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  • The Soapbox: On your deathbed, you will not regret gaming

    by 
    Brendan Drain
    Brendan Drain
    07.16.2013

    In last week's edition of The Soapbox, Mike Foster reminded us that the grim specter of death comes to us all and asserted that when your time comes, "you will not wish you had spent more time gaming." Mike took the stance that gaming provides temporary joys that can't replace real-life experiences and that it's our inherent responsibility as human beings with finite lifespans to seek out those experiences. He argued that "gaming is a hobby and not a replacement for a life well-lived" and that it's not our gaming achievements but our real life ones that we'll proudly tell our grandchildren. I think we can all agree that it's important to have offline hobbies and interests that help you keep active, but I take exception to the notion that we might regret time spent gaming on our deathbeds. Published data on the top five regrets of the dying actually seems to directly refute this idea, and my life experiences have shown the exact opposite of some of the points Mike makes. MMOs have given me some experiences that I'll probably treasure for a lifetime, and gaming as a hobby has provided me with much more than just temporary joys and escapism; it's helped me discover talents I didn't know I possessed, given me the push I needed to get a good education, led me to employment, and put me in contact with lifelong friends. On my deathbed, I'll probably wish I'd spent more time gaming rather than less. In this opinion piece, I look at evidence that suggests we won't regret gaming on our deathbeds and make the case that gaming can be just as worthwhile as offline pursuits.

  • Breakfast Topic: Lessons from Single Player RPGs

    by 
    Daniel Whitcomb
    Daniel Whitcomb
    12.13.2009

    I'm sure by now it's pretty much no secret whatsoever that half the team, myself included, spent a good part of the waning days of Patch 3.2 enamored with Dragon Age Origins. Maybe it's the innocent charm of the leading man, Alistair, the deep and involved game world, or the fact that Marilyn Manson totally warned us that this was gonna be big, but I'm in deep. Patch 3.3 is finally dragging me back to WoW with its pure awesomeness, but Dragon Age is still pretty fresh in my mind, and there's more DLC to come.

  • PBS: Bill Moyers Journal on Project Reynard

    by 
    Tateru Nino
    Tateru Nino
    06.12.2008

    It shouldn't be a shock that governments are interested in MMOs and virtual worlds. We hear that they even pay attention to the film industry, television, DVDs and other such new-fangled technological industries that turn over many millions of dollars and involve significant percentages of the population. The US Government's Project Reynard is a different breed of fox, however. The idea seems fairly simple on the face of it. Convince MMO and virtual world operators to open up their systems for complete surveillance and then try to establish 'normal behavior patterns' and see if it is then possible to determine 'suspicious behavior patterns'. Yes, this is technically unconstitutional (like all those warrantless wiretaps you may read about in the news), but as we've seen, a simple Executive Order signed by the Chief seems to be sufficient to brush that trifling obstacle aside. PBS' Bill Moyers Journal takes a look at the whole issue, and gives a refreshingly non-sensationalist look at Activision-Blizzard's World of Warcraft and Linden Lab's Second Life, in this rather sobering feature. [Via WoW Insider]

  • PBS covers the government's intrusion into online worlds

    by 
    Mike Schramm
    Mike Schramm
    06.11.2008

    This clip, from PBS' Bill Moyers Journal, is notable for a number of reasons. First of all, I'm fairly sure this is the most balanced, objective look at MMORPGs I've ever seen in mass media -- they talk about both Second Life and World of Warcraft, but there isn't a single mention of addiction or cluelessness or any of the other stuff mass media throws at us.And it's also a good look at what was behind all the hubbub about the government searching for terrorists in WoW -- in truth, the fact that the government is interested in online communities isn't that huge a deal (who isn't interested in MMOs?), but the fact that they're doing it with the justification of terrorism is a much more disturbing discovery. And this piece then goes into the larger problems with this lately -- that the government is dipping into all kinds of supposedly private communications outlets with this lame justification of searching for terrorists.Nice piece, but especially so because of that very even look at our favorite past time. If only all reporters were so objective.

