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  • Chaos Theory: The Secret World's bright (player-driven?) future

    by 
    Jef Reahard
    Jef Reahard
    09.06.2012

    Apologies for not following through with part three of my crafting guide this week. I fully intended to do so, but a couple of interesting things happened over the past few days that merit some discussion. First off, Ragnar Tornquist published what can only be called a defiant state of the game letter. The Secret World's creative director engaged in some rabble-rousing penmanship that managed to inspire a metaphorical fist-pump from yours truly, even though I've been covering games long enough to cast a cynical eye toward similar rally-the-troops developer rhetoric. Tornquist admitted that TSW's competition is stiff, in particular new releases like Guild Wars 2 and Mists of Pandaria, but he didn't shy away from singing his game's praises. More importantly, he reiterated what early adopters have known for a while now: The Secret World is that increasingly rare MMO horse of a different color, and despite financial and personnel losses, Funcom knows it has a winner on its hands and is fighting to keep it.

  • The Soapbox: BioWare, meet ZeniMax; ZeniMax, this is BioWare

    by 
    Jef Reahard
    Jef Reahard
    07.17.2012

    Disclaimer: The Soapbox column is entirely the opinion of this week's writer and does not necessarily reflect the views of Massively as a whole. If you're afraid of opinions other than your own, you might want to skip this column. Once upon a time, a group of decision-makers at a big AAA studio set out to brave the wilds of the MMORPG. This studio had several hugely successful single-player RPGs under its belt, and it also had quite a bit of consumer goodwill in the bank thanks to its pre-MMORPG efforts. The studio spent a ton, and I do mean a ton, of money recreating an MMO that already existed in dozens of different games. It also spent a ton of money trying to convince gamers and gaming press that it wasn't making a retread and was instead adding another pillar of awesome to the standard MMO formula. This studio was, of course, BioWare. Unfortunately for Elder Scrolls fans, it's also ZeniMax.

  • The Secret World's July content patch teased, world-altering changes discussed

    by 
    Jef Reahard
    Jef Reahard
    07.12.2012

    Don't look now, but it's another article about The Secret World. Shock! Awe! Raaaaage! OK, seriously. Rock, Paper Shotgun has been looking at Funcom's private parts, specifically the parts coming in the newly released game's first major update. Earlier this week Funcom posted its plans for monthly content patches, and the first such will apparently feature some new missions. Most of the new content will focus on investigation missions, with some additional ARG elements added in for good measure. Funcom also has a notion to morph The Secret World's er... world with each monthly update. MMOs are notoriously static enterprises; the only thing that really changes in any of these games is our character stats. TSW is taking a different road, though, and concerns about latecomers missing out on content are apparently not as important as creating a living world with an actual history. RPS cites a hypothetical involving the killing off of a major story mission NPC, and the site goes on to suggest that The Secret World will evolve "not through procedural wizardry or player action but rather through the guiding hand of a team of writers."

  • Hands-on with The Secret World's Darkness War dungeon

    by 
    Jef Reahard
    Jef Reahard
    06.20.2012

    What do Vikings, Excalibur, native Americans, and Mayan hell-beasts have in common? They're all part of The Secret World's Darkness War dungeon, of course. The instance's story setup is pretty slick, and I don't think we're treading too far into spoiler territory if I reveal that you'll be taking a peyote-fueled trip through time and memory to experience a traumatic event from the annals of the Wabanaki tribe that dwells in the game's Blue Mountain region. Earlier this week I took my own trip through the dungeon -- as well as parts of Egypt, Transylvania, and New England -- with a trusty Funcom guide and a pair of similarly enthralled game journalists. While it wasn't necessarily mind-altering, it was bizarrely enjoyable in a uniquely Secret World sort of way.

  • Guild Wars 2 writers talk (at length) about MMO story

    by 
    Jef Reahard
    Jef Reahard
    05.16.2012

    What's it like to pen the narrative for one of the most anticipated MMORPGs, well, ever? It's quite different from writing a novel or a screenplay, according to ArenaNet's Angel McCoy. She joins Guild Wars 2 lead writer Bobby Stein and Peter "The Explorer" Fries for an MMO story-flavored sit-down with fan site Under the Pale Tree. The interview is a lengthy one (who knew that writers could be so wordy?), and it covers a bunch of ground including the megalithic sprawl of GW2's narrative, the challenges inherent in writing particular races, and the differences between in-game dialogue and cutscene exposition. There's more to it, of course, but honestly the thing is so huge that we're going to go finish reading it after we've jotted down this here news post.

