dynamic-content

Latest

  • Age of Conan to receive some new world bosses

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    12.02.2013

    Do you like finding huge monsters out in the world and taking them down? Then you'll have reason to be excited about Age of Conan's upcoming world boss system. The most recent game director's letter explains that these bosses are an outgrowth of the anniversary event designed to make the game world feel more dynamic. Each boss will have a one-week spawn period, and with 12 bosses in total, players will be facing a different boss each month. The boss will spawn within one or two outdoor areas and can be engaged and fought by any level-appropriate characters within those areas, with rewards going to anyone who takes part in the fight and survives for at least one minute before it dies. Item caches are dropped by each individual boss, but the bigger reward comes to players who manage to be counted as slaying all 12 bosses as they spawn. For more details, as well as information about upcoming gathering and event changes, take a look at the full game director's letter.

  • The Perfect Ten: Obnoxious studio buzz words

    by 
    Justin Olivetti
    Justin Olivetti
    08.01.2013

    So say that you write for Massively. Or say that you work for another news site while wistfully refreshing Massively's front page hoping to see a "we're hiring!" notice pop up. Or say that you're a two-headed frog that has a respectable blog that one head writes for while the other one eats flies. The important thing for this example is to imagine that you write news. Because you write news, a good chunk of your day is spent prowling for stories. Some of them you find while browsing. Some of them are sent to your email. Once in a great while your cell phone registers a call from California and a way-too-peppy voice tries to sell you on the notion of writing a 2000-word feature on a game that only the mole people have heard of. In all of this, you are exposed to a great amount of PR-speak. You see the same phrases pop up, again and again. You understand how words can be hollow shells wrapped around a complete lack of meaning. You start to go mad until your other head tells you to snap out of it and eat some more flies. So today you're going to join me here on this side of the news desk as we look at 10 of the most obnoxious buzz words or phrases that studio PR and devs like to toss our way. You could get really cynical reading this list, but I suggest that you make a bingo sheet instead to turn this into a fun game that never, ever ends!

  • Chaos Theory: Increasing The Secret World's replayability with Issue #8

    by 
    MJ Guthrie
    MJ Guthrie
    06.04.2013

    I've said it before, and I'll say it again: The Secret World just keeps getting better and better. While the horror-themed conspiracy game is obvious not perfect (heaven help the rest of the MMOverse if it were!), it is definitely traveling steadfastly along that long, dusty road of improvement. Every time Funcom delves deeper into the lives and plots of The Secret World's denizens by adding to the story, it gets better. Every time new experiences are offered through new missions or features, it gets better. Ditto every time more choice is added through new weapons or customization. But for all the advancements and added content over the past year, there are a few issues that, when addressed, would get the game really trucking down that road and make for one heck of a ride. Luckily for fans, it just so happens that one of those very issues appears to be getting some attention come Issue #8: replayability. Behold the hope that is scenarios!

  • 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!

  • The Tattered Notebook: Peeling back the layers of time, part II

    by 
    Karen Bryan
    Karen Bryan
    06.09.2012

    A couple of weeks ago, I talked about how EverQuest II is like an onion. It's got layers upon layers of content, and some of it has really helped the game mature, like a bottle of fine wine. In the previous column, I talked about how some of those layers have made gameplay more convoluted, but for every arena pet and every lonely looking-for-group tool, there are many examples of clever features that greatly improved the quality of gameplay, and in some cases, should be considered a standard feature in all MMOs going forward. With the recent buzz around SOEmote, it's a great time to look back at some of the changes to EverQuest II that really left their mark.

  • Making the 'jump' from Guild Wars to Guild Wars 2

    by 
    Bree Royce
    Bree Royce
    03.26.2012

    The second Guild Wars 2 press beta weekend has come and gone, and Massively was there every step of the way. Stay tuned throughout the day today for even more guides, impressions, videos, and Q&As to get you ready for the highly anticipated sequel to Guild Wars. Guild Wars 2 is on the way (when it's ready), and classic Guild Wars players probably understand that soon they'll be competing with a younger sibling -- a smarter, more attractive one who's sure to get more of mom's attention. And while we're sure that some of the more stalwart Guild Wars 2 fans are also Guild Wars players, not all veterans of the first edition are dedicated to licking up every drop of sequel info squeezed out of blogs, conventions, and betas. Those veterans might just be wondering, what exactly can Guild Wars 2 offer them, other than Hall of Monuments tie-ins? What's changed? What's the same? What will they love, what will they hate, and what could possibly make them jump ship to the new hotness? The first and most important thing you must know is that yes, you can jump in Guild Wars 2! Seriously, though, jumping is more than just a thing you do with your spacebar when you're bored; it's a symbol of boundlessness. Guild Wars 2 itself is trying to jump a lot higher than its elder brother, and probably the essential difference between the games is that feeling that the walls have come down and gravity is letting loose. That alone should urge classic players to take a peek, but if that's not enough for you, fire up your Jeremy Soule soundtracks (yes, he's onboard for an encore!) and read on...

