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  • Some Assembly Required: An early look at Dawntide

    by 
    Jef Reahard
    Jef Reahard
    10.28.2011

    Hey folks, and welcome back to Some Assembly Required. The column's been around for a little bit now, and we've done everything from developer interviews to opinionated rants to sandbox and player-generated content feature spotlights. One thing we haven't done is an impressions piece on new sandbox titles, and I aim to fill that void today with an early look at Dawntide. The title is an open-world fantasy sandbox under development by Working as Intended, an indie outfit that calls Copenhagen, Denmark home. Dawntide has been under construction for quite a while now (we first spoke with the devs way back in the summer of 2009), and after a series of funding and development challenges, the end of the long beta journey is in sight.

  • Some Assembly Required: Diving into details of Origins of Malu with an exclusive interview

    by 
    MJ Guthrie
    MJ Guthrie
    09.16.2011

    "This will be the world's best game ever ever ever!" -Michael Dunham. You tell 'em! Honestly, we have heard it before: MMORPG feature lists that promise what our sandbox-loving hearts desire. Try as we might, we cannot escape those sneaky tendrils of hope that find the chinks in our +10 jaded armor of cynicism as we read about the return of a true virtual where actions have consequences, personal choices dictate gameplay, and individuality is a matter of principle. Sadly, time and time again those hopes are dashed by titles that either cannot deliver on their promises or never even survive until launch. The same is true for the developers at Burning Dog Media; they too have ridden the roller coaster of sandbox dreams and harbored in their hearts a vision of their ultimate game if only they had the wherewithal to produce it. The difference between them and us is... they do! Welcome to issue #6 of Some Assembly Required -- an exclusive interview with Michael Dunham and Dave Cruikshank -- Lead Developer and Art Director of Burning Dog Media, respectively -- who are in the midst of developing the new sci-fi/fantasy MMORPG Origins of Malu. Originally called just Origins (the change was to help avoid confusion with other projects that were cropping up with similar titles), this game previously teased sandbox aficionados with a glimpse at some hope-stirring features. Today, we have the privilege of expounding on "coming soon" and revealing more features that not only are planned but are for the most part implemented. So why should we check out Origins of Malu? And what tantalizing tidbits of sandboxy goodness can we expect? Grab onto that hope and dive past the cut -- if you dare -- to see what Michael and Dave have to share.%Gallery-134056%

  • Massively Exclusive: The sweet and sour of ArcheAge's third closed beta

    by 
    Jef Reahard
    Jef Reahard
    05.31.2011

    Forgive me for getting this out of the way up front: I frickin' hate betas. Loathe them. Avoid them like the plague, usually. Why then, did I find myself foregoing sleep for the better part of last week to log into XL Games' third closed beta test for ArcheAge? Curiosity, for sure, and maybe just a hint of desperation. As the MMORPG genre moves farther and farther away from the types of games worlds that drew me in a decade ago, the chance to get a preview of what some fans are hoping is the next great AAA sandbox was enough to overwhelm my betaphobia. It's been quite some time since I've glanced out my window to see the sun rise while playing an MMORPG through the night, and ArcheAge definitely has its claws in me at this point. Is it the next great sandbox, though? Is it even a sandbox at all? Can XL successfully meld two design philosophies (sandbox and themepark) that are, in many ways, polar opposites? Those questions are difficult to answer, but join me after the cut and I'll give it a shot.

  • New ArcheAge fly-through video released, planting system profiled

    by 
    Jef Reahard
    Jef Reahard
    05.10.2011

    Yesterday we learned a bit more about the labor system in XL Games' ArcheAge as well as some juicy tidbits on ship and housing construction. Today, AAportal.net has some more non-combat discussion to whet our sandbox appetites, and this time the subject is plants. While plants are an unlikely MMORPG topic (unless you're talking about a gathering quest), they play a unique role in ArcheAge thanks to the game's gardening and harvesting systems. Whether your interest lies in cultivating grapes or in seeding a grove of apple trees and (eventually) selling the harvest to expand your farm, it's all doable. Trees are also a source of timber, which is required for the aforementioned ship-building as well as house and furniture construction. In other ArcheAge news, a brief fly-through video has surfaced on YouTube. While the clip clocks in at a paltry 43 seconds, it offers a number of external looks at player housing as well as the game's gorgeous scenery. Check it out after the cut, then head to AAportal for more.

