persistent

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  • EVE Evolved: What DUST 514 should have been

    by 
    Brendan Drain
    Brendan Drain
    11.03.2013

    ​It's now been almost six months since DUST 514's official release, and I think it's safe to say it hasn't quite lived up to expectations. The game was lauded for its revolutionary realtime link with the EVE Online universe, but so far there's very little back-and-forth between the two titles. Originally intended as an MMO in its own right but also as an integral part of EVE's territorial endgame, DUST now exists largely as a lobby-based first-person shooter with the twist that equipment is lost on death. Even the planetary conquest portion of DUST that could be considered its most MMO-esque element has been abstracted into a series of instanced and scheduled 24v24 battles. DUST's main rival during development was the PC-based PlanetSide 2, and had the two games released on the same platform, I'm sure that rivalry would still be in the media spotlight. I've been playing PlanetSide 2 for just a few days, and I can already see elements that would make it a far better fit for the EVE universe than the current version of DUST. So what could DUST learn from its non-console-only counterpart? In this week's EVE Evolved, I look at how PlanetSide 2 handles issues of persistence, planetary conquest, and vehicle spawning, and why I think DUST 514 should be borrowing a few tricks from its game design.

  • EVE Evolved: Will Star Citizen or Elite harm EVE?

    by 
    Brendan Drain
    Brendan Drain
    09.22.2013

    Publishers haven't been willing to put a lot of money behind a sci-fi sandbox for some time, but upcoming games Star Citizen and Elite: Dangerous seem set to revive the genre thanks to the power of crowdfunding. Star Citizen in particular has collected a world record $19.6 million in pledges so far from almost 258,000 individuals, eliminating the need for publishers and heavy investment entirely. Though both games are designed to be a primarily singleplayer or small-scale multiplayer adventures, their respective developers have already promised shared online universes and sandbox gameplay that could give EVE Online a run for its money. The past decade has shown EVE to be one of the most resilient MMOs on the planet. It's survived several major scandals, barely noticed the release of giant World of Warcraft, and has somehow maintained its subscription-based business model in a market rapidly being overtaken by free-to-play titles. Even at its lowest point, the game managed to survive the 2011 monoclegate scandal and the subsequent fallout that saw CCP Games lose 20% of its staff worldwide. EVE's subscriptions and concurrent user numbers have historically been unaffected by the release of new MMOs or sci-fi titles, so why should Star Citizen be any different? In this week's EVE Evolved, I look at how EVE Online has lived with very little direct competition until now and ask whether Star Citizen and Elite could be among the first games to directly draw players from EVE.

  • The Soapbox: That's not an MMO

    by 
    Mike Foster
    Mike Foster
    08.20.2013

    You may not be aware of this, but Massively is a website focused primarily on massively multiplayer online games. It's kind of what we do. However, the world of MMOs in 2013 is far different from the world of MMOs in 2007, when the site was founded. The niche has changed and the games industry has evolved. There was a time when "online" told you everything you needed to know about a game because there was really only one type of online game. You knew in picking up an online game that you and some friends would be leveling, looting gear, and slaying dragons. It took a while for developers to notice that online play was actually a thing that could work in more than one particular format. Nowadays, online games range from traditional MMORPGs like Guild Wars 2 and RIFT to MOBAs like SMITE and League of Legends. There's no clear definition for what an MMO is or isn't because so many games are massive, multiplayer, and online. Maybe it's time to embrace MMO as a broader term than previously thought.

  • Rockstar reveals Grand Theft Auto Online

    by 
    Mike Foster
    Mike Foster
    08.15.2013

    Rockstar Games today lifted the curtain on Grand Theft Auto Online, showing off the new title via a lengthy announcement trailer. GTA Online appears to be more than just a simple multiplayer iteration of the Grand Theft Auto franchise, and features player housing, a persistent world, and player-generated content. The game shares game elements and geography with Grand Theft Auto V and supports up to 16 players co-habitating in their own little online world. Players will be able to purchase and customize vehicles, own property, shape their appearance, and work their way through the criminal underworld, in addition to participating all the random acts of chaos the series has offered since its inception. In Grand Theft Auto Online, players have the freedom to explore alone or with friends, work cooperatively to complete missions, band together to participate in activities and ambient events, or compete in traditional game modes with the entire community, all with the personality and refined mechanics of Grand Theft Auto 5. Purchasers of Grand Theft Auto V will receive access to GTA Online when it launches October 1st on PS3 and Xbox 360 (and not PC). It is unclear whether the game will be available as a standalone product; we have reached out to Rockstar for clarification. Check out the reveal trailer after the break.