  • Scott Hartsman: A fully dynamic RIFT 'lacked clarity'

    by 
    Justin Olivetti
    Justin Olivetti
    03.06.2012

    It's a well-known fact that throughout a good portion of its development process, RIFT was designed to be a completely dynamic world free from the traditional questing system. So why did Trion Worlds feel the need to shoehorn in these established MMO elements? Scott Hartsman doesn't duck the question in a recent interview but gives an open explanation for how the process came to be. He said the team originally began with a huge concept of a world where everything could change and be transitory but discovered that it had one big flaw: Players didn't feel connected to the world they were supposed to be saving. "A lot of it came down to a lack of clarity," Hartsman admits. "People need to feel like they have a place in the world in order to feel like it's a world they want to keep coming back to." To provide a way to anchor players in the story and place of the world, the team went back and added a static layer in addition to the dynamic one already present and created new ways for the two to interact. Hartsman reveals that everything in RIFT is created, balanced, and scaled by designers, as the team rejects fully machine-generated content (although the devs have used programs to assist in the design). He says that the team's main focus, from before launch until now, has been to get its subscribers to play together, as those relationships help "stick" a player to a game like nothing else.

  • Ultima producer's letter teases 2012 content

    by 
    Jef Reahard
    Jef Reahard
    01.31.2012

    Did you know that Ultima Online turns 15 this year? It surely does, and if you're not having a geriatric fit over that fact and wondering where the time has gone, well, get off our lawns. In all seriousness, UO grand poobah Jeff Skalski has favored the masses with a producer's letter, and he drops several hints about what's to come for the 2012 version of Sosaria. Publish 74 is officially live, and the dev team is already hard at work on its followup, which Skalski says will address "a handful of long overdue bugs" as well as further the game's dynamic story arcs. Skalski also tells us that the artwork for the enhanced client is still in the oven, and in fact the makeover has turned out to be "more challenging than planned." As a result, it's not quite ready for primetime, but rest assured that it is still a priority. As always, more info is available at the official UO website.

  • Fallen Earth developer blog talks territory control and world events

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    10.31.2011

    The conversion to free-to-play has gone live, but there are more changes in store for Fallen Earth. A new developer blog entry has just been unveiled, discussing two of the bigger features in store for the game -- world events and territory control. The former will be dynamic content that appears at random, with multiple events able to feed upon one another and create some changing landscapes for players to explore. Territory control, by contrast, will start off in a single region north of Blaine. The region will have a total of 13 different control points for factions to hold, with six of them out in the open and seven in more fortified locations. There will be notable rewards for players holding these objectives, including resource nodes, increased experience gain, and improved death toll. It should certainly lead to some interesting battles in the wasteland as players fight over the region's spoils.

  • Newest Star Trek Online blog details upcoming event system

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    10.16.2011

    One of the major elements of the shows that Star Trek Online follows is one that assures there's always something happening. No ships are just idly floating about waiting for another urgent mission. That's where the new events system detailed in the latest Path to F2P blog comes in. It's a dynamic set of events and missions for players to take part in for a limited time, ranging from pure combat encounters to more social challenges among cadets and civilians. As the blog outlines, players will be given access to a calendar showing the in-game events planned for the next 48 hours, with other special events popping up and leaving on a less regular schedule. Players can queue up to take part in these events as they become available, giving an alternate path to the extant missions and episodes. It's a fairly involved system overall, and it's the sort of thing that could help convey a sense of a dynamic universe.

  • LotRO dev diary talks Dunland, new dev tools

    by 
    Jef Reahard
    Jef Reahard
    09.28.2011

    Lord of the Rings Online's latest dev diary is hot off the presses, and to no one's surprise, it's all about Dunland (i.e., the new content region released in this week's Rise of Isengard expansion). Turbine's Jessie "Vastin" King is your guide to what's new and exciting in virtual Middle-earth, and the blog entry is heavy on LotRO's story elements as it explains the devs' approach to setting the game slightly off the path trod by Tolkien's famous fellowship. "It's in these areas where interesting characters, environments and stories lay in the tantalizing realm of suggestion," King explains. The dev blog also mentions a new approach to dynamic quests, NPCs, and events, and King says that the expansion is just the beginning as Turbine seeks to make its version of Tolkien's world that much more immersive. "As we settle into the use of some of these new tools, you should discover yourself in the midst of more dramatically changing towns, actively engaged NPC's, and roiling conflicts," the diary states.