  • XL Games teases new ArcheAge trailer

    by 
    Jef Reahard
    Jef Reahard
    04.28.2011

    The ArcheAge publicity machine is starting to make a bit of noise (and it's about time too, the title's been in development since 2006). XL Games has just released a brief video preview -- which is itself a teaser for a full-length trailer that will debut shortly. The game is also gearing up for its third Korean closed beta, with testing scheduled to kick off on May 24th. The video crams a ton of new footage into its one-minute running time, and we're unabashedly salivating for the full-length trailer as well as the game. ArcheAge is the brainchild of noted Korean developer Jake Song, and looks to fuse sandbox and themepark elements to create the first "third generation" MMORPG experience. ArcheAge also features music from renowned Korean composers Yoon Sang and Shin Hae Chul, and fantasy novelist Jun Min Hee is involved in the conceptualization of what XL calls "game scenarios." ArcheAge is being developed using both CryEngine 2 and 3, and aims to set the standard for both graphical performance and varied gameplay options. Feast your eyes on the teaser after the cut.

  • Free Realms buys the farm, offers it to players

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    04.11.2011

    Farming is kind of a hot-button issue for a lot of gamers these days, bringing forth mumblings about Facebook and clicking on cows. Fortunately for players who like farming in a colorful environment but don't feel like supporting aggressive non-gameplay, Free Realms has just introduced the option to work on your very own farm, clickable cows not included. All players will receive their own Wilds Farm to start cultivating, decorating, and harvesting as they see fit. As is par for the course for the game, the new farming system introduces a number of minigames for farmers to convert crops into coins. Farming will also provide a surfeit of new items available to expert harvesters. If you're particularly taken by the farming mechanics, you can also purchase additional spots of land and items for planting for Station Cash. Free Realms players on the Mac and PC can begin enjoying the little joys of working on a farm, albeit without the backbreaking labor that accompanies a real farm. %Gallery-12980%

  • World Bank report finds selling virtual goods in games more profitable than 'real' economy

    by 
    Vlad Savov
    Vlad Savov
    04.09.2011

    A report commissioned by the World Bank's infoDev unit has cast fresh light on one of the more fascinating aspects of our brave new interconnected world: the virtual economy. The "third-party gaming services industry" -- where wealthy but impatient players have someone else grind away at online games for them in exchange for monetary reward -- is one of the focal points of the study, chiefly owing to it having generated revenues in the region of $3 billion in 2009 and now serving as the primary source of income for an estimated 100,000 young folks, primarily in countries like China and Vietnam. What's encouraging about these findings is that most of the revenue from such transactions ends up in the country where the virtual value is produced, which contrasts starkly with some of the more traditional international markets, such as that for coffee beans, where the study estimates only $5.5 billion of the $70 billion annual market value ever makes it back to the producing country. The research also takes an intriguing look at the emerging phenomenon of microwork, which consists of having unskilled workers doing the web's version of menial work -- checking images, transcribing bits of text, bumping up Facebook Likes (naughty!), etc. -- and could also lead to more employment opportunities for people in poorer nations. To get better acquainted with the details, check the links below or click past the break.

