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  • The Daily Quest: How I learned to stop worrying and love my guild leader

    by 
    Alex Ziebart
    Alex Ziebart
    04.10.2009

    We here at WoW Insider are on a Daily Quest to bring you interesting, informative and entertaining WoW-related links from around the blogosphere. Roleplayers (or generally creative types), you have one more day to enter Letters from Birdfall's contest for a Sandbox Tiger! Clicking versus hotkeys has been a big topic 'round the blogs for the last couple of days, and Critical QQ is here to teach you how to stop being a clicker in 3 easy steps. Kill Ten Rats walks us through the daily quests of our real lives. You probably won't want to watch view all of this in one sitting, but if you have an hour and a half to spare you might want to check out this video of every single current boss WoW has to offer. As the GM of my guild, I'm a fan of The Wordy Warrior's list of 10 ways to make your guild leader love you. I especially like the part about cybering with the officers and giving them gold and free consumables. What up, ladies? Click here to submit a link to TDQ

  • Has LotRO's next expansion been named?

    by 
    Kyle Horner
    Kyle Horner
    04.02.2009

    Kill Ten Rats has uncovered a rather interesting website, called Riders of Rohan. Curiously, this website doesn't actually go to any place new -- it simply redirects to the official Lord of the Rings Online site. So this of course begs the question, will the next expansion (presumably this year's) be centered on Rohan and its lands? Will Lord of the Rings Online players be tromping around the Riddermark within the next twelve months?It seems rather plausible given the Volume 2, Book 7 update's location, but of course there's no official word just yet. Still, that won't stop us from imagining up mounted combat as Horse Lords and massive armies marching onto the steps of Helm's Deep as we valiantly defend her gates from dark forces.

  • Turbine's Jeffrey Steefel on implementing LotRO's lore

    by 
    Kyle Horner
    Kyle Horner
    03.16.2009

    Lore is something that can engross a person anywhere from several minutes to several hours. In the case of Lord of the Rings fans, it probably leans towards hours and hours. The core books written by Tolkien alone are quite exhaustive in detail.With Mines of Moria's release well behind us on the calendar, Kill Ten Rats interviewed Turbine's Jeffrey Steefel about how the expansion's team took Tolkien's lore and crafted it into what now exists within the game world. It's an enriching read for anybody interested in adapting lore into MMOs, or anything Lord of the Rings related in general.Of course, KTR and Steefel aren't the only Lord of the Rings Online fans addicted to extensive storytelling. We've got our own regular column dedicated to the very subject of all things lore related, with a huge focus on the virtual Middle-earth and its backstory.

  • Ten days with Mines of Moria

    by 
    Shawn Schuster
    Shawn Schuster
    02.23.2009

    Last week, Zubon at Kill Ten Rats had taken a comprehensive look at Lord of the Rings Online's Mines of Moria as more and more people are rediscovering the Turbine fantasy MMO. This 10-day exploration touches on many aspects of the game beyond simple back-of-the-box facts and features. It's an experienced and opinionated journal that points out the good and bad, which may be quite helpful to those looking to spend the extra cash for that expansion.Not only does Zubon touch on the experiences with Book quests, his impressions of the Rune-keeper and the mines themselves, but there's also a helpful "Seven Favorites" post which gives a no-nonsense look at what he enjoys most from the game. Check back through the entire series of posts, and take heed to his closing thought: "I have not nearly seen it all."

  • Economic shifts, new business models bring more options for MMO gamers

    by 
    James Egan
    James Egan
    01.25.2009

    Tough economic times generally lead to shifts in perspective, and that's exactly the case with the MMO industry given much of the commentary we're seeing lately. In response to these changes in the economy, more companies -- and gamers -- are starting to rethink the alternative business models that have thrived in Asia, and which are increasingly making their way into the western MMO industry. And is that so surprising? Many gamers would like to be able to play more than one or two titles in a given month, but simply aren't able to due to the monthly subscription price (time concerns aside, of course).Ravious from Kill Ten Rats observes that while MMOs typically demand more of players than standard PC games (at least in terms of time), the wide variety of gaming options that Steam users have come to appreciate could certainly be applicable to MMOs, if other business models beyond monthly subscriptions become viable in the West. Ravious writes, "Whether it is from a Steam-driven library of games, an aging MMO population, an economic recession, or plenty of different business models coming in to the MMO world, I believe that the subscription model of today is nearly done being 'the way'."