  • Wasteland Diaries: Why do I PvP?

    by 
    Edward Marshall
    Edward Marshall
    08.26.2011

    Lately I've been asking myself, "Why do I PvP in Fallen Earth?" The game isn't designed around PvP combat; it's more of a sideshow. The factional conflict was what made me decide to try it out in the first place. But after getting to max level, I realized that there wasn't a true faction conflict. There were just sporadic skirmishes arranged by the same core of players. So what is it that motivates me to do it? What is it that motivates other PvPers to do it? I can think of a few possibilities, but even if I look at my best reasons as objectively as possible, they aren't even remotely good reasons. Yet I keep doing it. In this post I will take a look at what drives one to PvP in Fallen Earth. What are the benefits? What are the risk vs. reward factors? Are there objectives or goals? When I look at the cold, hard facts, I'm still not quite sure what motivates me (or the others who still hang around). After the cut, I'll go over all the potential reasons to PvP in FE (that I can imagine) and possibly narrow it down.

  • Lost Pages of Taborea: What could have been

    by 
    Jeremy Stratton
    Jeremy Stratton
    07.25.2011

    We always face changes in our favorite MMOs. A new patch comes along and changes multi-click gathering to single-click, a cool pet system gets added or our main class gets nerfed. Sometimes changes happen before the game ever sees them, though. Runes of Magic had some different features planned that were never implemented. Tile-dungeons, a streaming client and party-spells are a few of these features left on the cutting-room floor. In this week's Lost Pages of Taborea, I want to insert a titular line and look at what could have been.

  • Lost Pages of Taborea: Improving versatility in RoM's content

    by 
    Jeremy Stratton
    Jeremy Stratton
    07.04.2011

    I'm bouncing off last week's Lost Pages of Taborea to elaborate on why Runes of Magic's content is lackluster, especially in light of the ability to over-gear but also to come up with some ideas to keep it from becoming meaningless and boring. It's not absolutely necessary, but it will help if you've read last week's article. RoM's gear-system ensures that you get a lot of variety in choosing what kind of character to make and how you want to play it, but there's a threshold at which the only way to allow for even more diversity among class builds is to offset the linear difficulty of new content by replacing your stats with more powerful versions of themselves, adding refinements and tiering, upgrades that just up your sheer power. Players get funneled into more restrictive builds as they gain levels. The downfall is in the content itself because it becomes super-easy-mode killing after over-gearing. It's turning on a cheat code. Any need -- or desire -- to manage blood bars or skill rotations gets thrown out with the trash. It's a foreseeable issue in just about any game across any platform or genre in which you would allow the players to gain extra amounts of power. But is there a way to allow for it and keep in some challenge and variety? Some solutions might be to slow down the pace of combat, stretch the utility of player bars, make content more dynamic, or throw in some sandbox behavior.

  • Lost Pages of Taborea: Content needs to meet the versatility of gear-upgrading

    by 
    Jeremy Stratton
    Jeremy Stratton
    06.27.2011

    Last week I compared looting and class-bending in Runes of Magic with similar features found in RIFT. RoM's system of gear customization was a part of that article. This week, I want to talk business. Don't worry, I'm not a business major about to sling pie charts at you or talk about quarterly earnings. I want to talk a bit about business, specifically about how it might relate to decisions developers make concerning what kind of balance to put into an MMO. RoM's gear system is extremely flexible on the outside, but inside there are some restrictions. Some of these restrictions are imposed by the game, but some are imposed by players. In this week's Lost Pages of Taborea, let's take a look at how the flexibility and choice of RoM's gear system -- and other systems -- are in opposition to the game's content and some desires players have.

  • Wasteland Diaries: Coming soon

    by 
    Edward Marshall
    Edward Marshall
    06.24.2011

    Due to the new partnership between Fallen Earth and GamersFirst, there are some huge changes coming in the very near future and massive changes headed our way before the end of the year. Sector 4 is going to be released soon along with a major re-write of the skills and abilities system. There are still a great many questions that remain unanswered, but the developers on both sides have dropped some subtle and not-so-subtle hints here and there. There are still many players asking questions in global chat and on the forums that have been answered already. A few of the answers given have left me scratching my head, but I'm still optimistic at this point. But there's still a lot of confusion within the community about what is coming and when. I've dug up many of the responses to the toughest questions by Marie Croall of Fallen Earth and Joe Willmon of GamersFirst, who are holding their cards close to their chests but have nevertheless given up some good info. After the cut, I'll try to clarify what's going on in the short and long term, but it may result in some speculation on both our parts.