  • Choose My Adventure: Time management and the AFK game

    by 
    Jef Reahard
    Jef Reahard
    12.15.2010

    Welcome back to Massively's Choose My Adventure. As I'm gearing up for the fifth week of my excursion through Darkfall and the lands of Agon, I've settled into something of a groove based on my own personal playstyle and the schedules of folks that I've met in the game. Aventurine's sandbox is a game that sucks you in in a number of different ways. It's a game that you can (and really should) play a lot, and it's not a game that I'd recommend to folks who are dabblers and game-hoppers or those who have a ton of additional demands on their free time. This isn't solely because of the skill grind, either, but also because of the large degree of freedom a player has to choose his own goals, path, and endgame. Ultimately, Darkfall is a pretty large middle finger in the face of the popular notion that MMORPGs are casual games. In fact, Aventurine said as much several months ago, and this attitude informs just about every aspect of Agon. Though some might consider this a negative, I've thus far found it to be quite a bit of fun as well as a refreshing change from the vast majority of the disposable MMOs I've played over the past half decade. Join me after the cut for a look at time management in Agon as well as my weekly recap. %Gallery-110478%

  • Lost Pages of Taborea: Resource acquisition

    by 
    Jeremy Stratton
    Jeremy Stratton
    10.04.2010

    Way back when Runes of Magic was still young and learning to fly, there was only one way to obtain resources: Find a resource node and click it. Come to think of it, I've always chopped wood and gathered herbs, but what's the proper verb for obtaining ore in MMOs? In any case, the tried and true method of clicking on resource nodes has always worked for RoM. It's just that recipes take a lot of resources, which used to mean a lot of gathering. Seriously. A lot. I've written about the state of RoM's crafting system before, but many updates have come along since then. While the large amount of resources needed to craft items hasn't changed, the many different ways of obtaining those resources have. In this article I cover all the new ways you can get your grubby little mitts on a crafter's best friend.

  • Choose My Adventure: Second verse, same as the first

    by 
    Krystalle Voecks
    Krystalle Voecks
    09.29.2010

    It's been another interesting week in Vanguard, to say the least. Remember that thing I said last week about crafting and diplomacy being deep? I can now say with absolute certainty that they are so double-rainbow intensely deep that I've spent the last several days primarily working on those two skills as opposed to moving on to the next village. Indeed, attempting to finish all the quests in Sun Village has sent me back to Tentrees Farmstead (the first starter town) to pick up even more crafting and diplomacy work! Will I ever escape, or will I be sucked into an ever-swirling loop of crafting, diplomacy, harvesting, or whatever odd side-skill lurks just ahead, ready to whomp me over the head and make off with my magical cookies? Well, this week you'll get to decide, as I put the future of my fuzzy little Raki to a vote! But first, join me after the break as I recap the last week's adventure in Telon.

  • En Masse shows off PAX TERA demo video

    by 
    Jef Reahard
    Jef Reahard
    09.22.2010

    En Masse Entertainment has taken the wraps off a lengthy video edit of their PAX Prime 2010 TERA press demonstration. If you missed the game convention, as well as our coverage of the cultist refuge, you can sample scenes from the demo that have been cut together and made available on YouTube. The video, featuring a look at several boss fights as well as the interior and exterior of the cultist's refuge, runs right at six minutes in length and is underscored by some cheeky narration courtesy of producers Sam Kim and Stefan Ramirez. "TERA is deep, it doesn't just have a story, it is a story. Progression isn't just about levels, items, or skills but about moving the story forward and finding out more about the world and your role in it as a player," Kim notes. In addition to the usual footage of TERA's combat, there are also some interesting shots of the environments and what looks to be harvesting mechanics in the form of butterfly gathering.

