goldilocks

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  • I smelled a little girl and I liked it?

    by 
    Mona Lalwani
    Mona Lalwani
    06.04.2015

    Once upon a time, on a warm afternoon in May, I followed Goldilocks on her adventure, one smell at a time. As she made her way through the illustrated forest on the iPad in front of me, I tapped the screen and leaned over a small cylinder for a whiff of the woods. A few seconds and a whirring sound later, the smell of pines, faint but fresh, brought the classic children's book to life. A lush green, mossy forest instantly popped into my head. And as the subtle smell started to wear off, so too did my skepticism toward olfactory technology. Or so I thought.

  • The Daily Grind: What's your ideal small group size for instances?

    by 
    Justin Olivetti
    Justin Olivetti
    03.01.2014

    I love hanging out with friends in-game, especially when we get enough of us on to go run a dungeon or two. However, I've noticed that the standard small group size in MMOs isn't exactly "standard;" it fluctuates from four to six depending on the game in queston. Four has the benefit of assembling a group easier and faster, although it perhaps makes it more difficult to slot all of the needed roles. On the other hand, six might be too many depending on how few folks log in that evening. But I'm not going to Goldilocks you folks by saying that five is "just right." The truth is, I don't know what I prefer in a small group size. Flexibility, I guess. So what's your ideal small group size for instances? Would you be open to MMOs boasting, say, a three-person or seven-person small group? 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 Road to Mordor: Putting the "lass" back in "class"

    by 
    Justin Olivetti
    Justin Olivetti
    08.13.2010

    With the not-so-recent NDA lift on the beta, LotRO players are fast at work discussing, analyzing, dissecting and pouring over all of the information coming from testers. Like a double Shire rainbow, the main question on everyone's lips is, "What does it mean?" We want to know how this is going to impact us, our future, and our gameplay, and the massive scope of this change is both unsettling and heady. Last week we sifted through the LotRO forums for testimonies about several aspects of the beta, which was treated with a stony silence from the lot of you. Oh, I kid! Nothing gets the tongues wagging around here like a good mouthful of free-to-play, although I've been informed by the leaders of the Global Conspiracy Against Gamers Having Fun that this topic has three days left on the clock until it's locked away in a vault forever. So even though I tried to touch on the relevant points of the beta last week, there's simply so much of it out there that I had to leave some behind. It's easy to forget that this fall's update contains more than the LotRO store, like a whole barrel of additions and fixes to the game -- including class tweaks. Grab my hobbity hand, and we will venture into the land of the unknown... the land of class changes.