non-combat

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  • Aeria releases Eden Eternal player housing video

    by 
    Jef Reahard
    Jef Reahard
    10.01.2011

    Eden Eternal's feature list just got a bit longer, as Aeria Games has released a new trailer showing off the game's player housing implementation. The new content is scheduled to go live sometime in early October, according to the latest Aeria press release. The video shows a good amount of customization, and player characters can be seen placing a variety of objects inside a spacious interior as well as rotating said objects. Everything from beds to bookshelves to wall hangings will be obtainable via the game's item shop and from various in-game quests. Finally, Aeria is allowing other players to visit your personal house, and doing so will reward both parties with "various status boosts." Check out the housing video after the break, and head to the official Eden Eternal website to learn more about the game. [Source: Aeria Games press release]

  • New Hero Engine sandbox to feature 3-faction PvP, deep crafting

    by 
    Jef Reahard
    Jef Reahard
    09.27.2011

    Hey sandbox fans, here's another indie title to keep your eye on as we look toward the new year. Above & Beyond Technologies is working on a sci-fi game called The Repopulation, and the company has just released a new trailer filled with pre-alpha footage. The project is built on the Hero Engine (and if that doesn't mean anything to you, you'll surely recognize the tech's most famous implementation to date) and is described as a three-faction PvP game that allows players to join existing nations or create their own. Gameplay is purportedly skill-based, and there is a toggle between traditional MMORPG button-mashing combat and some sort of action mode. There are also "many non-combat activities" including an "advanced" crafting system. The video shows quite a bit of footage given its sub-two-minute running time, and you can get a glimpse of city building, combat, and the user interface after the break.

  • The Secret World's Tornquist talks truth, pain, and non-combat gaming

    by 
    Jef Reahard
    Jef Reahard
    07.07.2011

    Rock, Paper Shotgun is back with part two of its interview with The Secret World's Ragnar Tornquist. Part one debuted yesterday and detailed a bit of the history behind the game's development as well as blurbs about factions, puzzles, and ARG thingamajigs. Today's installment talks about everything from Tornquist's recurring real world/hidden world motifs, to the endings of Lost and Dreamfall, to unfulfilled fan expectations. As you might expect, the interview errs heavily on the side of the philosophical rather than delving into gameplay specifics. Everything from the nature of truth, to Funcom's Secret World agenda, to the reticence of the gaming industry to evolve beyond kill-everything-that-moves is up for discussion. On this last point, Tornquist hints at the challenges inherent in designing non-combat gaming experiences. "It's difficult. You can't sacrifice fun. But then of course the idea of fun is ambiguous. Does it always have to be fun? Can't it be painful too?"

  • The Anvil of Crom: Can AoC Unrated keep up with the Joneses?

    by 
    Jef Reahard
    Jef Reahard
    06.26.2011

    Sooooo, City of Heroes and LEGO Universe caught the free-to-play bug this week. Fallen Earth did so the week before. What does this have to do with Age of Conan? Quite a lot, if you think about it, and that's what I'm given to doing every week around this time as I sit down to hum a few bars relating to Funcom's Hyboria. In case you've forgotten (and it's easy to do thanks to the rash of announcements lately), Age of Conan is gearing up for its own version of freemium MMORPG madness. At this point it's anyone's guess as to when the big day will actually roll around, though, and the longer Funcom waits, the more it concerns me.

  • The Daily Grind: What Star Wars Galaxies features will you miss the most?

    by 
    Jef Reahard
    Jef Reahard
    06.26.2011

    Yep, it's another Star Wars Galaxies-flavored Daily Grind (if you think the sentimentality is thick now, wait until the week of December 15th). When the long-running sandbox title rides into the sunset this winter, it will be taking with it quite a few unique features that have been deemed unnecessary in all the games since. Whether we're talking about the Dancer, Image Designer, and Musician functionality, the space game that allows for interaction and personalization inside the spacecraft as well as out, or the player-generated content features made possible by the Storyteller and Chronicle systems, there's a lot to love about SWG even if you don't particularly love Star Wars (or the game's disregard for Star Wars lore). Today's breakfast topic follows on from yesterday's, but this time around we want to know about feature sets instead of personal memories. What SWG features will you miss the most? 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 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.