  • Grinding: The world's newest hobby?

    by 
    Seraphina Brennan
    Seraphina Brennan
    01.13.2009

    Kill Ten Rats just put up an interesting, if not verging on controversial, take on some of the more repetitive and mundane parts of our MMO experiences. The main point of the article looks at MMOs not from the standpoint of a game, but rather that of a hobby.Ravious, the article's author, defines a hobby element of an MMO as something we may do in our gameplay that's not fun, but aids you having fun in future gameplay. Things like grinding to get that awesome new sword, all the looting you do to make potions for that next big raid, or perhaps just sitting in battlegrounds and getting all the honor points you can take.Ravious makes one important part at the end of the article -- too much "hobby element" in your game just makes for a sour game. He uses salt for his metaphor in this context. Salt makes food taste better, but too much salt or salting the wrong thing leads to ghastly consequences.

  • Lame scams still profitable in Guild Wars, over 1000 bans every week

    by 
    James Egan
    James Egan
    01.06.2009

    Would you fall for this? (Please say 'no'...): A complete stranger approaches you on the sidewalk outside of your bank and shows you a rare coin he says is worth twenty thousand dollars. "I want to just give this coin to you," he says, "but I don't want anyone to know we did this... tax issues, you see." The stranger suggests putting it in your safe deposit box, but because he's so concerned about privacy, he wants access to your safe deposit box to be sure the rare coin gets there, with no one the wiser. The problem is that he can only get in there with your express permission...We're guessing 99.99% of you would never get suckered by something asinine like this, but why then do people fall for the exact same thing in the virtual realm? Specifically, it seems that Guild Wars players regularly turn over their login info to account thieves in hopes of getting something for nothing, as mentioned by Ravious over at Kill Ten Rats. This ultimately leads to a continuous deluge of stolen accounts, tears, and rage.

  • ArenaNet in complete control of Guild Wars 2 marketing

    by 
    Kyle Horner
    Kyle Horner
    12.29.2008

    Earlier this month we made a post speculating -- via Kill Ten Rats -- on how the marketing may be handled for Guild Wars 2. As it turns out, some of those rumors turned out to be untrue. Specifically, the rumor about how the game would be marketed when it eventually comes out. Regina Buenaobra, an ArenaNet community manager, has made it clear that NCsoft allows developers to decide their own marketing strategies for their games in the way that makes sense for them. We're very glad to hear that, as one size certainly does not fit all.Another nice aside here is that it would appear that NCsoft is allowing ArenaNet to do their own thing, which should assuage any worries or fears some may have after the events surrounding Tabula Rasa and Auto Assault. As for that release date? Well, that's still subject for speculation as per usual.

  • Guild Wars 2 marketing and release date speculated

    by 
    Kyle Horner
    Kyle Horner
    12.17.2008

    When it comes to Guild Wars 2, you could say the folks at Massively are a bit excited about the game. You could also say we're a bit of a MMORPG news and features site, as well. The problem is that there just hasn't been much information to discuss about the sequel. Well, as it turns out, Kill Ten Rats has a little bit of meat for us to chew on -- but only a little.In a conference call held in early November, it turns out there was some discussion about Aion. How is this pertinent to Guild Wars 2? Well, it seems that NCsoft is quite pleased with the marketed generated through buzz and online viral videos for the game. As of right now, the game is having an enormously popular Korean beta. So, the reasoning goes then that they'd like to see this approach taken with Guild Wars 2, as it saves NCsoft money -- something they apparently need a lot of right now -- and created plenty of awareness.As for a release date, after being pestered by an uninhibited analyst about said date, NCsoft was willing to admit their interest in a holiday 2009 launch. The intriguing part of this whole shebang is that there appear to be "options" for the game's release, and the analysts aren't too pleased with the inevitable decline in Guild Wars' business. So, could we see the game earlier than next winter? Maybe next summer? Possibly, just possibly.