  • The Daily Grind: If SimCity is an MMO, what should we call actual MMOs?

    by 
    Bree Royce
    Bree Royce
    03.29.2013

    Earlier this week, EA president Frank Gibeau doubled-down on his company's earlier claims about SimCity's MMOness, suggesting the game was built as a "massively multiplayer experience" from the beginning. Rather than pick on Gibeau's comments (already done), I want to consider what would happen if we admitted defeat. What if we just accepted that the term MMO has been utterly co-opted for online singleplayer games -- what should we call "real" MMOs instead? My colleagues suggest "persistent massively multiplayer online" -- PMMO, I suppose (would we have to change our name to "Persistently"?). While I like the idea of bringing back an old-school term like "persistent," and while it would certainly separate games like EverQuest from games like Diablo III, I worry it also excludes MMORPGs that make heavy use of instancing (and therefore aren't as persistent as they seem) even as it includes games with persistent characters but not worlds. What do you think -- is it time to give up on the term MMO and adopt something else? Do we retreat to the imperfect label "MMORPG" or begin the hunt for a brand-new acronym? 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!

  • Skyhook SDK for Android touts always-on location finding without the battery hit (video)

    by 
    Jon Fingas
    Jon Fingas
    07.18.2012

    Enabling persistent location in a third-party mobile app isn't always easy -- it usually requires either cautious uses of updates, like iOS 5's geofencing, or an acceptance that there will inevitably be a knock to the battery life while it's running. Skyhook doesn't want there to be any compromise, at least on Android: an update to its developer kit has rolled in an Always-On location option that theoretically represents the best of both worlds. Third-party app writers can opt for position refreshes as quick as 30 seconds apart, if that birthday gift reminder needs just that many updates, but will supposedly face "little to no noticeable impact" on how quickly users' smartphones sip energy. We like the idea of guilt-free GPS, and there's even an airplane tracking mode for when you just have to check into Foursquare from 30,000 feet in the air. Developers can start working on the option today; until implementations reach the wild, everyone else will have to make do with a clip of the airplane tracking feature after the break.

  • PlanetSide 2's scale dwarfs Battlefield, Call of Duty franchises

    by 
    Jef Reahard
    Jef Reahard
    10.26.2011

    Does it strike anyone else as particularly fortuitous that Sony Online Entertainment chose the week of Battlefield 3's release to let a bit more PlanetSide 2 info slip through its tightly clenched marketing fist? Regardless of the timing, today's article in the new issue of PC Gamer will likely help the three-faction juggernaut gain some more momentum. SOE creative director Matt Higby is featured heavily in the PC Gamer piece, which intimates that PlanetSide 2's battles will dwarf those of the much-loved Call of Duty and Battlefield franchises. "You're going to be fighting in battles sometimes when it's 200 people fighting against 30 people," Higby explains. "Because there's only 30 people defending that base and then suddenly 200 people log in from the other group and go do it." This is a far cry from the 64-player limit on Battlefield 3's PC version, and PlanetSide 2 will also offer huge maps that measure eight square kilometers as well as weapon ranges up to a full kilometer. Oh, and did we mention the persistent gameplay elements? [Thanks to PlanetSide Universe for the tip!]

  • Dawn of Fantasy combines MMO with RTS on PC this June

    by 
    Mike Schramm
    Mike Schramm
    01.20.2011

    Better set your alarm -- 505 Games has announced a title called Dawn of Fantasy, developed by Reverie World Studios, to be available on the PC this June. As you can see in the trailer after the break, the game is an MMORTS, combining single-player kingdom building and strategy warfare modes with a persistent online multiplayer experience. The title will have three different races available to players -- elves, men and orcs -- and, in addition to multiplayer skirmishes and a scenario editor, the game's economy will continue trading and growing even as you log off. Check the screenshots below for a better look at what could be a really interesting title.%Gallery-114720%

  • Phase 2 of the Sandstorm hits Global Agenda today

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    07.22.2010

    After a great deal of testing, Global Agenda players can look forward to a treat today -- the second phase of the immense Sandstorm update is going live. Part of a large-scale update that rewrites several core components of the game, the first phase was rolled out about two months ago, and this continuation drops in most of the features left out of the first. The largest addition is the persistent PvE zone in the Sonoran Desert, designed for players between levels 5 to 15. The desert will allow players to take a series of missions from area NPCs to help advance a story arc, learning more about the Desert Dweller and Recursive Colony factions as they gain both loot and experience. Players can also look forward to the addition of consumable items and the option to salvage unwanted pieces of equipment for parts, something that plays well with the updated systems that came into play during the first phase of the patch. There are also new defense raids for players past level 30 to take part in, standing tall in a difficult battle against Recursive Colony attacks. And even with the recent shift in business models for Global Agenda, the Sandstorm update is remaining free for all current and future players -- a welcome addition to the game that should provide several points of interest, as well as set the stage for future expansions to the game.