  • The Soapbox: Debunking the first kiss theory

    by 
    Jef Reahard
    Jef Reahard
    05.24.2011

    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. So I owe this week's Soapbox to one of my gaming buddies who recently opined that a lot of older genre fans wear rose-colored glasses. We're a sentimental, eternally ornery, and change-resistant bunch, he said, and we're all searching in vain for that one game that recaptures the magic of our first MMO rodeo. Ordinarily I'd take offense to those labels, but upon further reflection, my pal had a point (though it may not be the one he intended). This "first kiss theory" -- as I'm calling the bundle of nostalgia-related charges often leveled against old-school MMO fans -- is fairly common on massively multiplayer forums. This was the first time I'd heard the theory espoused by someone I knew personally, though, and as a result I spent a fair bit of time mulling it over. Join me after the cut to see why it ultimately doesn't hold water and why, if older MMOers are indeed nostalgic, there are quantifiable reasons for it that has little to do with half-remembered glory days.

  • ArcheAge housing, ship construction, labor system detailed

    by 
    Jef Reahard
    Jef Reahard
    05.09.2011

    New details regarding ArcheAge's extensive non-combat gameplay have emerged, and AAportal.net has a three-part breakdown of the game's labor system, ship-building, and house construction mechanics. The labor system ties ArcheAge's various crafting, gathering, and construction sub-systems together under one umbrella and provides the player with a pool of labor points that power most of the activities. The points accrue at fixed intervals (whether you're online or not). There also appears to be some delineation in the point possibilities afforded to high-level users and their low-level counterparts (AAportal cites "more luxurious activities" like dance parties as possible labor point expenditures for more advanced players). Ship construction will necessitate a group effort due to the considerable resource requirements. Hull plans are purchased from NPCs and activated at the shipyard, at which point the player will see a basic frame in drydock. After players deposit the requisite resources and set the payment for their NPC workers, enterprising ship captains will be able to view the construction process. Sailing a ship involves factors ranging from tidal currents, to wind strength, to the angle of the mast, as well as managing your player crew (each member of which has a distinct job on the ship). Housing is similarly involved, with yards, farms, and furniture crafting available. Houses can also be built anywhere in the world and come in various types, sizes, and architectural styles. Head to AAportal.net for all the details.

  • Star Wars Galaxies rolls out the Entertainer update

    by 
    Jef Reahard
    Jef Reahard
    03.24.2011

    Despite an explosion of titles across the MMOsphere in recent years, Sony Online Entertainment's Star Wars Galaxies is still one of the very few to feature much in the way of non-combat game mechanics. We aren't just talking about one-button crafting, an optional music system, or developer-sanctioned mount racing here, but rather an entire class dedicated to brightening someone else's day. Today's 19.12 hotfix is billed as the Entertainer update, and it's rather aptly named given the lengthy list of tweaks coming to dancers and musicians across the galaxy far, far away. The Entertainer class is receiving a complete expertise tree revamp (and a complimentary reset), new combat buffs, new hairstyles for image design abilities, new dance moves, a new flourish, and several new commands (including a new perform tab). That's a lot of new, but it's not all of it, and you can read the complete list of changes and additions on the official SWG forums.

  • New ArcheAge Q&A translated on official site

    by 
    Jef Reahard
    Jef Reahard
    03.10.2011

    Here at Massively, we've been obsessing over ArcheAge for many months (see our exclusive interview with lead dev Jake Song from last fall). The upcoming sandbox title from XL Games almost sounds too good to be true for virtual world enthusiasts due to its focus on non-combat activities (cultivating, crafting, and sailing, to name a few) as well as its territorial control and PvP aspects. While ArcheAge news is scarce in America and Europe, the game is undergoing extensive beta testing in its native Korea, and a recent developer Q&A has popped up on the title's official website. Though brief, the blurb contains a couple of nifty insights, chief among them the existence of 10 skill trees as well as confirmation of the game's seamless open-world design. You can check out the source article (in Korean) or the translation for more details.

