Andrew Ross

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Stories By Andrew Ross

  • MMOs and gaming psychology, part two: Interview with a researcher

    Following yesterday's article discussing current research on psychology and MMOs, we have today our conversation with Dr. Rachel Kowert herself, the lead author on the paper that originally prompted these articles. Kowert, unlike many other researchers in her field, has established gamer cred; her earliest experiences were playing basic games on a Tandy computer with her brother, but the first game to really grab her was Super Mario Brothers. Her favorite game of all time is Final Fantasy 6 (Final Fantasy 3 in the US), and most recently she's played Banished and The Sims 4. Late in Kowert's Master's degree studies, her supervisor told her about an influx of parents expressing concern about their children's gaming habits. Finding information on the topic to help ease concerns proved difficult due to a severe lack of on-point research. This is what prompted her to switch her research focus to game studies.

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  • MMOs and gaming psychology, part one: The research

    Last month, Massively wrote a short article about research on the relationship between shyness and online game friendships. The topic is of interest to me not just because of the MMO connection but because I myself am someone who used to identify myself as shy but believe online games help me cope with and surmount it. Games are what I rely on to help myself meet new people as cultural and language barriers prevent me, an American, from making strong attachments in Japan, the country where I live and work. In preparing for this two-part article, I spoke to the research paper's lead author, Dr. Rachel Kowert, who helpfully provided me with a reader's digest version of recent research in this subfield of psychology. Tomorrow, we'll tackle our interview with Dr. Kowert herself, but today, we'll have a look at the research to bring us all up to speed.

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  • The science of language, community, and MMORPGs

    Back in August, Massively wrote a little post about Swedish research on MMOs and language learning. That article provoked me, a gamer and teacher of English for speakers of other languages (ESOL), to hunt down the original research and talk directly to the researchers, Dr. Liss Kerstin Sylvén from the University of Gothenburg and Dr. Pia Sundqvist from Karlstad University, to better understand their research and findings. Note that we'll be talking here about games and language learning specifically, not other forms of game-related education. Also, Sylvén and Sundqvist don't consider themselves "gamers." Sundqvist remembers Pac-Man as her first game, both admit to playing Angry Birds on their cell phones, and Sundqvist is "allowed" to sometimes watch her 17-year-old son play League of Legends. I find this interesting because they are non-gamers who seriously consider games capable of being educational without specifically being developed to do so. This isn't a simple merger of a hobby with work; this is work in a field of interest that's still being explored.

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  • HEX is not Hearthstone: A look at HEX's closed beta

    It's been a while, HEX. Last time I saw you was E3 2013. I hadn't yet started to play Hearthstone, and truthfully, I doubted it could hold a candle to you. In a lot of ways, I was right. It's so much simpler, it's less complex, and at the time, it felt less imaginative. But my card game days are behind me. I don't have the kind of time I used to, so Hearthstone's faster games and accessible drafts (called "arenas" in HS) reminded me of the things I love about the genre while allowing me to keep my grown-up schedule intact and being easy on my wallet. Just the same, HEX, when I got the closed beta invite to see you again, my heart skipped a beat. I was ready to drop some big money on you, but I've been burned a few times. While I've been in betas and alphas for other games, there's been a trend of letting people pay to play unfinished products. I've been burned, and while I don't regret the experience, I do regret the purchases at the moment. I mean, when a game suddenly disappears from the market, it does make you question your decisions, so I decided we should go out a few times first before I really invest in you.

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  • An early look at Heroes of the Storm's alpha

    Heroes of the Storm: Just another MOBA, right? Well, maybe. I have to admit two things before we jump into this article. First, I like MOBAs, but I'm an MMO player first and foremost. I keep trying MOBAs as they come out, and I've sunk some serious hours into the genre, so I do have a decent working knowledge of the bare basics, especially starting experiences. Second, I'm neither a fan nor a hater of Blizzard. Blizzard often sticks to safe rather than unique features, but it also makes games for the masses, which is great because I love to drag my friends into my games. But a game that attracts everyone also attracts the kind of people I don't want to play with. So why should I -- or you -- play Heroes of the Storm?

