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  • Joystiq Presents: Close project

    Mike Suszek (@mikesuszek) talks with Joystiq's Editor in Chief Ludwig Kietzmann (@LudwigK) about the site's history as well as a newfound opportunity to grow. Listen to the MP3 Listen to other Joystiq Presents episodes.

    Mike Suszek
    02.03.2015
  • Joystiq Presents: Can't stop

    In this episode, Mike Suszek (@mikesuszek) takes his turn in the hot seat as he tells Features Content Director Xav de Matos (@Xav) about the rant that landed him the job of his dreams. He also talks about barely surviving his first PAX and what Joystiq and video games mean to him. Listen to the MP3 Listen to other Joystiq Presents episodes.

    Mike Suszek
    02.03.2015
  • Joystiq Presents: Team spirit

    In this episode, Mike Suszek (@mikesuszek) chats with News Content Director Alexander Sliwinski (@Sliwinski) about Team JOY and Team Joystiq. He also discusses the "Internet dating" side of working in the industry. Listen to the MP3 Listen to other Joystiq Presents episodes.

    Mike Suszek
    02.03.2015
  • Joystiq Presents: Take care of business

    In this episode, Mike Suszek (@mikesuszek) talks with Weekend Editor Sam Prell (@SamPrell) to discuss happiness, horses and his writing career prior to joining Joystiq. Listen to the MP3 Listen to other Joystiq Presents episodes.

    Mike Suszek
    02.02.2015
  • Joystiq Presents: We live and die by this

    Mike Suszek (@mikesuszek) chats with Features Content Director Xav de Matos (@Xav) about his upbringing as well as his career in the video games press. Listen to the MP3 Listen to other Joystiq Presents episodes.

    Mike Suszek
    02.02.2015
  • PAX South 2015: Pox Nora is the coolest online card game you've never heard of

    Pox Nora is a game that's hard to categorize. It's like Hearthstone, you see, because it's an online card game. But it's also like Civilization because it uses turn-based combat on a variety of maps with terrain that affects the battle. And maybe it's like Minecraft as well because it was built by a tiny team and developed incrementally through the feedback of a passionate fan base. Pox Nora was free-to-play before free-to-play was a thing. It's gone from tiny little indie to SOE-backed product and back again. And through its eight years, it's managed to fly quietly under the radar while its developers continually churn out content, implement community ideas, and expand its possibilities. At PAX South over the weekend, I sat down with Arthur Griffith, CEO of Desert Owl Games and co-creator of Pox Nora, to learn more about the game and its latest content additions.

    Mike Foster
    01.26.2015
  • PAX South 2015: Life is Feudal revives the good ol' MMO feel

    When the assignment for Life Is Feudal came to me, I questioned why I was covering a game that really didn't seem to be an MMORPG in my eyes because of its separate servers and the survival feel of the setting. It felt to me initially that I was covering another DayZ, one set in a medieval era and no zombies. But as I found out at this year's PAX South, I was completely wrong. Interestingly, I didn't find out what kind of mistake I made from the head honcho of Bitbox, Vladimir Piskunov. I found out from someone who has been playing for a long time and was invited to play at the Life Is Feudal booth. His name is Bill, and he's the "superfan" who demoed the game for me. He explained the ins and outs of the mechanics until I started having Ultima Online flashbacks. We discussed the skill system and trekked around the world, and then reminded me that LiF will eventually be an MMORPG. And I could certainly see how. If sandboxes are your thing as they are mine, then maybe this game is up our alley.

    Larry Everett
    01.26.2015
  • PAX South 2015: Moonrise and State of Decay shine at the Undead Labs booth

    Most media appointments at an event like PAX South 2015 work like this: You meet the person you're supposed to meet, that person shows you the game her studio is working on, and then you rush off to the next booth on your list while cursing yourself for not scheduling time for a snack. Undead Labs handled my PAX appointment a bit differently, sitting me down for back-to-back play sessions with brand-new tablet game Moonrise and a remastered version of State of Decay, the zombie survival game that put the studio on the map. It was a little jarring to go from adorable pet battles to being torn in half by a zombie, but the two-for-one session provided a nice glimpse of where Undead Labs has been and where it intends to go.

    Mike Foster
    01.26.2015
  • PAX South 2015: Camelot Unchained's proactive approach to community management

    In the crowdfunded independent industry, we are starting to see some ups and downs. Backers have seen some games fail and other games soar. One of those games that seems to be doing very well, at least if you ask its Community Manager Jenesee Grey and its legions of fans, is Camelot Unchained. At this weekend's PAX South, I spoke to Grey about her experience as a CM for a crowdfunded game.