  • ArenaNet's Linsey Murdock speaks out on recent Guild Wars update

    by 
    Shawn Schuster
    Shawn Schuster
    11.26.2008

    The large, now-infamous balance update for Guild Wars two weeks ago is still causing a buzz among players, so Ravious at Kill Ten Rats took this opportunity to interview ArenaNet's Linsey Murdock to discuss the process and effect that these changes have had so far.Murdock explains the importance of this update and some of her favorite or most-anticipated aspects. Of special note is the mention of the Luxon and Kurzick Challenge Mission reward changes, and how she hopes that it will actually get players back into those areas introduced with Guild Wars' first chapter, Factions. Check out the entire interview for a walkthrough of the update process and more from one of ArenaNet's most important Live Team game designers.

  • The anatomy of a cut scene

    by 
    Shawn Schuster
    Shawn Schuster
    11.15.2008

    When you watch a cut scene (assuming you didn't skip it, when possible), do you ever think about what goes into making that cinematic? Why did they choose this angle, and this part of the storyline? In games like Guild Wars, the cut scenes are game-engine-based, so your characters are standing there engaged in deep, dramatic story-driven dialogue with an important NPC, all the while a Jagged Horror decides he wants to stand directly on top of the camera. Ravious over at Kill Ten Rats discusses the issue we sometimes can have with the different types of cut scenes out there. For example, in Lord of the Rings Online, there are the ones where you can't do anything, and you're forced to sit and listen to the big bad boss talk about how he could have gotten away with it, if it weren't for you meddling kids. Then there's the type where you can, as Ravious puts it, "hop over Samwell(wise) Gamgee's hobbit head to your heart's content while Elrond bids the Fellowship farewell."So what's your favorite kind of cut scene? Do you feel they need to be giant cinematic productions, or do the brief game-engine scenes do well enough?

  • Are you ready for EVE Offline?

    by 
    James Egan
    James Egan
    10.04.2008

    Zubon over at Kill Ten Rats has written a bit of commentary about skill training in EVE Online. As players subbing multiple accounts used for different purposes know (particularly when training up initial skills), a fair amount of time is spent logging in and switching skill training, and not always so much actual gameplay seen with those characters. So, he suggests the idea of "EVE Offline" -- an extension of the game, played via a website or accessible with a mobile phone. The point of EVE Offline would be to turn skill training into its own game, not a peripheral activity related to EVE's standard (client) gameplay. He presents this idea in the form of a CCP deal announcement, laying out the conditions and terms of the fictional EVE Offline. Tongue-in-cheek or is there a serious point? You decide. The post is ultimately a way of asking: How many EVE players essentially do this anyway with their characters, paying the full subscription price but not getting enough play time on those alts?

  • The science of farming nodes and playing the market

    by 
    Shawn Schuster
    Shawn Schuster
    08.26.2008

    How to make money in your MMO of choice; this is probably one of the most popular topics among players who want the best gear. Should you raid for rare boss drops? Should you buy low and sell high in the auction house? Should you farm for crafting supplies? Of course, each game's economy is different, but personal preference should dictate what you ultimately decide and how you wish to spend your time. Over at Kill Ten Rats, they've written a great article on the phenomenon of item pricing in MMOs. The example is centered around the economy of Lord of the Rings Online and how you can allow certain people to inflate auction house prices beyond belief, to ultimately lower the item's price for others. It's an interesting take on an MMOs version of supply and demand, which isn't really even based on supply or demand, but the perceived version of either.