  • Anti-Aliased: How I mine for craft

    by 
    Seraphina Brennan
    Seraphina Brennan
    09.30.2010

    This column was bound to come sometime. We've had legions of people asking us, "Why don't you cover Minecraft? It's totally an MMO!" The email barrage was so constant that I had nightmarish fits in my sleep, where I was drowning in oddly block-shaped emails pouring out of my ceiling. Now, after I've finally played Minecraft, my nightmarish fits have turned into scenes in which I'm being attacked by giant block-shaped spiders, but that's neither here nor there. I can see why people have fallen in love with this game, and they have every reason to. Minecraft may not be an MMO by our standards, but it is an example of gaming done right. It's the purest form of everything we love about gaming, and it's a game that could teach MMO makers a lot about design, should they care to listen.

  • Breakfast Topic: What non-combat pets do you want implemented?

    by 
    Michael Sacco
    Michael Sacco
    05.22.2009

    If there's one thing I've learned in the time I've spent playing WoW, it's that people are serious about the cute (and useless) tagalong polygonal pals we call non-combat pets. Blizzard apparently likes them too, since we got ten new ones with the launch of 3.1, as well as achievements to give you even more of them for hitting pet-number milestones. There are enough pets for you to fill every bag slot with them, and enough people who collect 'em to warrant pet toy vendors and whole websites dedicated to 'em. But I'm not satisfied! In fact, I'll never be satisfied -- not until I get a non-combat Talbaby pet. I even did Blizzard the favor of designing it. See? Who wouldn't want that adorable ungulate following them around? NO ONE. THAT'S WHO.How about you guys? Is there a specific type of non-combat pet, brand-new model or tiny version of an in-game model alike, you'd love to see? Is there a baby version of some fearsome beast you've scarcely lived without this whole time?