    Larry Everett
    01.25.2015
  • PAX South 2015: O'Brien and Johanson on Guild Wars 2's Heart of Thorns

    ArenaNet's Mike O'Brien and Colin Johanson (and Commander Shepard) took to the PAX South 2015 stage yesterday morning to announce Heart of Thorns, the first-ever expansion for Guild Wars 2. If you're not up to speed, check out our post covering the announcement and the official site to get the broad strokes on the expansion's new zone, new profession, new progression system, and more. News of the expansion raised many a question from our readers (and our staff!). Massively's Larry Everett and I sat down with O'Brien and Johanson to try to get those questions answered and dive a little deeper into the changes coming to Guild Wars 2's living world. And no, there isn't a release date.

    Mike Foster
    01.25.2015
  • PAX South 2015: The Untitled Game is whatever you want it to be

    The Untitled Game, better known as TUG, is one of the many recent titles that have earned a small crowdfunding fortune by shouting the word "sandbox" as loud as the internet will allow. The game's initial Kickstarter campaign raised $293,000; launching on Steam's Early Access marketplace helped Nerd Kingdom rake in an unspecified amount of additional dollars. The studio had a bold plan for an open-world, innovative crafting MMORPG, and it appeared as though players were ready to pay for it. Things haven't gone so swimmingly since then. Funding issues in late 2014 forced the studio to lay off around half of its staff. Many MMO industry followers have been wondering whether the project will ever be released or it's just another crowdfunded pipe dream. I took a look at TUG on the show floor at PAX South 2015 and talked to COO Brennan Priest about crowdfunding, layoffs, and killing things with axes. The one thing I can say for sure is that there is definitely a game here, and it seems as if it could be a good one.

    Mike Foster
    01.24.2015
  • PAX South 2015: Garriott and Long talk Shroud of the Avatar

    In 2013, Ultima Online creator Richard Garriott took to Kickstarter in the hopes of funding an old-school, sandbox-y MMO. Titled Shroud of the Avatar, the new project would be built in Unity and aimed squarely at those MMO fans who longed for the days of player-driven economies, crafting as a focus instead of a side activity, and the ability to impact the game world in a real way. The plan worked. Shroud of the Avatar pulled $1.9 million on Kickstarter alone, almost doubling its $1 million funding goal. Since then, the team has been hard at work bringing Garriott's vision to life (and keeping backers happy). I spoke with Garriott on the PAX South 2015 show floor about crowdfunding, loot, and the mistakes of the modern RPG. I also got to play a bit of SOTA with the help of executive producer Starr Long, who kindly did not make fun of me when I was killed by the second mob in the demo.

    Mike Foster
    01.24.2015
  • PAX South 2015: Hangin' with Frontier, playin' Elite on the Oculus Rift

    Readers of the Choose My Adventure column may remember that I spent the month of September smuggling beer, shooting NPCs, and dodging space rocks in Frontier Developments' Elite: Dangerous. Though the game was in early beta, I found lots to do and lots to love about the space simulator that isn't that other space simulator. Realistic physics, challenging flight controls, and beautiful design work made the game stand out to me as unique and promising (other Massively staffers seem to agree), and I've revisited it since and enjoyed it every time. Thus, I jumped at the chance to check Elite out again at PAX South 2015, this time with the experience enhanced by a rad HOTAS setup and the ever-so-popular Oculus Rift. Guided by producer Eddie Symons, I bluffed my way through a combat demo and discovered that when it comes to shooting things in space, being able to look and fly separately is a great thing indeed.

    Mike Foster
    01.23.2015
  • Fable just the first step in getting more Xbox One games on Windows

    It's easy to forget the Xbox's place inside the Windows empire. The bespoke platform is hinged on games and entertainment, looming over the console world but still living in its own fiefdom under Microsoft. The Xbox 360 and Xbox One are seen as instrumental to the software giant's goals, but their reach is about a billion behind that of Windows. Microsoft wants to dismantle the barriers within itself now, unifying games, productivity and phones under the banner of Windows 10. The Xbox One will host new universal apps – programs designed to run on both Windows devices and Xbox architecture – alongside a Windows 10 update later this year, but that's a lesser gesture compared to what Microsoft announced on Wednesday during its Windows 10 event. Even having the Xbox and its games there, on stage, represents a change in the Windows message. Head of Xbox, Phil Spencer, took that stage to announce a PC version of Fable Legends, the latest entry in developer Lionhead's long-running and lovably lighthearted fantasy role-playing series. Not only is the game coming to Windows PC players, but it's coming in a way that allows them to play and chat with Xbox One players through Xbox Live. According to Spencer, it's the first game of several first-party Xbox games coming to PC.