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  • Dino-survival: Hands-on with The Stomping Land's early access alpha

    Yesterday, I examined up-and-coming dinosaur-survival MMO Beasts of Prey. Today, let's look at another game in the same niche genre: The Stomping Land. The Stomping Land isn't technically billing itself as an MMO, but it boasts a semi-permanent world. But my experience in it was nothing like the trailers shown back in May. The current game is totally different. In fact, it seems to have regressed. There's no customization, there are no berries, and no one I talked to knew how to name a tribe. It feels like a semi-permanent shooter, similar to other survival games except without a lot of the building. You either make a teepee or you don't. You make a bow or you don't. You have a dinosaur mount or... you don't. The biggest servers I saw had 24 people, meaning I was able to avoid other players very often, but the game was more fun when I encountered people -- at least people who didn't one-shot me and waltz away.

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  • Dino-survival: Hands-on with Beasts of Prey's early access alpha

    When I first dived into the horror-survival genre, I knew there would be zombies, but I never expected dinosaurs. You don't get much bigger than a T-Rex stomping around your neighborhood (though I am still waiting for an underwater survival game that randomly has blue whales unintentionally ruining your kelp fort as they hunt for krill). When dinosaurs started to replace zombies, I knew that my inner child would drag me in, even if I once again had to pay for alpha. It's this very idea of "paid alpha" that inspired me to tackle not one but two titles from the newly spawned dino-survival based genre. Apologists will say that it's just alpha, but the reality is that you get only one launch, and to me, launch is you start letting people buy your game and don't hold them under an NDA. With this in mind, I decided to try my hand at both Beasts of Prey and The Stomping Land to see which, if either, feels the most deserving of my time (and money). Today, I'll start with BoP.

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  • E3 2014: Hands-on with EVE Valkyrie and a chat about Legion

    Why does the guy who gets motion sickness keep getting sent out into space!? Someone on Massively's staff is really looking out for you guys and gals with weak stomachs because once again I was sent to chat with CCP about EVE universe stuff and take an Oculus Rift for a spin at this year's E3. Spoiler alert: I managed to keep down my breakfast and have fun. First up was EVE Valkyrie, the virtual reality game that this time last year was still known as EVR. While the game looked a bit familiar, there were certainly some differences. First is the addition of Rán (it sounds like "roun"). Rán is sort of the first Valkyrie and your trainer, acting as sort of your flight instructor and mission debriefer, who helped give me a sense of setting. EVR was fun before, no doubt, but it was a stripped-down flight simulator (not a bad thing). Having a narrator makes it feel more like a game. The addition of some brighter and bolder colors helps boost immersion too.

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  • E3 2014: Hands-on with Swordsman and Dawn of the Immortals

    I have a problem: I like a lot of the mechanics in Wuxia games like Age of Wushu, but I have trouble getting into them. Perfect World Entertainment's Swordsman Online, while lacking some of the mechanics of AoW, might have a mixture that catches people off-guard. And while you're off-guard, PWE's Dawn of the Immortals might come in and show you how the world of mobile MMOs is starting to progress. I had a look at both Swordsman Online and Dawn of the Immortals at this year's E3. Read on!

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  • E3 2014: Fighting car bosses in Ubisoft's The Crew

    I still can't believe racing MMOs are a thing. I know some people say they're just racing games and not proper MMOs, but once you get inside something like The Crew, you'll find a lot of interesting stuff. I demoed Ubisoft's persistent-world racer at last year's E3, and this year's hands-on revealed some changes for the better.

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  • E3 2014: Hands-on with Black Gold's PvP

    It can be hard to demo an MMO at E3. Some studios stick a bunch of journalists together and have us try an instance, which can be fun or, if the worst of us ends up taking a key position, it can be rather frustrating. Other studios let you into a questing area but, to be brutally honest, these usually feel pretty stale compared to the nearby console games that let you do more than kill 10 goblins. Snail Games broke from the mold by letting us PvP in its upcoming Black Gold Online MMO, and while there were some issues, I felt a bit more confident about the title than I did last year.