  • GDC09: Interview with The Secret World's creator, Ragnar Tørnquist pt. 2

    by 
    Seraphina Brennan
    Seraphina Brennan
    04.07.2009

    So, with expansions, you said that you'll be starting out with New York, London, and Seoul, right? Yes. Those will be the first cities, the hub cities, available at the start of the game. Now, the gameplay takes you beyond that, yes? Oh yeah, absolutely. We're not doing all New York, or all of London, or all of Seoul. We are actually doing very tight and very constrained neighborhoods there. That's where you'll start your gameplay, but they won't be the large, huge open zones where you have tons of gameplay or tons of monsters. That will be left to areas like Egypt and New England, which will be more expansive and include more open-world mechanics and other things that we're not revealing quite yet. We will also be including more instanced and team-based areas as well. Regarding expansion packs, yeah, we're going to expand beyond what we already will include. It's not like we're going to run out of content, the world is a big place. Yes, I was going to ask if it will expand into more locations and cities throughout the world. Yes, it certainly will, but it won't be limited to just that. We have more interesting locations but they won't be limited to just our world. We will be including locations throughout time and space itself. I want to emphasize that this won't be something like Grand Theft Auto with magic, with a focus on huge, huge open cities. They are reasonably small places where you will start out and take the adventure from there. But one very important thing to note is that this sounds like a very fragmented world. London, New York, Seoul, those cities are a long way away from each other. But we are creating, or at least trying to create, a pretty seamless world. This means there are ways of getting from London to New York very quickly, and we are focusing on that. You won't be just walking up to a plane, clicking on it, and getting a red line that quickly points to where you're going and boom, you're there. You will be moving in real-time from London to New York, just a lot quicker. There's alot of traditional MMO components that are around now. We're kinda in a new generation of MMO, and people are tired of World of Warcraft model and they're looking for something new. This is certainly in that realm. Are you guys trying to get away from traditional models, like crafting, and moving to something new? Ah, I can't really talk about crafting right now. What I can say is that while combat is a core focus, we really want other non-combat stuff in the game. We're just not going to be talking about them as of yet. But there will be gameplay that isn't all about fighting monsters or exploring. There will be other things that you will be able to do. Like you said earlier, like mysteries? That, yes, that also and there will be other ways for people to play in the game, to participate in the game, that isn't about traveling around the world. Exactly what that is, I can't say as of yet. Now, will there be a player driven economy? Well, I can't speak much about that now, but there will be ways for players to take part in the economy. Sorry for being so cryptic, but trying to keep this very focused and very narrow for now. And player guilds? Ah, we are going to have cabals, yes. There will be a point to making cabals, and it will play a very large role in the game, but exactly what that is I'm not going to say as of now. We are a game and we are focusing on the social aspects of the game. We are, in some aspects, a story driven game and alot of it you can play solo, but we really want to emphasize that it is an MMO. There will be stuff that will require you to team up with people in small groups and also in larger teams, without me going into deeper detail. I hate having to keep saying I can't talk about this stuff. Oh, so what about in-game factions? ...and I can't talk about that. *laughs* Ok, so what about the range between hardcore and casual? Yeah, well, we always say we're going to cover all of it, but the fact is that you can't the game for everybody. So I think we're leaning towards... *sighs* I wouldn't say the casual, because when you talk about MMOs and casual you usually end up at Club Penguin or something like that, and we're really not there. We're somewhere between halfway, I think. There's tons of stuff for the hardcore MMO players, like the whole skill based system and the tweaking that you do to those types of systems with numbers and all the items we'll have, and that will be a hardcore player's dream. But I think in terms of time investment and what's required of you, we're leaning towards the middle ground. It will be fun for MMO players, but it will be equally fun for someone who just likes the idea of a world that has a bunch of other people in it, is completely open, you can play it online, and you can chat, but doesn't feel so unfriendly and unwelcoming as other MMOs. So, would your target audience be someone who has played MMOs? I think a large part of our target audience is who are playing or have played MMOs. We want it to be different enough for them to come back or a game that is different enough to have them come to play it with their friends. In addition to action/adventure gamers who play games like Fable 2 for the Xbox 360 and just want to try their hand at something that's online and not feel completely eliminated and have something that's recognizable to them.We'd like to thank Ragnar for meeting with us at the GDC, and we're looking forward to more information on The Secret World!

  • Retcons, non-combat and superpowered travelling in Champions Online

    by 
    Kyle Horner
    Kyle Horner
    02.03.2009

    The first Ask Cryptic for Champions Online in February spends a lot of time clearing up questions concerning travel powers, non-combat features and, well, even more non-combat features. Yeah, this set of questions definitely run the gamut -- but that's how we like 'em!What caught our attention in this one was the reveal of respecs in the game or as Cryptic is calling them, "Retcons" It sounds like we may actually be able to get Retcons on specific power choices in Champions Online. Our reason for thinking this comes from the line saying, "Up to a certain level, retcons are fairly cheap, but the higher the level of your character, the more thorough the retcon, the more expensive." While this could simply be some miscommunication, it does sound like less thorough Retcons will be available to those looking for only a little take-back.Additionally, there's a good amount of discussion on how physics and the balancing of travel powers in combat works as well. Mostly it's concerning the functionary bits on how it'll all work in the game come launch, but if you're interested in that you should definitely check this one out.

  • Discovering Champions Online's evidence and investigation systems

    by 
    Kyle Horner
    Kyle Horner
    01.23.2009

    Another series of community-supplied questions and answers is sitting on the Champions Online website just in time for the weekend. As usual, Cryptic cherry-picked a nice variety of inquiries that vary from how much non-combat content the game would have, to whether or not in-game social gathering locations an events were planned.Social spots/events are being facilitated in a big way, so no surprises there. Although you may find yourself a little surprised concerning non-combat in Champions Online. Combat? There's a lot of it - shock! But that doesn't mean Cryptic is blind to the fact that some superheroes do much more than pound faces until they look like a bowl of meat pudding.

