hell-levels

Latest

  • The Daily Grind: Do we level too fast?

    by 
    Justin Olivetti
    Justin Olivetti
    12.14.2010

    The old timer shifted the toothpick from one side of his mouth to the other before launching a wad of foul blackness into a nearby spittoon. "Leveling?" he cackled. "Is that what you kids today call it? This fancy-pantsy autobahn of progression from zero to infinity in under a week? Why, back in my day, leveling came at a snail's pace -- no, with snails; you could actually see their progress. We strained forward, fighting for every millimeter of experience bar. Of course, if we got ourselves killed, the game'd just kick us on our backs, leer into our losery faces, and take a good chunk of that experience away." His eyes grew distant and haunted as he dredged up the memories. "Of course..." His voice faltered. "Of course, that was nothing compared to Hell Levels. We lost many good souls during Hell Levels, minds broken by the drudgery. Now take me back inside -- it's time for Jeopardy!" Hey you! Internet person! What do you think -- do we level too fast in MMOs these days? Is leveling just a joke now, a minor speedbump on the way to the "real" game? Or do you appreciate the faster pace? 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!

  • Massively's hands-on with Rift: Planes of Telara's dynamic content

    by 
    Bree Royce
    Bree Royce
    08.18.2010

    Just a few weeks ago, I was invited to attend Trion Worlds' Gamer's Day in San Francisco to get some hands-on time with a couple of the company's upcoming titles, including Rift: Planes of Telara. If Rift seems to have come out of nowhere, that might be due both to the acquisition of EverQuest II veteran Scott Hartsman to head the project as executive producer, and to a clever name change meant to reflect the team's shift in development focus. In fact, that shift in development focus is precisely what I was at Trion's studio to test -- I got to check out the Rifts themselves in all their glory, in the context of the greater dynamic content system that the developers are so excited about. Massively's writers have been able to play and report on character creation and the starting areas of Rift several times over the last year or so, including earlier this summer at E3. But until today's embargo lift (coinciding with the reveal at Gamescom), no one had quite seen the fabled planar invasions and takeovers in action. Now we have.