  • Nine questions for PlanetSide 2's PlayStation 4 closed beta

    Today, PlanetSide 2 has taken another large step for gamerkind by embarking on the closed beta test for its PlayStation 4 version. To help clarify the process of bringing this sci-fi shooter to this console, we sat down with SOE Executive Producer Clint Worley and peppered him with nine eight vital questions. Massively: Can you go into some of the logistics of adapting PlanetSide 2 to the PlayStation 4? Clint Worley: PlanetSide 2 has its own identity, and it is important for us to stay true to that, even on the PS4. Our main focus has been on a redesigned user interface that makes navigation easier for players using the Dualshock 4 controller. Player customization, navigation, and organization are all critical elements that require intuitive controls. The team has done a few passes on the user interface, and now it is time to get it in front of the players. We are looking forward to getting player feedback and tuning the experience for the launch of the game.

    Justin Olivetti
    01.20.2015
  • Pathfinder Online's Ryan Dancey on early adopter experience bonuses

    On yesterday's Massively Speaking podcast, Justin and I discussed Pathfinder Online's plans for granting its earliest and most loyal players what seems to be the ultimate character bonus: an experience edge over everyone else, forever. I'll let the Pathfinder Online dev post Hard is Fun! explain verbatim: Our game uses a unique real-time based XP system. Characters gain XP through the passage of time, not through being logged in. So the characters that are created in the first month will be the characters with the most XP for all time. A special perk will be in effect that backdates XP to the start of Early Enrollment for the first month so no matter when you purchase an account, if you create a character in Month 1, you'll have that maximum XP. Usually games with offline experience systems also have either a hard cap or a diminishing returns mechanic to avoid the core "sandbox problem" -- that those who get to the sandbox first perpetually have the most power because they claim all the best toys (and so on). But as written, the Pathfinder Online system seems to exacerbate rather than fix that problem by promising "pioneers" more power in the form of permanently more experience. Suspecting there was more to the plan, we asked Goblinworks' Ryan Scott Dancey to explain just how it plans to balance its concessions to early backers with its presumed desire to attract newbie players in the more distant future. He's done so, in detail, for us today.

    Bree Royce
    01.07.2015
  • 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.

    Andrew Ross
    12.30.2014
  • 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.

    Andrew Ross
    12.29.2014
  • Shroud of the Avatar's Richard Garriott and Starr Long on how SOTA wins at player-generated content

    When you sit down to talk with Portalarium's Richard Garriott and Starr Long about Shroud of the Avatar, you hear much more than can possibly fit in just one article! Even though its currently in development, there's a lot to this title. Last week's Some Assembly Required focused on the upcoming sandbox's community aspect; as promised, this week's edition delves into SotA's amazing player-generated content capabilities. It's not surprising that PGC would be so prevalent in-game when these two devs have emphasized the importance of making a living, breathing, immersive world for players. When you get a great community together and then give it tools and freedom to create, what happens is phenomenal. As Long put it, "It's really humbling for me and the team to see what these players are willing to do... what they're doing with what we're giving them." Read on, my friends, and see why Shroud of the Avatar may very well be the reigning king of the PGC hill even before it actually releases! (There might be a few morsels about upcoming development thrown in as well.)

    MJ Guthrie
    12.26.2014
  • Shroud of the Avatar's Richard Garriott and Starr Long on MMO community

    If you've been making a list of sandbox features and checking it twice, chances are you'll find many of those items in Shroud of the Avatar. And if player-generated content and a great community are near the top of that list, then this crowdfunded title might very well be the present you want to get yourself! While still under development, this sandbox has already grown exponentially from its humble beginnings of a chicken in a room to a current state that includes a bevy of features -- with more arriving like clockwork every monthly update. And plenty of those features are tools and systems that allow players to make the game a personalized experience for themselves and others. What about Shroud of the Avatar makes it so great for player-generated content? What makes the community great? And how has Steam affected the game? I sat down with Portalarium's Richard Garriott and Starr Long to talk about the move to Steam, updates, PGC, and the amazing community that's supporting the game. These guys had so much to share that this is only part one!

    MJ Guthrie
    12.18.2014