  • Still time to get your pet bear and achievement

    by 
    Adam Holisky
    Adam Holisky
    11.24.2008

    There's still time to get your non-combat baby polar bear pet and your achievement celebrating the 4th anniversary of the World of Warcraft. All you have to do is log into the game and open up your mail. Many folks thought that the achievement would only trigger if you logged on yesterday, however that doesn't appear to be the case. People are calling the polar bear pet the "cutest thing in-game." The reaction of "Awwww!!!" can be heard throughout guild chats everywhere. And for those special/cool/nerdy enough, you can even have a polar bear non-combat pet next to a polar bear hunter pet next to a BlizzCon polar bear mount next to a regular polar bear mount.If you get to have that much polar bear love in one screenshot, you get the achievement "Threat Down: Polar Bears" and are awarded the title "Colbert." The t is silent, of course.Okay... maybe we're kidding about the title, but it's still cool to be able to do that.

  • Four year anniversary pet and feat of strength achievement

    by 
    Adam Holisky
    Adam Holisky
    11.22.2008

    var digg_url = 'http://digg.com/pc_games/World_of_Warcraft_Celebrates_4_Years_Online'; Those of us waking up today and tomorrow will log into Azeroth and find in our mailboxes a little Baby Blizzard Bear non-combat pet. This pet will also give you a feat of strength achievement celebrating World of Warcraft's four years online.This is a nice little way for Blizzard to thank all of us for spending years in the game. With over 11 million people playing WoW, and Wrath becoming a hit overnight, there's definitely a lot of celebrating to do over at Blizzard HQ.The little bear that you get looks a like a small version of the BlizzCon Polar Bear Mount those of us lucky enough to attend BlizzCon this year got. It's a perfect traveling companion for you as you adventure around Northrend.Edit: The pet is active on US, EU, and Oceanic servers.Thanks to Mangowire for sending us the pics you see below. %Gallery-37708%

  • The Daily Grind: Is combat necessary?

    by 
    Akela Talamasca
    Akela Talamasca
    03.01.2008

    For most of us the term 'MMO' conjures up images of combat, whether within a medieval fantasy setting, or a science fiction milieu. Other images are mixed in there, too, of course, but I'd wager that fighting is the one that pops up most often. It's so common, in fact, that when a game deviates from this norm, attention is called to it. Take Mabinogi, for instance -- many of its features are non-combat-based, like the aging system, or the ability to create MIDI-based music, or the creation and management of a household with a spouse.I didn't realize how refreshing the thought of not having to constantly battle creatures to progress in a game was until Mabinogi offered me these alternatives. This makes me ask the question: is combat really an integral element of an MMO? Would you play a game that lacked it completely?

  • Breakfast Topic: Non-combat uses for combat spells

    by 
    David Bowers
    David Bowers
    01.24.2008

    Obviously, all of our classes have a bunch of combat spells, and we use them in combat all the time. But when it comes to standing around the city, all of us might as well be clowns mocked up in different outfits, because we don't use our magic unless we're killing something. Of course there are also a lot of non-combat spells, such as mages summoning food and water, or warlocks summoning you and me. But is there any use to some of our combat spells for those times when we're not in combat?The greatest non-combat use I can think of for combat spells is in roleplaying, such as the frost-mage gnome I featured in an article, who had such a horrible cold all the time -- she would sneeze and Frost Nova at the same time for a really fun character effect. I'd love to hear some more of these roleplaying ideas, but I'd also like to hear from non-roleplayers as well. How do you use your spells to entertain yourself or your friends, without killing something at the same time?

  • Breakfast Topic: Toys

    by 
    David Bowers
    David Bowers
    09.07.2007

    We play this game called World of Warcraft, and naturally it's about war, various sorts of fighting and skirmishing and so on. Most activities are involved in this fighting in one way or another, even if indirectly. But we also know that some things in the game have absolutely no effect on your fighting skills whatsoever, and yet these are some of the items in highest demand. Non-combat pets, unique mounts, cute outfits, and so on.So now imagine that you get hired for Blizzard just to design more of these non-combat items. What kinds of items would you create? What would you make players do in order to get them? What do you think they would add to the game that isn't already there?