  • The Anvil of Crom: We built this city

    by 
    Jef Reahard
    Jef Reahard
    07.11.2010

    While we didn't quite built our guild city on rock and roll, we did use the blood, sweat, and tears (not to mention curses) that resulted from several weeks of dedicated resource gathering and guild-bank raiding. Come to think of it, we did use a metric butt-ton of rock to build it, so the fact that you're now singing Starship's 1980s anthem isn't all for naught. You're welcome. Anyhow, building a city in Age of Conan isn't for the faint of heart. I've been promising to talk about it for nearly a month now and continually pushing it back because that's about how long it takes for a tiny guild (currently four active members) to build anything worth talking about. Happily, tier two is nothing to sneeze at, and we've now got a satisfying sprawl covering a sizable portion of the southern Purple Lotus Swamp. Our city, resting behind some rather enormous sandstone walls, features everything from a well-fortified keep, to all the crafting facilities and a trader, to a large contingent of NPC guards, nobles, and (because it's Funcom) hookers. Read on to discover the pai... er, fun that is Hyborian city-building, and don't forget to check out the gallery below. %Gallery-97265%

  • More information on Final Fantasy XIV's crafters and harvesters

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    07.08.2010

    With the beta testing in full swing and the release date just around the corner, you might think that Final Fantasy XIV fans would have all the information that they need. Of course, anyone highly anticipating the game would be quick to point out the exact opposite, eagerly looking for any more details about the game, especially with so much left to know about the various Disciplines. A recent article on Famitsu (translated by the helpful team at FFXIVCore) sheds new light on some of the less flashy disciplines -- not those of War or Magic, but the Hand and the Land, gathering and crafting. The new article gives more details on Harvesters (which may be dubbed Botanists in the official translation), Goldsmiths, Armourers (possibly due to lose the British spelling), Woodworkers, and Fishermen. Each class has a small writeup explaining their tasks and talents, such as the rapport that Harvesters enjoy with plants or the equipment-enhancing talents of Goldsmiths. Take a look at the article for a clearer picture of the plethora of non-combat activities that come along with Final Fantasy XIV -- even if many of the noncombatants will be well served by having a few combat-ready escorts.

  • The Anvil of Crom: She's crafty, but not my type

    by 
    Jef Reahard
    Jef Reahard
    05.23.2010

    Know, O Prince, that between the years when the oceans drank Atlantis and the gleaming cities, and the rise of the sons of Aryas, there was an age undreamed of, when shining kingdoms lay spread across the world like blue mantles beneath the stars. Thither came Joe Gamer, a crafter, a harvester, to grind the gems of Funcom's Hyboria beneath his sandaled feet. Ok, so maybe I embellished Robert E. Howard just a tad with that last bit, the point being to illustrate that there's something a little off-kilter about the tradeskilling system in Age of Conan. As enjoyable as I find the combat, exploration, and various other aspects of Funcom's sword and sorcery MMORPG (not to mention the Rise of the Godslayer expansion), it's odd that I'm almost completely meh about the crafting system. Part of it has to do with being spoiled by more complex crafting mechanics in other games. The other part, well, I don't what it is exactly, but maybe I will by the end of this week's column. Click past the cut for more.

  • The Daily Grind: Gone fishing?

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    01.13.2010

    If you came from an alien world and had to evaluate our culture based solely on our MMOs... well, you'd probably conclude unpleasant things about our culture, but that's not the point. You would certainly come away with the impression that one of the most important hobbies we possess is fishing, considering how many games it shows up in. Nearly any fantasy game (and several others) will give you the opportunity to stand next to a body of water with a rod, cast your line, and wait for a while until a fish bites. Or until you realize that you're paying $15 a month to play a game that accurately simulates how mind-numbingly tedious fishing can actually be. Do you like fishing in MMOs? For some of us, yes, it's the sort of thing we look at once or twice and swiftly conclude isn't what we'd like to spend our time doing. For others, however, the calm and tranquility of just standing by the water, taking a look at the virtual landscape, and relaxing a bit is a welcome change from the pace of the game as a whole. Do you prefer when it's there, do you miss it if it's not, or are you completely uninterested in fishing?