  • EVE Online targets Battlestar Galactica fans

    by 
    James Egan
    James Egan
    05.31.2008

    EVE Online has made first contact with a whole new group of sci-fi fans, through some carefully chosen TV advertising. EVE's first TV ads were shown during the most recent Battlestar Galactica episode on the SciFi network. If CCP Games wanted to target the viewers who would be the most receptive to checking out EVE, they didn't go wrong by choosing Galactica fans. The TV ads were an unexpected move, and came as a big surprise to many EVE players. Ethic at Kill Ten Rats said: "My jaw hit the floor while watching the latest episode of Battlestar Galactica on SciFi tonight. There, before my eyes, was a commercial for EVE Online. Amazing. Nice work CCP!"High visibility TV adverts for an MMO had previously been something only associated with Night Elf mohawks, Shatner, and a company with some rather deep pockets. EVE Online dev CCP Wrangler made a full announcement about the company's leap into prime time advertising.

  • Everyone got it wrong about the NASA MMO?

    by 
    Michael Zenke
    Michael Zenke
    04.23.2008

    Nicodemus at the Kill Ten Rats blog took great exception to coverage of a recent meeting held by NASA. The meeting took place Monday in Baltimore, and was an opportunity for the space agency to pitch the idea of a NASA MMO to prospective developers. As reported by sites across the internet, the whole thing was a bit of a bust. As we phrased it here at Massively, "In a news post at Gamasutra, it's been related that the Learning Technologies group has, for some reason, either rethought or lost its 3-year/$3,000,000 budget to develop its educational MMO. Instead, they'll be asking any interested developers not only to design and build the thing, but to host it as well."According to Nicodemus, that's completely incorrect. Not only will NASA be offering up a 3 million-dollar budget to an interested company, but the development partner would be able to commercialize the resulting product separately. Further comments from articles covering the event were disparaging of NASA's stance on the use of its logo but the KTR article clarifies that not as a commercial interest, but instead one of proper use: "They have very specific and restrictive rules about how, where, and when the NASA logo is presented. Most large companies have similar rules, but NASA is REALLY picky about it. The logo can't be used in such a way as to imply that NASA endorses a particular product or political stance, or whatever. They were quite clear about their willingness to try to work around this a bit and make it work."The post's author was at the event, felt the tenor in the room, and read over the FAQ at the official NASA MMO site. He came away with a completely different point of view than almost everyone who wrote about the pitch. Hopefully further statements from NASA will clarify this issue in the near future.

  • Living in a material virtual world

    by 
    Shawn Schuster
    Shawn Schuster
    03.29.2008

    Whether you play WoW for the phat lewt or not, we can all agree that the end-game is mostly item-based. How cool do you feel when you're the only one running around with the Twin Blades of Azzinoth? Well, what if it suddenly became much easier to obtain those blades, and everyone was running around with them? Regardless of the argument that item-based raiding is good or bad, it's still nice to know that people are aware of how hard you worked to get your best, flashiest gear. This is also why we hate gold sellers.Apparently, many players are not too happy about the ease in which high-end loot is obtained after patch 2.4. Over at Kill Ten Rats, they believe the changes are not a big deal and it will actually help players experience this higher-end loot before the expansion comes out. It's the thrill of the hunt, right? It's the exploration of a new dungeon, or the socialization aspect, isn't it? Regardless, it makes us wonder why Blizzard is doing this now. Possibly in preparation of things to come with Lich King?

  • Giving players the control stick in EVE Online

    by 
    Mike Schramm
    Mike Schramm
    03.21.2008

    We heard yesterday that EVE Online is set to start elections for the player council in May, and James over at Kill Ten Rats echoes pretty well the same thoughts that I (and others) have had about this whole idea: is it a good one?It's an interesting idea, to be sure, and if you listen to the people who had it (in our interview with them), it's a great idea. Instead of worrying about the vagaries of forum feedback and CM involvement, the devs are really hoping to have the game really run according to player concerns, allowing "emergent behavior" to appear on a vast scale. But there are lots of problems that could easily arise -- as James says, the players' roles aren't too specifically defined, so what if they decide to ban a corporation from the game, or purposely unbalance the economy?