  • Storybricks video reveals UI, gameplay, zombified NPC

    by 
    Jef Reahard
    Jef Reahard
    04.11.2012

    Back in January, Namaste Entertainment released its second video dev diary for Storybricks. Prior to that, company representatives drip-fed information to the press and convention-goers relative to the new title's story-based sandbox and its unique approach to both NPC and quest design. Today we get to actually see the game in action courtesy of the newest video dev diary. Storybricks CEO Rodolfo Rosini walks us through eight minutes of gameplay, complete with a look at the UI, a small story instance, and some of the options available for customizing NPC action and motivation. Storybricks looks to break the traditional kill-10-rats MMO quest paradigm. The video clip shows us how with multiple NPC actions, behaviors, and customizable flavor text (not to mention a zombie ability, which Rosini describes as "very important."). He also says the footage is "pre-pre-alpha," but it's pretty exciting nonetheless. See for yourself after the break. [Thanks to John for the tip!]

  • Michael Hogan and Claudia Black head TERA's voice-acting cast

    by 
    Jef Reahard
    Jef Reahard
    04.09.2012

    Last week we told you about En Masse's casting of Colonel Tigh, er, Michael Hogan for voice-acting work in its new TERA MMO. Now the company brings word that Claudia Black will be joining Hogan in the recording studio to bring aspects of TERA's fantasy story to life. Hogan will lend his talents to the Valkyon Federation's formidable Commander Samael, while Black (best known for her role as Aeryn Sun in Farscape, as well as voice-acting stints in Dragon Age and the Uncharted series) brings her considerable charms to the role of Commander Freya of Allemantheia. If you want to see Hogan in action behind the mic, check out the clip after the break. Finally, En Masse says to keep your eyes and ears peeled for more TERA voice-acting reveals later this month.

  • The Soapbox: Nobody's hero

    by 
    Jef Reahard
    Jef Reahard
    03.23.2012

    Disclaimer: The Soapbox column is entirely the opinion of this week's writer and does not necessarily reflect the views of Massively as a whole. If you're afraid of opinions other than your own, you might want to skip this column. We're not heroes, at least in the ubiquitous Hollywood sense. We're teachers and janitors and businessmen, and we may occasionally be heroic in the eyes of our kids or our colleagues, but rarely are we celebrated beyond a tiny circle of family and friends. Games can meet this emotional need, at least temporarily, and that's a major reason they've become such a booming business over the last couple of decades. We get to be Kratos for a couple of hours, or fem-Shepard or a thousand other pixelized pariahs -- until we set foot in an MMORPG, that is. Software companies sell pre-packaged heroism in ways that book publishers and filmmakers can only dream of, and it doesn't really matter that it's fake heroism or impersonal heroism crafted on an assembly line and shipped out to millions of consumers. Shouldn't it matter, though, when it comes to MMORPGs?

  • BioWare: There is another (free TOR weekend trial)

    by 
    Jef Reahard
    Jef Reahard
    03.20.2012

    Just when you thought last weekend's Star Wars: The Old Republic quickie was your only hope for a free MMO story fix, along comes BioWare to tempt you once again. The next Weekend Pass Free Trial period begins this Thursday, March 22nd, at 1:01 a.m EDT and ends on Monday, March 26th at 3:00 a.m. EDT. The company says its first open house was a smashing success, and just as they did last time, players will get to explore each class's origin world and faction capital. Pre-existing accounts are ineligible (as are accounts created during the first trial), and you can read all the details at the official SWTOR website.

  • Some Assembly Required: Is The Secret World a sandbox?

    by 
    Jef Reahard
    Jef Reahard
    03.16.2012

    I'm more excited than I thought I would be for The Secret World. After playing it at last week's Game Developer's Conference and getting a preview of the game's crafting system, I think it's safe to say my anticipation went up a few notches. The real-world setting and horror-fantasy elements have always been appealing, but a general lack of info throughout 2011 -- coupled with Funcom's decision to add a cash shop to a subscription game -- conspired to knock The Secret World down a few pegs. Now I'm almost willing to forgive the business model faux pas because it seems like the game will feature significant sandbox elements. Is it a sandbox, though?