  • Global Agenda rolls out the next phase of Sandstorm to the test servers

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    07.03.2010

    To call the huge 1.3 patch to Global Agenda ambitious would almost be an understatement, considering how much of the game's basic structure was rewritten. It was so ambitious, in fact, that there were several features that wound up being slightly delayed from the initial release. And while the focus of late has been on the game's shift in subscription model (namely to the complete absence of one), several of the remaining features have just been deployed to the game's test servers in time for the holiday weekend. One of the bigger additions is the persistent PvE zone being added, the Sonoran Desert, aimed at players between level 5 and 15. On top of that, the team is adding in the option to Salvage unwanted equipment for parts, a persistent defense raid for players past level 30, and the addition of consumable items. While the holiday weekend is set to be the first testing weekend of several, it's the ideal time to get a feel for the next major addition to the game. Global Agenda players are encouraged to check the changes out, and new players would be well-served to remember that the game is on sale right through July 4th on Steam.

  • Millenniata's Millennial Disk should last longer than you, your memory

    by 
    Darren Murph
    Darren Murph
    07.18.2009

    Considering that we're still waiting patiently for any company (we're looking at you, Call/Recall) to produce a commercially viable holographic storage solution, we're required to tackle Millenniata's newest assertion with a sprinkle of skepticism. The claim? It's specially lubricated, fortified and homogenized Millennial Disk is said to last some 1,000 years, making it the world's finest and most longevous archive solution. If it's legitimate. We're told that digital information is carved into layers of hard, "persistent" materials, and somehow, those carvings are able to stay fresh and readable for more years than you care to count. Still, we reckon the robot apocalypse will be in full effect by the time 3009 rolls around, so even if it only lives up to half of its claims, we'll still be impressed.[Via Slashdot]

  • Wanted for breaking the law: Vogster's CrimeCraft

    by 
    Mike Schramm
    Mike Schramm
    06.03.2009

    ***NOTICE TO ALL GAMERS*** FROM: The Joystiq Office of Law EnforcementRE: Vogster's CrimeCraft, a "persistent world next-gen shooter" due out August 25th.Attention: CrimeCraft is to be considered armed and dangerous, and should not be approached in a video game store. Stay away at all costs.Last seen location: E3 2009, in the Vogster booth.

  • Are MMOs truly as persistent as they claim?

    by 
    Brooke Pilley
    Brooke Pilley
    05.30.2009

    The two biggest differences between single player RPGs and massively multiplayer online RPGs are the MMO and persistent components found in the latter. Player vs. Developer has a thought-provoking blog post up claiming that MMOs are not as persistent as they claim to be."Persistent" can be defined as "continuing without change in function or structure," which when you really think about it doesn't quite fit with how it is employed in most MMORPGs. Many MMOs claim to have a "persistent struggle," or "persistent world," which is only half true. Developers are constantly changing their MMOs and it impacts how we play.What happens at the end of an expansion cycle? Often, players stop trying to progress and wait for the new content that makes old content obsolete. What happens when classes undergo constant balance shifts? Players are forced to compete on uneven playing fields. What happens when some gamers benefit from bugs or exploits before they are fixed? It can hurt player morale.Many of these changes are for the best, but it does illustrate that MMOs are not truly as persistent as they claim.

  • CrimeCraft impressions and screenshots

    by 
    Shawn Schuster
    Shawn Schuster
    01.14.2009

    Despite its unfortunate name, Vogster's CrimeCraft seems to be a promising contender in the crop of games launching in 2009, according to a recent review at Gamespy. First announced earlier last year, CrimeCraft boasts what they call a "persistent-world next-gen shooter", or PWNS for short. Can an MMO shooter work? Ask Planetside, Tabula Rasa and Huxley (if he ever shows up).Unnecessary snark aside, the screenshots in this review article look gorgeous. The gameplay seems promising, with PvE, deathmatch PvP and a crafting system that is aimed at using some real sponsorship promotion (think CoH ads, but on clothes). Yet the one part that raised our collective eyebrows was the mention of a persistent world, yet it is said to include only persistent towns, much like Guild Wars and Diablo II. Granted the game isn't finished and is still in a closed beta at this point, but Vogster's senior marketing manager Casey Dickinson mentioned that they're thinking of ways to "liven up" the game's persistent lobbies.

  • ASCII-based Dwarf Fortress is the future of video games?

    by 
    John Bardinelli
    John Bardinelli
    03.28.2007

    In a recent interview with Gamasutra, Warren Specter touched on the technology vs. content debate in video games, saying "Stop building movie sets and make a world we can interact with instead".Someone should tell him indie developer Bay 12 Games has already done that. Dwarf Fortress is a single-player ASCII-based title that's a a cross between a roguelike and a real time strategy game. It's definitely no movie set, but the level of interactivity in the game's persistent world is monumental.To give you an idea how massive Dwarf Fortress is, generating the initial world can take fifteen minutes or more. Think about that. An ASCII game on today's processors working for fifteen minutes. Every landmark above and below ground is named, thousands of creatures living persistent lives populate the environment, there's a bustling economy, weather effects, seasons, and a complete world history. All of which you can interact with.Do developers spend too much time finding new ways for technology to play with itself rather than focusing on the end experience? It's a tired old debate, but Dwarf Fortress is proof the concept of gaming can evolve independent of the technology used to present it.[Via GameSetWatch]