  • On MMOs, cakes, and sand castles

    by 
    Chris Chester
    Chris Chester
    03.19.2008

    Most MMO blogs that we read are very upfront about the immediacy of their concerns. Are Druids getting nerfed in the next patch or not? How soon will it be before we can finally use a Personal Armor Unit? Is Warhammer Online going to ship before it's complete? It's not every day that we scroll through our RSS reader and see a blog entry that really attempts to approach higher thinking. While we have always had a tremendous amount of respect for the bloggers over at Kill Ten Rats, we were still a tad surprised to see a post Zubon made a little over a week ago where he waxes philosophic on the illusion of permanence in the MMO genre.He questions whether accomplishing things in an MMO is like baking a cake (not a lie) or building a sand castle; they're fun enterprises, and can be very fulfilling accomplishments for their time, but their very existence is fleeting. Are our nightly accomplishments in MMOs any less transient? The ultimate answer, if you were to ask this blogger, is that everything in life is ultimately ephemeral, it's just a question of shelf-life. But then, this is the sort of talk that we'd expect to hear from somebody on the verge of quitting MMOs, which we sincerely hope isn't the case. Ephemeral or not, MMOs still let us meet and keep in touch with friends and unwind after a long day's work. There's an undeniable value in that.

  • The 'proud nails' of City of Heroes design

    by 
    Michael Zenke
    Michael Zenke
    12.28.2007

    Zubon, of the award-winning Kill Ten Rats cooperative blog, has a great design discussion up on on the site concerning the 'proud nails' of City of Heroes' elder game. The term 'proud nail' is one that Zubon and I both enjoy from the design discussions on the official Wizards of the Coast website. Wizards makes the tabletop RPG Dungeons and Dragons, and many of the observations they make there are easily transposable to Massively Multiplayer games.Proud nails are 'design snags', problems that screw up the smooth movement of design mechanics. On the D&D site, examples include 'ten foot square' horses, crazily random lists of special abilities for monsters, and the strange way that bow ranges are calculated. Zubon's 'proud nail' list for City of Heroes focuses on the insanity of pitting high-level heroes primarily against a single villain group called the Carnival of Shadows. The Carnival has some serious issues, primarily stemming from their annoying attack moves and the famously weak amount of content at CoH's highest levels.I think 'proud nail' is a really useful term ... can anyone else point out a proud nail from any other games that immediately spring to mind?

  • KillTenRats' Zubon on the state of the genre at WorldIV

    by 
    Mike Schramm
    Mike Schramm
    12.27.2007

    WorldIV continues their MMO blogger interview series with an interview with Zubon of KillTenRats, which is not only a great MMO blog, but also a one-of-a-kind "blogomerate"-- they're a group of people who blog as a group without actually grouping together. As the Interview at WorldIV notes, the KTR folks are off in their own separate worlds, and yet somehow all of their posting feels like it all belongs in the same place.So Zubon is just one part of the blog, but he still shares some interesting opinions about the state of the MMO world. One thing that draws him to these games, he says, is the fact that for all of their "persistent" gameplay, they're not actually persistent at all-- all the servers we're playing on now will be turned off someday, just as our sun, he says, will eventually run out of energy. Even he jokes that that sentiment strays into pretentious-ville, but it's an interesting thought: using the impermanence of virtual worlds to figure out own our impermanence and mortality.He also labels himself a fan of "niche MMOs", and then defines those as anything that strays away from the elves and orcs type of world. He specifically mentions Tale in the Desert and the upcoming Chronicles of Spellborn as two MMOs to watch in terms of bringing new innovations to the genre. All in all, a good interview with a smart guy.