  • Enter at Your Own Rift: A case for player housing

    by 
    Justin Olivetti
    Justin Olivetti
    05.25.2011

    Earlier this week we were treated to the news that Trion Worlds is going to offer free character transfers between "select servers" once Update 1.3 hits. Now, how useful this will be is anyone's guess -- as some have noted, this may just be a clever ploy to redistribute the population from high-pop servers to low-pop ones -- but generally it's been met with applause from the community. I remain impressed as a consumer with how fast and aggressive Trion is pumping out content, and the fact that this is a free transfer once per week is really cool considering how most other subscription MMOs charge for a similar "premium" service. Whatever Trion's motive and however it'll play out, I do know this: The company needs to continue to bring the heat to the competition. It's vital that RIFT distinguishes itself from the rest of the pack in some way, whether it be polish, originality, speed, customer service, or innovation. Today I'd like to make a case for what I think should be high up on Trion's development schedule: player housing. We know it's something the devs have discussed, with some very much for and some very much against, but I'm hoping it's gone past the brainstorming phase. Why should we care about what might seem like fluff? How could housing work in RIFT? Tune in after the jump, same Bat-time, same Bat-channel to find out!

  • Fallen Earth dev talks progress town layouts and destructible buildings

    by 
    Jef Reahard
    Jef Reahard
    05.11.2011

    Progress towns have been on the minds of Fallen Earth fans -- and developers -- for quite a while now. The unique mechanics, which offer a newfangled approach to long-standing player city designs, are currently on the game's public test server, where three separate towns exist for players to capture and rebuild. In a new interview at MMORPG Center, Icarus Studios' lead scripter Doug Goodall talks a bit about the mechanics of Fallen Earth's entry into the dynamic content wars, including interesting blurbs on destructible buildings and pre-defined layouts. "There are no pre-defined positions. The layout of the town is entirely up to the players," Goodall explains. While rebuilt progress town structures cannot be destroyed by enemy players, the buildings and defenses can be razed by NPC enemies bent on attacking the settlement. If this happens, Goodall says that crafters will not be reimbursed for the materials expended in the construction process. What if you mess up during the placement phase? "A refund [...] may be added to let players recover from placement errors," Goodall notes.

  • Enter at Your Own Rift: Looking for groups

    by 
    Justin Olivetti
    Justin Olivetti
    04.27.2011

    Like some of you, I feel that RIFT's Update 1.2 can't get here soon enough. A good content update, in my opinion, has a little something for everyone, and in talking with Trion Worlds last week, I definitely got that feeling from this patch. The team is catering to endgame players with Slivers, build-enthusiasts with a fifth role, rift-runners with new types of dynamic events, and people who aren't content to merely spam my Twitter feed with accomplishments but must now do so from inside Facebook as well. I'd be lying if I said I'm not planning on spending huge amounts of time assembling dashing and fashionable outfits for my characters once the wardrobe is in the game, too. I'm all about outfits in Lord of the Rings Online, so it's great to see RIFT bring this type of system into the game (unlike some other stubborn studios, which shall remain nameless). Players like to feel powerful while looking incredible, and this outfit system will hopefully allay some of the complaints of similar-looking toons. Above all this in Update 1.2 towers one of the biggest changes to the game yet: the Looking for Group (LFG) tool. Designed to assemble teams of players to tackle dungeons and group quests, the LFG tool will certainly change how we play RIFT. Will it be a good change or bad? That's the $1,000,000 question, which I will tackle after these brief messages, by which I mean, "after the jump."

  • Guild Wars 2's Johanson: MMO class trinity is "tired"

    by 
    Jef Reahard
    Jef Reahard
    04.15.2011

    Have you ever wondered where all the hype comes from regarding Guild Wars 2? Sure, the original game was a financial success, and the sequel has NCsoft's considerable financial muscle behind it. When you get right down to it, though, ArenaNet is a company with one game to its credit, yet the firm still has the courage to openly challenge Blizzard as well as the rest of the crowded MMO market. In a new interview at Eurogamer, lead content designer Colin Johanson says ANet's success and confidence largely stem from a culture of creative fearlessness. How does this attitude translate into a next-gen MMO? Johanson says the best example is the dev team's willingness to scrap one of the themepark MMO genre's sacred cows: the holy trinity. "We're basically saying, listen, this as a core game mechanic is tired, we can do something better, we can do something more interesting than this," Johanson explains. The interview also touches on ArenaNet's release-it-when-it's-done mantra, and Johanson elaborates on why Guild Wars 2 has been so long in the making. "We're going to do all of this, we're going to make this the game that offers something for everybody, and we're going to get that right, and if it takes us a little longer to do that, the trade-off is totally worthwhile," he said. Head to Eurogamer for the full report.