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  • E3 2014: Hands-on with Star Citizen and a chat with Chris Roberts

    Chris Roberts prefers a joystick or controller to the mouse and keyboard. This came up immediately upon meeting him for our Star Citizen demo/interview at this year's E3. As someone who's mainly watched news on the game from the sidelines, sitting in awe of what looks like a terribly complex title with tons of gameplay options, I was a bit intimidated going into this sit-down. But I came out of it feeling, well, relaxed.

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  • E3 2014: Hands-on with World of Warships and World of Tanks Blitz

    If Wargaming.net is known for one thing, it's for being big. Nowhere is that more evident than E3, where displays for games like World of Tanks, World of Warplanes, and World of Warships typically dominate the show floor. Naturally this year's big reveal is the new Warships title. Although it's the third World of vehicles battler, gamers who haven't played the previous two won't be at a disadvantage. That said, it's the hands-on with World of Tanks iOS version that really got my attention.

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  • E3 2014: Hands-on with Skyforge, World of Speed, and Armored Warfare

    I won't lie: I went to an E3 meeting with publisher My.com thinking only of Skyforge. I'd heard about Armored Warfare and World of Speed, but I didn't expect much from either title. I'd seen tank games and racing games trying to move into the MMO sphere, and while they were sometimes interesting, I didn't pay a whole lot attention. And ultimately they weren't as interesting to me as Skyforge, but I did walk away thinking they are titles that will appreciated by a portion of the MMO audience.

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  • E3 2014: Hands-on with H1Z1

    I'm coughing. My head hurts. I'm tired, hungry, and thirsty. I'm not hearing things anymore, but when I close my eyes for too long, I feel disoriented. And this was before I got my hands on H1Z1! I'm sick at E3, but well enough to see through some spin while looking at a winner. If you're tired of hype, false promises, and pay-to-play alphas, come read between the lines with me as I recount the experience of my H1Z1 demo.

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  • Rust, H1Z1, and the emerging 'survival MMO' genre

    I'm naked and alone again, but that's OK. After having to level up in other games a million times, deal with boring tutorials, repeatedly turn in quests that add no value to my play time, and then watch as my guild slowly bleeds members to the next MMO asking us to repeat the whole ordeal, "naked and alone" is actually nice. Well, maybe just the naked part. And that, my friends, is the horror-survival/post-apocalypse genre. I love MMOs, but recent themeparks and building games have left me wanting something a bit more dangerous but still not a pointless murderfest. For the most part, these games are less about levels and quests and more about finding items to make sure you don't die. Hunger meters, diseases, and limited supplies in a world filled with enemies who loot you certainly feels like a good throwback to classic RPGs mixed with the multiplayer I've been craving since Asheron's Call first hooked me on MMORPGs. But community-wise, these games have seemed more like lobby shooters than MMOs, which for a long time made me hesitate to try them. If you've been finding yourself in the same situation, hopefully my little plunge into this bloody genre will give you some ideas of what to expect.

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  • WildStar's gameplay is all too familiar to MMO vets

    WildStar has a lot going for it. I might tell you it is the new RIFT, which was the new World of Warcraft, which was the new EverQuest, and I'd almost feel done for the day. Now, I don't buy an MMO and subscribe to it unless I intend to play it regularly for at least three months, and I rarely subscribe to multiple MMOs. Since WildStar is coming out in a year already packed with solid MMO releases, I'd like to consider at the pros and cons of the game in relation to the rest of the industry through the eyes of an MMO veteran.

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  • Hands-on with MOBA Dawngate's closed beta

    Dawngate. Another day, another MOBA, right? So why bother with this one? What does it do differently? What does it do better? Why play this over something else? I can't be the only gamer asking these questions, especially in such an oversaturated market, so I spent my weekend playing EA's Dawngate closed beta for that very reason. Here's how it all works. When entering a match, you'll choose your character and then your preferred role to help coordinate with your group. This isn't just an "I'm going to jungle" icon; it actually provides you certain benefits for playing your role correctly. For example, a "hunter" does bonus damage to jungle NPCs and is healed for a portion of their total health after you kill them.