  • The Soapbox: The inevitable Mass Effect MMO

    by 
    Jef Reahard
    Jef Reahard
    03.13.2012

    Disclaimer: The Soapbox column is entirely the opinion of this week's writer and does not necessarily reflect the views of Massively as a whole. If you're afraid of opinions other than your own, you might want to skip this column. I don't know about you, but I've yet to play Mass Effect 3. This is not by choice, mind you, and now that I've returned from the wilds of last week's GDC, it's time to settle in for another 30-hour tour with Shepard and company. What does this have to do with MMOs? Well, nothing really, except that BioWare hasn't exactly closed the door on a Mass Effect title. On the contrary, the company's dynamic doctor duo have hinted at the fact that this, ahem, theoretical game would need to be somewhat different from the firm's maiden MMO voyage. At this point I think an ME MMO is inevitable, so join me after the cut to discuss whether BioWare can really break the mold with its second effort as well as what that effort could look like.

  • ArenaNet closes the book on Guild Wars' Winds of Change

    by 
    Jef Reahard
    Jef Reahard
    02.14.2012

    If you missed the Winds of Change arc that's bridging the gap between Guild Wars and Guild Wars 2, now's a great time to head to the official ArenaNet blog to catch up. The devs have provided a handy summary post and a bit of an explanation for their narrative goals as both Guild Wars and its highly anticipated sequel move forward. ArenaNet also acknowledges the community feedback regarding the difficulty of the Winds of Change content, and the firm says that initially "the difficulty was getting in the way of people enjoying the story, making it far more of a slog than we'd intended and actively undermining their enjoyment of it." Happily, recent updates have led to "major balance tweaks" and second looks at both normal and hard-mode content, so if you were frustrated before, it's worth your time to give it another go.

  • Massively Exclusive: Storybricks team talks art, animation, and non-combat design

    by 
    Jef Reahard
    Jef Reahard
    01.16.2012

    Namaste Entertainment is working away on Storybricks, and the company has just released a new exclusive video dev diary featuring CEO Rodolfo Rosini, art manager Oliver Bermejo, and a glimpse of the game's art style and animations. Rosini talks at length about the inspiration behind the art; one of the chief influences is a book called The Illusion of Life by early Disney animators Frank Thomas and Ollie Johnston. Rosini also name-checks Generation X geek icons like Dragon's Lair and The Secret of Nimh as well as more recent properties like the Fable series, and he says that the Storybricks team aims to convey emotion in a similar manner to these epics. "We want to capture some of the Disney magic without necessarily making a game for kids," Rosini explains. Rosini also talks a bit about the game design philosophy behind Storybricks. In current MMOs, he says, NPCs have two states: They either serve as quest dispensers or as targets. Namaste is aiming for a new type of gameplay that isn't built exclusively around combat. "Don't get me wrong -- murder works fairly well. There are 12 million murderers in World of Warcraft," Rosini says. "I've been one of them for many years, and I think it's a great game. But there has to be something different." Enjoy the full dev diary after the break.

  • EVE Templar One novel now available

    by 
    Jef Reahard
    Jef Reahard
    01.04.2012

    Picture this. You're sitting in your internet spaceship, pounding space rocks or waiting for your fleet leader to assign you some hapless newb of a target. You've already caught up on the all the relevant EVE Online news courtesy of Massively, and you can't really spin your ship since you're not docked. What's a bored capsuleer to do? Read the latest EVE novel, of course. Tony Gonzales' new Templar One is now available pretty much everywhere books are sold, and in keeping with New Eden's high-tech trappings, you can pick it up in eBook form if you're loathe to consume story content the old-fashioned way. The official EVE website has more details, as does a pre-Christmas blog posting from the author himself.

  • Some Assembly Required: In defense of player-driven story

    by 
    Jef Reahard
    Jef Reahard
    12.30.2011

    To say that I feel strongly about player-created stories and the MMOs that support them is an understatement of epic proportions, and as such I was disheartened after reading one of Eliot's recent Storyboard columns that pooh-poohed player creativity in favor of dev-driven narrative. I feel that a dissenting viewpoint needs equal time in the Massively spotlight, so join me after the cut for a few reasons why there's no substitute for player-driven stories.