  • Researchers develop infrared vegetable harvesting robot, to the disgust of children everywhere

    by 
    Joseph L. Flatley
    Joseph L. Flatley
    08.12.2009

    Researchers at England's National Physical Laboratory are working on a device that uses a modified microwave measurement system, terahertz and far-infrared radio frequencies, and a clever cauliflower detection algorithm to let robots "see" beneath -- and harvest -- crops that current technology cannot. So far, the imaging system has been successfully demonstrated in the lab, sparking the interest of at least one UK lettuce grower, and it looks like a product could be commercially available as early as next year. According to Dr. Richard Dudley, Project Lead at NPL, the team began by focusing on cauliflower crops because they're both "one of the hardest" to measure, and totally gross.

  • The Daze of Darkfall Week 3: Keep rollin', rollin', rollin', yeah

    by 
    Seraphina Brennan
    Seraphina Brennan
    07.29.2009

    Hey there avid Darkfall readers! It's week three of The Daze of Darkfall, and that means we only have one week left in our feature! Time sure does fly when you're getting your butt kicked in defense of your city!And that is totally what I did this week! Yes, that's right, it's time for a real look into "hardcore" PvP and raiding! I was out in the PvE sections killing skeletons, I was defending our city against enemy invaders, and I was working with others in harvesting camps.So this is it. This is the cream of the Darkfall crop. This is what people say is the most amazing part of this game. Is it? Will it live up to the hype? Skip along with me after the break, and we'll go through week three, step by step.

  • The Daze of Darkfall week 2: AFK your way to fame and fortune pt. 2

    by 
    Seraphina Brennan
    Seraphina Brennan
    07.21.2009

    Battles abound and a city under siegeOut in the wilderness with my clan, we wreaked havoc on newbie towns. Oddly enough, an unarmored newbie weapon carrying player is no match for four people in chain armor wielding crafted weapons. Who would have thought? Also, if you're AFK and auto-harvesting something, you suck at PvP. Just letting you know.In all of this madness, however, my party was lucky enough to stumble upon a person farming herbs. She too was AFK and felt our wrath, but what made this encounter so absolutely hilarious was the presence of a steedgrass on her person. One steedgrass lets you call a mount, so we effectively denied her a mount. Whoops.If that's not painful enough, another one of my colleagues reported that he had killed an AFK newbie, only to find a deed to a cottage on their corpse. He had just stolen a house from someone AFK. A house. I bet you never stole an entire house before.Later on that night though, I got my first real taste of PvP action. One of our members yelled that he spied an incoming force of about 15-20 people to our city, causing everyone to quickly rally. Of course, when I say "rally" I mean everyone stripped their armor and pulled out their staves. (Yes, I too feel as if I live in bizarro world.)As they ran up the side of our city, we began pummeling them with magic missles. I have to admit, the sight was pretty awesome to behold. 25-30 people all casting magic missiles at the enemy as they rode towards us on mounts was pretty fun. I can only imagine what it was like from their perspective, looking up to see this wave of blue bubbles flying at their mounts.Once they reached the city, however, everyone did what they could... while naked... to defend what we had. It wasn't a serious defense, as they didn't have a challenge against us for the city, so many deaths while naked were had. If we had been out somewhere, sure, we would have been wearing armor. But when someone comes in to our city trying to get stuff from our bodies, why give them the pleasure?It's at this point that I'd like to say we drove the enemy away with the stalwart defense of our territory, but it really came down to them getting bored killing naked people. Who can blame them, especially when we killed one or two of their people. We lost nothing (except our pride) but we gained everything (and by everything I mean two sets of armor and weaponry.) What lies in wait for next week? Things are starting to get heated in the clan. The generals want everyone combat ready, including the crafters. Plans are being created, swords are being sharpened, and our evil scowling practice is really coming to fruition. (No one can deny that the evil scowl is absolutely essential in battle.) This week looks like it's going to be a week of blood, and I'll make sure to report all of the lost limbs to you faithful readers next week.No time to go searching? Check out week 1 and week 3 without digging through the category!

