptic world is one that is "living, dynamic, and evolving" instead of remaining static. And while the MMO will contain zombies, Phinney stresses that the core is about survival, not just a headcount. He sketches out some of the choices that will need to be made, including finding power, scrounging for food and developing safe zones. You can read more about this vision over at Undead Labs.

  • The curious idea of ads in iBooks

    by 
    Mike Schramm
    Mike Schramm
    08.24.2010

    Don't worry -- you won't start seeing ads for tattoo parlors while reading Girl with the Dragon Tattoo. Not yet, anyway. But there's some interesting thinking going around the 'net (kicked off by this article in the Wall Street Journal) about how advertising may soon try to conquer the last bastion of entertainment: books. When you go to the movies, you see ads, when you watch TV and browse the Internet, there are ads everywhere. But why don't you see ads while reading a book? (I mean, besides the obvious conclusion that it's annoying and invasive?) In the past, it's been because the lead time for books is a wild card. Unlike newspapers and movies, books have a longer shelf life, and different readers could revisit the same material over a period of years rather than days or weeks. You'd have to dynamically deliver ads in some way, and you'd need publishers with know-how and insight about their customers in order to sell relevant ads regularly. In short, you'd need e-books, and you'd need a company (says Snarkmarket) like, say, Apple. Publishers may not have the ability to sell relevant ads to readers, but Apple surely does, especially since it seems to be sweeping up ad sales people as quickly as possible lately. And with prices becoming competitive in the e-book space, there's incentive for both Apple as an iBook publisher and even authors (who want to supplement e-book sale numbers with iAd sales) to bring advertising over to the iBookstore at some point.

  • Massively's hands-on look at Rift: Planes of Telara

    by 
    Seraphina Brennan
    Seraphina Brennan
    04.26.2010

    While Trion was happy to announce the name change for Heroes of Telara to Rift: Planes of Telara, we were stoked to be able to get our hands on the game for the first time and really see it in motion. We've heard all this talk about delivering dynamic content, high quality "HD content," a deep back story, and an evolving world. But, could Trion deliver all of the hype they were promising? Well, if the titular rifts are any indication of how the rest of the game will progress, then this game seems to be in good hands. Join us as we pilot a cleric through the dangers of Telara, take on a rift from the Plane of Life, and learn just what makes Telara tick. %Gallery-101448%

  • Rumored tablet could include dynamic tactile surface

    by 
    Mike Schramm
    Mike Schramm
    12.24.2009

    As a guy who still kind of winces at the iPhone's touch surface sometimes (especially when playing games -- you don't realize how nice buttons are until you see a character die because your thumb's in the way), this is extremely interesting news: Apple's rumored tablet, which we've been hearing a lot about lately, may include a dynamic, tactile surface. This one's on a little shakier ground than the other rumors that we've heard before, but it makes sense. After that anonymous exec told the NYT that the interface on the new tablet would be "surprising," AppleInsider notes this recent pulled out an old patent from a few years ago that talks about a surface that changes its shape and feel based on how it's being used. For viewing pictures with the multitouch, it stays smooth, but the second a keyboard or button pops up, it can push out dots or shapes and become slightly tactile. [Neil from AI sent a note to update us: "Just wanted to clarify that we didn't "dig up" an old patent -- it was filed for in August of this year, and was made public just today. It is, however, very similar to an application first revealed in 2007."] Sounds like it'd be tough to get right (you'd have to figure out when users expect a tactile surface and when they don't, among other interesting UI questions), but of course if anyone can pull it off, it'll probably be Apple. Note that this isn't the only futuristic idea Apple has had for larger multitouch surfaces, and there are lots of different options for interfaces that we'd find "surprising." But the fact remains that though touchscreen devices are extremely popular, users want a little more feel and a little less look. It'd be great to see Apple pull this off, if they are planning on showing off a larger touchscreen next month.

  • NetDevil producer Hermann Peterscheck on Jumpgate Evolution's ship design

    by 
    James Egan
    James Egan
    05.16.2009

    Fast, dynamic, joystick-style space combat is coming to MMOs soon with Jumpgate Evolution from NetDevil. Jumpgate Evolution producer Hermann Peterscheck has written a dev blog for MMORPG.com titled "Iteration on Ship Design", which focuses on a crucial aspect of creating the game -- defining the roles that ships should fill and how they should handle in performing these tasks. He explains how NetDevil went from having 'a multitude' of ships with different capabilities but with minor differences between them, to a more complete system where ships have clearly defined roles, but don't lock a player into that role, as a class-based system would. However, this clearer separation between ships entailed scrapping some of the designs they'd created.

  • Troubleshooting dynamic shadows on OS X and Windows

    by 
    Mike Schramm
    Mike Schramm
    10.16.2008

    This forum thread, about the new shadow technology appearing on the Mac in 3.0.2, is confusing. There are four Blue responses in the first 10 posts, and at the end of it, I still don't have a clear idea of whether shadows work on the Mac or not. The issue seems to be this: shadows do work on the Mac, but not the highest quality shadows. Why? Because while Windows uses DirectX to do its 3D processing, OS X still uses OpenGL. And while shadows do work in OpenGL (and eventually can work just as well in OpenGL), Blizzard needs Apple to put some extensions in which aren't there yet, so the highest quality shadows aren't yet possible.Did your eyes glaze over from all that tech talk? Let's make it simple: if you're on Windows or OS X and you don't see shadows, odds are that your settings are wrong. Open up Video settings in game, and slide the Shadows slider all the way to the right as far as it will go, and then escape out and see if Shadows appear. Note, however, that this will slow your computer down, and as we said earlier today, older computers might have trouble doing this. If you're running an older PC or Mac, you may have to forget about the dynamic shadows completely.That said, according to the Blues, with the shadow slider flipped all the way up on a PC and a Mac, the PC's shadows will look a little better. That's not a limitation of your computer (or of Blizzard's designers), it's a limitation of the technologies that Blizzard is using to make the game. When OpenGL (the code that allows game makers like Blizzard to draw 3D graphics within OS X) gets updated, then we'll see some higher quality shadows.