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  • The Elder Scrolls Online: Fitting into the genre or forging its own?

    It's been about nine months since I first got my hands on The Elder Scrolls Online. Since then, like many of you, I've been trapped on the sidelines, watching and waiting for my turn to jump into the game. This past weekend, I got my chance, but I've found my experience to be distressingly similar to those described by other journalists. Like Massively's Eliot before me, my early foundation was in console gaming, but my reason for avoiding The Elder Scrolls series was very different from his: The Elder Scrolls has always been a single-player series, and after having my world opened by MMOs, I found that going back to single-player games has become difficult. I need people! I need multiplayer options! I need MMOs. Enter The Elder Scrolls Online and my excitement for it. I knew a lot of the series' famed freeform gameplay would be cut back in exchange for letting me play alongside my friends, but that was something that I, as a series newbie, was willing to sacrifice. But while my overall impression of the game was positive, I still have this lurking sensation that something important was missing.

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  • Hands-on with Albion Online's alpha

    Ever miss the old MMO days when crafting had meaning? When your friend could join up with you and on day one you could both go somewhere pretty cool, and just having that extra person could make things a smidge easier? Wish you could go back to those days without dealing with mindless grinds? Sandbox Interactive's Albion Online is perhaps something you should look into. In fact, those are the very reasons I signed up for the alpha back when I first heard about it. And now that I've played around with it a bit, I've been pleasantly surprised with my experience, though there are a few things newcomers will want to watch out for. For starters, Albion's alpha is an actual alpha, not a retitled beta for marketing purposes. If you're going to play any future alpha phases, know that they'll be rough, unfinished, and non-functional in some areas. There's no actual character creation at the moment. Heck, there isn't even a female option (sorry ladies!). You can change your portrait, but that doesn't change the way your character looks. Because it's an alpha, I'm going to only lightly cover what I couldn't play and focus more heavily on those I could.

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  • Prime World launch impressions

    So here I am again in Prime World. It's probably my first real "Facebook game" other than that thrones game, but this one has more substance than its more social counterparts. This is a game I've gotten to play with Russians and other westerners during beta, and I've seen the game grow quite a bit in that time, even through casual play. It's the only MOBA I've had motivation to play lately. It's not the best on the market -- it suffers from a lack of features that I consider key for any online game, let alone a MOBA -- but it still appeals to me a bit more as an MMO fan than as a MOBA fan. While studio Nival calls the game a beta, the Steam page lists it as released, so if you haven't tried the game yet, bear in mind that's it a bit of both.

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  • Hands-on with Darkfall's Japanese open beta

    I'm not very good at aiming. I prefer third person to first person view. Nintendo consoles and games are my drug of choice when I'm not on a PC. I hate duels and arenas. I tend to spend my time gathering resources or crafting and want to kill only mobs or players if I must. On the Bartle test of gamer psychology, I'm 60% Explorer/Socializer and 40% Achiever/Killer. And I loved Darkfall Online. Aside from Aventurine's little, ah, "delays," Darkfall was always a lot of fun for me, even though the guild I joined was established years before I met its members. However, when I moved to Japan, I was region-locked out of the game and unable to check out the revamped Dark Fall: Unholy Wars until recently when the Asian open beta began. I've done my best to keep up to date on the game, but reading information and playing the game are two different things. This was not so much a welcome home for me as it was a returning to my hometown after a few years to find that the buildings and local language have changed. That may sound negative to some people, and it could be, but for me, it was an adventure, which has always been something DF offers me that other games struggle to match.

