social-tools

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  • EVE Evolved: EVE Online vs. Elite: Dangerous

    by 
    Brendan Drain
    Brendan Drain
    12.21.2014

    Like many EVE Online players, I grew up playing early sci-fi games like Elite and its sequel Frontier. In fact, CCP's recently released stats on the distribution of ages within the EVE community shows a peak around 29 years old, meaning that most players grew up in that same gaming era. A big part of what initially drew me to EVE Online was the prospect of playing the same kind of massive trading and space exploration game with other people, and for over 10 years it's scratched that sci-fi sandbox itch. I've watched EVE grow from a relatively unknown game with around 40,000 subscribers and laggy cruiser skirmishes into a vast game where thousands of players wage war for territory, profit, or just the adrenaline rush of PvP with something valuable on the line. Now that Elite: Dangerous is finally here, I want to see whether it can scratch the same sandbox itch as EVE and to what extent the two games can be compared. Both feature customisable ship fittings, open-world PvP with a criminal justice system, and real financial loss on death, for example, but the end result is two very different gameplay styles. And both also have that same intoxicating notion of exploring the unknown and try to make you feel like you're in a living world, but they take very different approaches to world design, content, and travel. Elite may not be a full-fledged MMO, but with a sandbox made of 400 billion procedurally generated stars and an open play mode that seamlessly merges players' games together, does it matter? In this edition of EVE Evolved, I compare my experiences in Elite: Dangerous to my experiences in EVE Online and look at their differing strategies with regard to server model, active and passive gameplay, and the new player experience.

  • World of Warcraft adding party finder functionality

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    08.14.2014

    World of Warcraft is expanding the functionality of its group finder tool in Warlords of Draenor so that making a group is easier than just inviting your friends and shouting in a city. The new group finder interface is designed to help players locate parties looking for the same content, from pre-made PvP groups to teams trying to take out a particularly obnoxious group quest in the zone. Group finder groups can be designated for PvE or PvP, with the former allowing for a variety of group-based PvE encounters (quests, dungeons, raids) and the latter opening up for PvP options (rated battlegrounds, arenas of all sizes, faction leader assaults, and so on). Players can either join a group or start a new one, with leaders setting both the designated goal and the requirements for would-be party members to join. Take a look at the full preview for more information on this expanded functionality.

  • The Daily Grind: What social tools do all MMOs need?

    by 
    Justin Olivetti
    Justin Olivetti
    06.04.2014

    Heading into WildStar this past weekend, I was pleasantly surprised at how useful and easy the in-game social circles were. Instead of fretting about guild membership, I joined a few circles to talk with friends and made one up to keep in touch with a couple more. Somewhere Google+ is laughing haughtily, but I think that more MMOs should have a feature like this. So what social tools do you think MMOs need? I'd also nominate in-game guild finders, far more robust friends lists (that are per-account, not per-character), and handy emote buttons that eschew the need for memorizing a list of slash commands. What say you? 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 Daily Grind: Are you a chat Luddite?

    by 
    Jef Reahard
    Jef Reahard
    01.25.2011

    So DC Universe Online's voice chat is broken, according to many of the commenters on this and other MMO-centric websites. Ironically, even if the game had no voice chat at all, it would be less broken than the abject disaster that serves as the superhero title's text chat interface. While the game is enjoyable enough in most respects, I scratch my head as to how a development firm with SOE's considerable expertise could scrimp on something as vital as in-game text chat. The cynic in me says that it's because the PS3 version takes priority, but whatever the reason, DCUO's social tools (at least on the PC) are in dire need of someone who cares. That brings up an interesting point regarding voice chat vs. text chat. While third-party programs such as Mumble and Ventrilo have been the norm for "serious" MMO guilds for years now, it's only recently that games have started incorporating voice chat (and players have started expecting it). Sure, voice can be vital for raids, PvP, and challenging endgame content, but is it really necessary (or desirable) for most of the things we do on our way to the level cap? Today's Daily Grind is all about your stance in the voice vs. text chat debate. Are you a chat Luddite? Do you refuse to play a game without voice chat? Inquiring Massively minds want to know. 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!