middle-earth-online

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  • The Game Archaeologist: Ironman modes and elective permadeath

    by 
    Justin Olivetti
    Justin Olivetti
    08.30.2014

    One facet of video games that's been around almost since the very beginning is the difficulty level. This has allowed the player to choose how hard or easy a game would be from the onset, influencing factors such as the number of enemies, hardiness of bad guys, fragility of the player character, and available loot (or lack of it). I used to love how some of those '90s shareware titles would mock me for picking easy, sometimes portraying my character wearing a baby bonnet and sucking its thumb. Real gamers, the devs implied, go tough or go home. With a few exceptions, MMOs operate on a fixed level of difficulty for all of their players. Instead of assigning blanket difficulty client-side, the game world portions difficulty into areas, usually according to level or activity. Some games have instances with adjustable difficulty levels, but past that what you get is also what I get. This might be changing. A very fringe but dedicated group of players have championed such ideas as elective ironman and permadeath modes for their MMOs, and at least one studio is responding positively to that desire. Would you choose to make your MMO experience harder than everyone else in exchange for nothing more than a bigger challenge and a more "realistic" experience?

  • The Road to Mordor: What would Lord of the Rings Online 2 look like?

    by 
    Justin Olivetti
    Justin Olivetti
    05.17.2014

    It's safe to say that I've been around the block a time or two in this column, and as such I've grown quite familiar with a few of the war chants that some players like to spout in every single comment section. Yes, the character visuals are off-putting and a travesty that should be investigated by the United Nations. Yes, Turbine is a sinister money-grubbing organization with no love for the game, only for your wallet. Oh, it's not enough to say it once; there's a comment quota to be had! But the one that both makes me roll my eyes the most and makes me think a bit is the comment that states that the franchise should be given to some other studio to make, I dunno, Lord of the Rings Online II: Shire Reckoning. It's an interesting thought exercise that I feel has very little possibility of ever happening. Turbine has the license for at least a few more years, and anything past that would require Warner Bros. and the Tolkien estate to be convinced that a Lord of the Rings MMO could be done better and made more profitable elsewhere. Wishful thinking is one thing, but practical reality is another. However, let's say for the sake of argument that the commenters got their way and Brandybuck Studios was commissioned to make a new MMO for Middle-earth. What would it look like?

  • The Daily Grind: Which unfinished MMO would you love to play?

    by 
    Justin Olivetti
    Justin Olivetti
    01.30.2013

    For every MMO that makes it to release, there's probably two that died a sad death along the way. Sometimes it's the decision of the studio or publisher to can it, sometimes it's the result of finances, and sometimes it's just plum bad fortune. Whatever the case, the history of MMOs is littered with half-finished games that will never see the light of day. But what if? What if you had the power to magically resurrect, finish, and release just one of these games? Which one would it be? Would it be the intriguing Ultima X: Odyssey, the original Middle-earth Online, or True Fantasy Live Online? What about Privateer Online, Imperator Online, or Project Copernicus? Or would it be a different game altogther? 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 Game Archaeologist: Steve Nichols' The Realm Online debriefing, part 2

    by 
    Justin Olivetti
    Justin Olivetti
    12.01.2012

    This week we continue our interview with Steve Nichols, one of the original lead developers on The Realm Online. After his work on this pioneering title, Nichols expanded his MMO resume with projects such as the never-seen Middle-earth Online (MEO), the seminal Freelancer, the PvP-centric Shadowbane, and the cult classic Dungeon Runners. These days, Nichols is with Retired Astronaut Collective, continuing to create games for all of us nutty players to enjoy. In this riveting conclusion to our talk on The Realm Online, Nichols discusses the difficulties of the game's promotions, lessons learned from his time on the project, and the sundry secrets of hanky-panky in this early MMO.

  • Meet Heroes of Evermore, Dungeon Runners' spiritual successor

    by 
    Justin Olivetti
    Justin Olivetti
    11.20.2012

    Almost three years ago, a quirky and charming MMO died. It was NCsoft's Dungeon Runners, a Diablo-like action title that had a wicked funny streak running through it. We were genuinely sad to see it go away, but perhaps not as sad as its producer, Steve Nichols. In fact, Dungeon Runners was such an influence on his life that when he moved on to a new studio, he brought with him the idea of creating another MMO in the same vein. Today we caught up with Nichols to talk about that project, called Heroes of Evermore. Heroes of Evermore is currently in pre-alpha but is pushing hard to make strides in 2013 toward release. What would the spiritual successor to Dungeon Runners look like? You're about to find out!