  • The Daze of Darkfall week 2: AFK your way to fame and fortune

    by 
    Seraphina Brennan
    Seraphina Brennan
    07.21.2009

    Confused as to why this isn't in Anti-Aliased? Well, "The Daze of Darkfall" month long feature has moved to a new home as a standalone feature! Isn't that grand? Now I can talk about my adventures in Darkfall while still unleashing my biased opinions upon you in Anti-Aliased. It's a win/win situation, if you ask me.So what's in the picture above? Well that's me AFKing my way to hardcore status in Darkfall. All you need is an old college textbook and a comb cleverly placed on your left arrow key and you too can get to max run skill with just a few nights of AFKing! Forget running into walls, this is the future! I like to call it "hardware macroing."But this isn't all, dear readers! I have lots more fun inside of this week's Darkfall report! Come, continue reading and enjoy the insanity of Agon, where AFKing is better than playing and naked is the new armored!

  • Anti-Aliased: The Daze of Darkfall pt. 2

    by 
    Seraphina Brennan
    Seraphina Brennan
    07.16.2009

    Capturing the city After running halfway across the main continent, I finally found myself in my new home. Albeit my new home is a broken wasteland of stone and rocks at the moment. My clan was very successful in grinding out the 10,000 gold to capture a city in under six hours, leaving us with a brand new piece of real estate in a suitable location. This is the part where things in my Darkfall experience began to get dicey. A city does not just fall into one's hands and just magically work. Construction needs to occur and buildings need to be built. Things like keeps and houses allow more clan members to bind their souls to the citystone, our new respawn point. But to get those, we need stone, and wood to start constructing. And to get stone and wood, you need resource harvesters. Or as I like to call us -- peons. No, honestly, I'm not tripping out and recalling a game of Warcraft or any other real-time strategy game. This is all still very much Darkfall. My job for a few play sessions was going out with a pick axe or wood axe and working to harvest resources for construction. You wouldn't believe how ungodly boring hitting a rock is. Or, well, maybe you could. And, commenters, I know what you're saying. You're saying that I should be out getting some PvP l33tsauce right now. Well, guess what, PvP l33tsauce does not build a city. Sure, I could go shoot and kill other people harvesting. But stone and harvest materials weigh you down and people to kill aren't exactly close to where I am. No, you can just go right outside the darn walls and start hitting trees/rocks. It's faster, it's more productive, you can move resources quickly, and it's not PvP. Sorry. Clan's current plans are to do some more harvesting and production as a group, then we're going to begin "training for PvP." Right now, training consists of beating the crap out of one another to raise defenses and attack skill. Not exactly what I think Aventurine had in mind to raise combat skills, but I don't see them stepping in to stop my entire clan. Beyond that though, I really am looking forward to raiding and doing some real combat. The thought of raiding another city is exciting, although it will take some time. End of part one Well, those are my experiences so far. More of my Darkfall experiences are coming next week, during week two of this month long in-depth look. Personally, Darkfall is a mixed bag right now. The menus still annoy me, the combat still intrigues me, the questing still sucks, the city building feels like a giant real-time strategy game (I enjoy being a commander more than a peon, but I think that's something everyone would agree on), but nothing's really happening. Darkfall's billed as one of the great PvP games, and so far I've seen one instance of PvP in the three days I've been playing. Granted, I could throw myself into PvP, but that just seems like a waste of my money, armor, and weapons at this point. Why PvP when it will cost you more than it will let you gain? Maybe things will turn around. Tune in next time, dear readers, to find out if they do.Hey, want to do the time warp? Check out week 2 and week 3 of The Daze of Darkfall! Colin Seraphina Brennan is the weekly writer of Anti-Aliased who thinks three hours of third-person harvesting is the bomb. When she's not writing here for Massively, she's rambling on her personal blog, The Experience Curve. If you want to message her, send her an e-mail at colin.brennan AT weblogsinc DOT com. You can also follow her on Twitter through Massively, or through her personal feed, @sera_brennan.