  • The Soapbox: Adding story to SWTOR

    by 
    Jef Reahard
    Jef Reahard
    12.27.2011

    Disclaimer: The Soapbox column is entirely the opinion of this week's writer and does not necessarily reflect the views of Massively as a whole. If you're afraid of opinions other than your own, you might want to skip this column. I'd like to take a few moments this week to prognosticate about story in The Old Republic. I'm not talking about the story that's already there, mind you, as I've barely scratched the surface (a 20 Sage, a 15 Gunslinger, and a beta-flavored Trooper are the extent of my experience thus far). No, what I'm more interested in talking about is what's going to happen story-wise when I get to level 50 on one of these guys. The easy answer is, of course, roll an alt! There are seven other classes after all, each reportedly featuring 200 hours worth of single-player story content. What happens if I were to get to level 50 on all eight classes, though? Is The Old Republic's gameplay still going to revolve around the heavily hyped story angle at that point?

  • Undead Labs' writer talks story in zombie MMOs

    by 
    Jef Reahard
    Jef Reahard
    12.05.2011

    Don't look now, but there's another MMO jumping on the story bandwagon. This time it's Undead Labs' Class3 console game, and there's a new dev blog up on the title's official site that outlines writer Travis Stout's modus operandi. Stout is a huge fan of the zombie genre, and that's a good thing given Class3's focus on the walking dead and the creeptastic atmosphere surrounding them. So what does Stout see as a writer's main mission when it comes to the upcoming MMO? "Take the zombies out of the equation and be damn sure you've got a rock-solid story full of interesting, well-developed characters and exciting action," he explains. "Then put the zombies back in so those characters can smash their heads in with tire irons."

  • New Origins of Malu video highlights story-based sandbox design

    by 
    Jef Reahard
    Jef Reahard
    11.28.2011

    We've been looking forward to Origins of Malu for a while now, even though the sci-fantasy sandbox from Burning Dog Media has been kept pretty tightly under wraps. That's starting to change as the company ramps up its presence at various gaming outlets in anticipation of an Origins closed beta in the near future. Electric Playground has what amounts to the first official Origins trailer, and the clip features a good bit of in-game alpha footage as well as brief interview clips and commentary from lead designer Michael Dunham. During the course of the video, you'll get a taste of the world and its backstory, and Dunham describes Malu as a "gigantic network of portals around the universe [that are] linked through inter-dimensions." Dunham also explains a bit about the mechanical philosophy behind Origins, stating that "we wanted to build a story-based sandbox game where the user is able to do what they want to do from the beginning [...] it can't be just a complete free-for-all, but at the same time we don't want railroad tracks," he says. Journey past the cut for the full video.

  • A certain point of view: Jef's hands-on with SWTOR's beta

    by 
    Jef Reahard
    Jef Reahard
    10.20.2011

    Hey Star Wars fans, what say we recap my recent beta experiences in The Old Republic? I know what you're thinking (because it's the same thing I thought after BioWare's marketing folks sent along an unsolicited invitation): Here comes a giant anti-themepark rant and zomgwtf call someone who cares! Surprisingly though, I had a decent time. I managed to get a Republic Trooper off the Ord Mantell starter planet and firmly entrenched in a few Coruscant quest lines, and I logged over 10 hours of gameplay in the process (in the comfort of my own home, mind you, and not under the watchful eye of a PR droid at a convention). To be frank, TOR's not half bad. It's had a lot of money thrown at it, there's a ton of what passes for modern-day MMO content, and if you're into that sort of thing, you'll no doubt enjoy yourself for a time.

  • Face of Mankind looking for storyline gamemasters

    by 
    Jef Reahard
    Jef Reahard
    10.06.2011

    Nexeon Technologies is looking for a few good storytellers, according to a post on the Face of Mankind forums. The sci-fi sandbox has long been a theoretically rich roleplaying environment, and the devs are looking to put that theory into practice. "We are currently looking to bring back an official storyline to Face of Mankind in a manner whereby it will play a significant part [in] the roleplay environment [of] the game, and where we will see players from all factions and backgrounds taking part in one way or another," writes Arthurius, Nexeon's community manager. To that end, Nexeon is looking to bring in several storyline gamemasters, and applications are now being accepted. The requirements are nothing to sneeze at, particularly when it comes to game knowledge, perfect grammar, and the willingness to sacrifice your own game time for the greater good. If you think you've got what it takes (or you're just curious), you can read more on the official Face of Mankind forums.