  • Jukebox Heroes: Chance Thomas talks about scoring Turbine's expansions

    by 
    Justin Olivetti
    Justin Olivetti
    07.31.2012

    For many Lord of the Rings Online players, the name Chance Thomas is synonymous with the feel of virtual Middle-earth. From the earliest days in the game, explorers have traversed the Shire, Moria, and beyond listening to Thomas' melodies. So we were excited to hear that Turbine is bringing Thomas back to score not only Riders of Rohan (his first soundtrack for the game since Mines of Moria) but also Dungeons and Dragons Online: Menace of the Underdark as well. Thomas is an Oscar- and Emmy-winning composer who's been working primarily in the field of video game music since 1998. Being a huge fan of MMO soundtracks, I made it a personal quest to talk with him about these two new scores and how he feels about working in this genre. In the weeks ahead, I'll be reviewing both Rohan and Underdark's soundtracks, but today I wanted to focus on the man behind the music. Join me, then, as we embark on a voyage to worlds far away, sailing on the wings of a song. Geez, that's cheesy, ain't it?

  • The Game Archaeologist: Puzzle Pirates

    by 
    Justin Olivetti
    Justin Olivetti
    07.10.2012

    Up until this point in my life, Puzzle Pirates has always been that "oh yeah, that actually exists!" game to me. Even when I do lists of pirates in MMOs, this title slips right off of my radar. Maybe it's because Puzzle Pirates doesn't make waves (har!) these days, or maybe it's been around for so very long. I can't be the only one; the last time Massively talked about Puzzle Pirates was three years ago. I think that part of Puzzle Pirates' forgettability is that it doesn't exactly scream MMO. I mean, its combat is more cerebral than anything else, it's all cutesy and stuff, and even its name suggests a casual flash title than anything deep and substantive. Yet I have friends with a long and abiding love for this game, people who always chide me when I forget it. So to peer pressure I bow: It's high past time that we gave Puzzle Pirates its due as part of the MMO genre. Avast, ye landlubbers, and swab those peepers: We be goin' to sea!

  • The Game Archaeologist seals up 2011

    by 
    Justin Olivetti
    Justin Olivetti
    01.03.2012

    You know what I love about the end of each year? The lists. Man, but I'm a sucker for lists, especially when they come in "best of" varieties. In the lull between Christmas and New Year's, there typically isn't a lot happening in the world of entertainment, so it's a good time to look back before we head forward. And so it is for The Game Archaeologist. 2011 marks the second year I've been doing this column, and it's been one of my personal favorite series to write. Every week I'm learning more and more about the history of the MMO genre, and I'm encouraged to see just how much passion and interest there are for the titles that started it all and got us to where we are today. So before we head into 2012, let's take one last glimpse back at the road we've traveled. If you've missed out on any of these columns or want to revisit your favorite classic MMO, I've compiled a huge list of everything I talked about this year, from histories to interviews to player stories. There's also a special request for you (yes, you) at the end of this column, so do me a favor and hit that jump!

  • The Road to Mordor: Double dragons

    by 
    Justin Olivetti
    Justin Olivetti
    07.22.2011

    Last week Turbine released the concept art for one of its major bosses from the upcoming Rise of Isengard expansion: Draigoch. With it came a number of appropriate "oohs" and "ahhs," and no doubt raiders began thinking up uses for a giant dragon skull in their homes. But there was also a crowd that popped out to cry foul about lore molestation -- that this was a blatant example of Turbine pandering to MMO players by including the expected dragons even when the lore shouldn't support it. A couple examples of quotes, first. "Yet whatever way you cut this idea, how can you integrate another dragon into the story? Smaug was the last one of his kind," Contains Moderate Peril complains. A commenter on our article sniped, "So Turbine's decided to entirely drop the pretense of sticking to the lore, then?" Ouch. As much as I am totally not attached to MMO lore in general, I feel like this might be a good time to both address this particular argument and also the larger one of Turbine's approach to Tolkien's world. Are giant dragons lore-breaking? Does Turbine simply not care about remaining faithful to source material? Do you have my decaf light mocha with cinnamon sprinkles?