  • Massively's Visual History of MMORPGs, Part I

    by 
    Samuel Axon
    Samuel Axon
    03.31.2008

    The MMORPG genre has come so far in these past few decades, it's almost difficult to believe. The journey from text MUDs to America Online-based dungeon crawlers, and all the way up to Age of Conan and Warhammer Online has been a truly impressive one. We here at Massively would like to invite you to step into the time machine with us and take a visual tour of that journey. We're taking a close look at the most important titles in online role-playing game history!What was the first MUD? Howabout the first 3D MMO? When did these games transition from niche curiosities to global, cultural phenomenons, and who's responsible? In this series, we'll tackle all those questions and more. Plus, we'll see just how far these fancy graphics have come over the years! Sound like fun? Jump into the gallery!%Gallery-19479%

  • Breakfast topic: Getting started in WoW

    by 
    Amanda Dean
    Amanda Dean
    02.25.2008

    Before I started playing World of Warcraft, I hadn't played any other MMORPGS. As a matter of fact, I didn't even play video games regularly at all. I was always fascinated by hearing horror stories about the crazy things people did while playing Everquest. But I was also amazed by achievements and the vastness of the settings. I've been playing WoW for about two years now. My boyfriend suggested I try it. I was hesitant to begin my adventures in Azeroth. I was afraid that buying the game would be a waste of money. I dragged my feet as I walked into the game store and grimaced a bit as the clerk swiped my debit card. I was dreadful at navigating in video games and was overwhelmed by the amount game knowledge it took to be successful. It took me about ten months to get my first level 60 character. I had no idea what I was getting myself into when I first started playing. I really wish I had discovered WoW Rookie sooner. In the end, I discovered that WoW is awesome. I love being part of the community.

  • Joystiq presents: Massively

    by 
    Barb Dybwad
    Barb Dybwad
    11.02.2007

    We've been working diligently behind the scenes to put the finishing touches on our new offering to the MMO-crazed among you, and we're super proud to announce Massively, a blog that obsessively covers massively multiplayer online games. If you like WoW Insider you'll love Massively -- and if you've been itching for in-depth coverage of other worlds you currently inhabit, Massively is the place for you. We've assembled a team of top-notch writers and players to deliver breaking news, original features, and expert analysis about the MMOs you play, and the titles you're most looking forward to. Hop on over and check us out -- to sweeten the pot we're doing 24 hours of Tabula Rasa giveaways to celebrate our co-birthday with Richard Garriott's new opus today, and 2 more weeks chock full of schwag after that. Hope to see you there!

  • WoW's "worthy competitors"

    by 
    Mike Schramm
    Mike Schramm
    09.11.2007

    The Houston Chronicle has a short piece up about what they call WoW's two competitors: Lord of the Rings Online and Guild Wars. Interesting choices -- LotRO is, obviously, an MMO based on Tolkien's famous books, and Guild Wars is actually not an MMO in the traditional sense at all -- there's no monthly fee, and the whole thing works a lot more like Battle.net does, where you can play a hero both in a solo game and in an online environment (not surprising, considering the developers used to work for Blizzard).While both games are reviewed well, neither of them quite matches up to our favorite game. But as I'm sure lots of you know (I'm guessing that most of you have played either one or both-- I've only played Guild Wars), each game does have some elements that could give WoW a run for its money. Most interesting, LotRO is planning to put player housing in a future patch, and Guild Wars, on its latest product page, advertises "no loot stealing, spawn camping, and endless travel."So while these aren't really "competitors" in the grander sense of player numbers (I'd say WoW's biggest competitor this holiday season might actually be Halo 3), they are definitely biting at WoW's heels in terms of features, and specifically targeting WoW's players with promises of what we've wanted for a long time. Other game companies are clearly getting better at figuring out how to attract the audience that World of Warcraft did, so it seems Blizzard's biggest challenge, from patch 2.2 to Wrath of the Lich King, will be to try and stay ahead of the curve of newer games and their new features.[ via WorldofWar.net ]