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  • Returning to Prime World in its English open beta

    Back in April, I had the opportunity to explore Prime World in its Russian beta. Now, the game is in open beta for English-speakers, so I wanted to update my impressions. Unfortunately, Prime World has developed less than I had hoped in the interim. For example, the screenshot above shows off my mate's Prime World home in contrast with the one I showed you last time. My friend is a bit of a nature lover, so I told her we'd try the red team this time. It's a lovely layout, but this playthrough marked the first time I've seen it because we couldn't see each other's bases -- just as in the old Russian beta. Playing with other English speakers this time instead of Russian players means I could have chatted about this with them about it but for the game's deafening loading screens (no, really, take off your headset when loading a match; volume control is mute or nothing). A lot of the non-MOBA complaints from my last review sadly still hold true, as do a few issues with the tutorial. While the new additions to the game greatly increased my satisfaction with the combat parts and I want to talk about the new game modes, I still must readdress my issues with the game that haven't changed at all.

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  • Revival is a story-driven sandbox in the making

    Lovecraft-inspired Revival's recent reveal caught our attention with its promises to "revive the MMORPG" by way of a gorgeous sandbox. Developer IllFonic went on record stating, "It's a genre that has a bad name. There are hardcore fans in the genre, but there's no reason why the whole world shouldn't be playing this genre. The genre has been locked out with a bad taste for a decade. It's time to rethink it, go back to the drawing board, start from scratch and tell everyone that an MMO isn't a stat-chasing, quest-ignoring snorefest." Music to sandbox fans' ears! Naturally, we were keen to hear more, so we spoke with IllFonic Creative Director Kedhrin Gonzalez and surprisingly received very few "we can't talk about that yet" responses. Just remember as you make your way through our interview: A lot can change between the prototype and final release version, so don't unbridle your skepticism just yet.

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  • Hands-on with ArcheAge's Japanese open beta

    So Japan recently had it's ArcheAge open beta, and the Massively crew was kind enough to allow me to write a bit about my experience. As a close follower of the game and someone who played a little in the closed Korean beta, there is a lot I could write about, but I'm going to try to limit this primarily to Japanese localization and what that may mean for westerners. While the game has gotten a lot of coverage for an imported MMO that only recently started western beta recruitment, I feel like some readers have missed important details about AA that I'd like to address. This may build or break hype, but I've thought long and hard about what I'm about to say, and I think it deserves mentioning: ArcheAge is to sandboxes what World of Warcraft was to themeparks.

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  • E3 2013: DUST 514 and EVE's virtual reality demo

    To an outsider, CCP Games' focus on EVE Online's player panel, comics, incoming television series about player adventures, and museum induction show just how much the company works to earn its players' respect, which might sound weird for studio running a cutthroat PvP sandbox. But I've always felt as if I made stronger personal attachments through high-stakes PvP than through most other gaming activities. I don't play EVE or its console cousin DUST 514, but after stopping by the CCP booth for my interview and hands-on at E3 yesterday, I feel as if I should be doing more than reading and writing about it.

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  • E3 2013: The Division, Ubisoft's MMO shooter

    Ubisoft's claim that its new MMO shooter The Division will have a "persistent world" piqued Massively's collective interest. At E3, we chatted briefly with Game Director Ryan Bernard, who has previously worked on EverQuest, EverQuest 2, and Warhammer Online. I asked what about the game and its persistent nature would appeal to MMO players and was told that actually, the team doesn't plan to make it "too persistent" at all. Each player will have his own little chunk of the world. Everything in that part of the world is persistent for him, and his friends can come over and help him out, kind of like Animal Crossing without the talking tanuki. The developers believe this will allow for a strong single-player experience while still having a visible impact on the player's slice of the world. There are places in the world that are persistent for everyone: the PvP areas. You won't want to travel around them without friends, but unfortunately, Bernard couldn't reveal more. The game is being released for PlayStation 4 and Xbox One, but Ubisoft hasn't ruled out other platforms or cross-platform play just yet. Massively's on the ground in Los Angeles during the week of June 10-13, bringing you all the best news from E3 2013. We're covering everything from WildStar and Elder Scrolls Online and ArcheAge to FFXIV's inbound revamp and TERA's latest update, so stay tuned!

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