  • The Game Archaeologist and the What Ifs: Middle-earth Online

    by 
    Justin Olivetti
    Justin Olivetti
    06.21.2011

    I had so much fun walking down the halls of "What if?" last week that I thought I'd keep the streak going for the rest of the month (if you'll allow for some summertime indulgence). It's not that I necessarily wanted MMO history to turn out differently than it did, but it's always tantalizing to wonder what the field would look like with different games out there. Would they have proven more popular than our current crops? Would they have pushed the envelope of innovation? Of course, it's easy to project greatness onto never-released titles, bemoaning that "if only MMO X had launched, we would've had the perfect game!" What ifs are interesting but should never be taken as absolute fact. This week I wanted to look at a project that's related to an MMO near and dear to my heart. As most of you know, I'm somewhat of a Lord of the Rings Online nut here at Massively. Sure, the rest of the staff is upset that I smoke pipeweed inside and never wear shoes, but that's just how far I go to understand the game. But even my LotRO isn't immune to a massive what if. Known to some but not to all, Turbine wasn't the first MMO studio to take a crack at Tolkien's license -- no, for that we have to travel back to 1998 and revisit Sierra On-Line. It was this company that had a brief but memorable run designing Middle-earth Online, aka "What if LotRO had permadeath?" It's a fascinating glimpse into an entirely different approach to the IP, and even though it died a fairly early death, it's important to be remembered. Frodo lives!

  • What if...? Ten canceled MMOs that could've changed history

    by 
    Justin Olivetti
    Justin Olivetti
    06.10.2010

    What if...? Some of the most intriguing questions known to mankind start with those two words, as well as the most maddening. What if...? An entire genre known as "alternate history" is derived from these questions, with scholars and average blokes alike speculating on what might have happened if things went just a little differently. What if Hitler got the bomb first? What if Microsoft developed the iPod instead of Apple? What if Abraham Lincoln decided to see a different play that night? When it comes to MMORPGs, what if's can drive one up the wall. In this volatile genre, more projects have started, canceled, launched, struggled, faded and morphed into new creations than most of us know. Today, we want to look at 10 MMOs that were axed before their launch, 10 MMOs that could've changed gaming history as we know it... if only they got the chance to prove themselves. Let's take a journey, you and I, through history itself, and ponder the greatest of questions: How would the MMO industry be different if these titles had made it to release? Click the first picture on the gallery below to start. %Gallery-94702%

  • The saga of Mythica (and other tales of MMO death and delay)

    by 
    Michael Zenke
    Michael Zenke
    04.04.2008

    To say that delays are common in the MMO production schedule would be a fantastic understatement. Warhammer Online and Age of Conan's now almost-comical dancing act away from a release date can probably be traced right back to last year's launch of Vanguard: Saga of Heroes. Rob Pardo's well-known mantra of "polish, polish, polish" finally has a sort of anti-hero poster boy; a sterling example of what not to do when making one of these games. But, of course, WAR and AoC are just the latest examples of this trend. MMOs have been delaying or dying off since the days of Ultima Online. Over at 1up they have a whole feature dedicated to notable game delays, and the Massive genre is proudly represented among those titles. At least, standing cheek-by-jowl with the likes of Daikatana and Sin Episodes, the MMOs on the list represent a lot of (wasted) potential. From the recent Gods and Heroes collapse all the way back to the on-again-off-again development of Ultima Online 2, the list takes in the long messy road of dead and dying MMOs. Probably the one I regret most is the 2004 cancellation of Microsoft's Mythica - a unique norse-themed instanced heavy fantasy title. Everyone that even knew about MMOs back then was very excited for it, as the designers and developers were very gung-ho about the creation of real storytelling experiences inside these crazy 'instance' things. Whole tiny pocket worlds! Amazing!Living the dream, of course, was not to be. At least the game's idea lives on - along with the likes of Auto Assault, Imperator, and the quirky title-that-never was: Middle Earth Online.

  • Dofus embraces permadeath with new hardcore servers

    by 
    Samuel Axon
    Samuel Axon
    11.15.2007

    Richard Bartle once said, "Do you want permadeath or pedophilia? Both seem equally attractive to most players." In other words, permanent death in MMORPGs is pretty much unheard of, and most people who hear the idea are horrified that it should even be suggested. A few MUDs have it, but in the graphical world, there's almost no such thing. The original Lord of the Rings MMO that was developed by Sierra and eventually canceled was going to have it. That's the closest we've gotten to mainstream MMO permadeath.The developers of Dofus, then, are either completely insane or just very daring. They've announced plans to open up "hardcore" servers in December. On hardcore servers, player characters will receive significantly more experience and gain new items and abilities much faster than on normal servers. But when they die, that's it. They've passed on. They are no more. They have ceased to be. Bereft of life, they rest in peace. They've joined the bleeding choir invisible. They are, in their entireties, ex-Dofus toons.At various stages in an age-old debate, proponents have suggested that if executed in the right way in a certain kind of game, permadeath could enrich the online gaming experience. Battles would be more intense and PvP would be more meaningful, for example. Will you play on Dofus' hardcore servers, or is permadeath an affront to everything you believe in?