  • Why other MMOs remain the underdogs

    by 
    Elizabeth Harper
    Elizabeth Harper
    05.29.2007

    Over at MMOG Nation Michael tries to answer the question of why Everquest 2 remains an underdog in the MMO market despite numerous updates and improvements to the game by SOE. And I've got to say I agree with his answer -- whether we're talking about Everquest 2, Lord of the Rings Online, or even Star Wars Galaxies (do people still play that game?). Despite how good other games may be, if all of your friends play World of Warcraft, I bet you're going to be playing World of Warcraft, too. While MMOGCHART hasn't been updated in nearly a year now, their last set of data breaking down the number of active subscribers maintained by all of the major MMOs at the time showed World of Warcraft holding over 50% of the market, leaving a dozen games to split the remaining half of the market. And just looking at my circle of friends, all of them play World of Warcraft -- a couple of them play Everquest on the side, several of us play Lord of the Rings Online as well, and one dabbles in the world of Final Fantasy. But if I want to hang out with all of my friends, I've got to log on to World of Warcraft. So how's the next big thing going to break into the market when all of my friends -- and probably yours -- play WoW? I'm guessing it won't be able to simply be a Warcraft-alike, but be something so far beyond World of Warcraft today that it will draw in the same mass of subscribers WoW did in its initial release. So what do you think the next big thing will be in the MMO market -- or is it so far off that we'll all just be playing a different Blizzard game by then? (I'm still waiting on World of Starcraft, thank you very much!

  • Griefing and self-governance in online games

    by 
    Conrad Quilty-Harper
    Conrad Quilty-Harper
    06.15.2006

    The Guardian has produced an excellent column that addresses the problem of "griefers", people that abuse, team-kill and cheat other players of online games, particularly MMOs. Griefing has always been a problem where real players compete against their peers, although with massively multiplayer online games the problem has become much more serious. Earning a battleship in Eve Online or crafting a special item in World of Warcraft can take weeks if not months of game time. On top of that, the recent trend for people to sell items on auction sites like eBay has meant that rare online items have a monetary value.The article cites several high profile situations where griefers have bent moral codes with the Guiding Hand Social Club's ruination of Ubiqua Seraph in Eve Online and the funeral crash in WoW being the two main examples. Solutions that companies have come up with to limit these types of situations from happening are also looked at with the Xbox Live points system and strong community measures (like guilds and friend lists) being top on the list of letting players self-govern the problem. Effective community governance is essential if companies want to keep players inside the game and so that the owners don't have to resort to more drastic measures, like Blizzard does with its periodic account banning binges.Update: fixed a couple of minor grammatical errors.

  • Virtual worlds' selective reflections of reality

    by 
    Jennie Lees
    Jennie Lees
    02.09.2006

    The announcement of Valentine's Day events for both City of Heroes and World of Warcraft comes hot on the heels of a debate around virtual identity sparked off by a LGBT-friendly guild. The creation of in-game events that reflect popular world holidays is increasingly fashionable; it seems no week goes by without some new festival being celebrated in WoW's capital cities.However, by first stamping out discussions of sexuality, and then opening up the floodgates by theming an event around love, what are Blizzard thinking? Will players be able to flirt with same-sex NPCs or will they be instantly banned for even venturing a hug? We hope that there will be some procedures in place to help stop harassment, as it can be difficult to throw off determined admirers at the best of times. As for those gamers who prefer their MMOs with a dash of escapism, it seems to be a dying trend, especially amongst popular Western games.[Image from the Alter Ego project]

  • Romance in the Sub-Etha; data on MMOers relationships

    by 
    Christopher Grant
    Christopher Grant
    01.04.2006

    Nick Yee's Daedalus project, delving into the psychology of MMORPGs, has released data covering the relationship status of players. He writes, "About 80% of female players and 60% of male players are in a romantic relationship. On a tangential note, this gives rise to an interesting “singles” imbalance. If we assume an 85:15 gender ratio and the noted singles rate, then for every single woman in an MMO, there are 10 single men." Other interesting bits of data include percentage of men and women in a relationship that play with or without their signigicant other. Of course, there is a whole group of people who find love gaming online.