Longevity

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    Humans can only live to 115, researchers claim

    by 
    Daniel Cooper
    Daniel Cooper
    10.06.2016

    Research out of New York's Albert Einstein College of Medicine believes that the goal of living forever is an impossible one. A team of researchers analyzed mortality rates and aging trends across the world and found that there may be a ceiling to our lifespan. Popular belief may be that humans could live longer if they remain in good health, it appears that the best we can hope for is 115 years on this planet. Which should give you just enough time to finish all of those TV series binges before the world inevitably boils into dust.

  • The Daily Grind: How long have you played your current game?

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    11.23.2013

    It really doesn't mean much for someone to have played a game since launch. The game has likely changed a great deal since then, and what was true at launch is no longer true. But there's still that spectre of being committed. A player who's been on board for two years commands a certain amount of respect compared to someone who's been playing for just over a month. And when a game like Star Wars: The Old Republic or World of Warcraft or Fallen Earth celebrates another anniversary, there's a certain pleasure in being able to say you've been there the whole time. So today's question is very simple: How long have you played your current game? If you have just one MMO, tell us about that one; if you have several, tell us about all of them. We're just curious how long you've been in your games of choice. A month? A year? Five years? Let us 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!

  • Should WoW reward its loyal players?

    by 
    Olivia Grace
    Olivia Grace
    11.20.2013

    As the 9th anniversary of the game rolls around, and we open up our mail to yet another letter and set of XP and reputation-boosting fireworks, we're glad that the letter is at least accurate. Or not, as the references to Deathwing were simply removed, rather than replaced by something more relevant. It's a token, it's no bad thing, and the reputation and XP boost doesn't hurt either. And for new players, it's a nice token, something to indicate that they have joined something big, something long-lasting. A friend of mine I recruited last year couldn't believe how long the game had lasted, and that's pretty cool. But what WoW's longevity should indicate is an issue suffered by a relatively small number of games. It's highly possible for someone to have played WoW throughout these nine years, and even before, prior to the official release, during the beta. Should that be rewarded? Should WoW reward players with what is approaching 10 years service? The open beta launched in early 2004, so the happy few who remain from those days are not far off their 10-year anniversary. Rewarding Long Service Blizzard employees get a shield after ten years, and it seems to me that rewarding long service would be a good idea for the players of their games too. Previous articles have focused on how much money players have ploughed into Blizzard's pockets over the years, but I'm not going to consider that. I mean, I could have started in Cata, multiboxing 10 accounts, and still paid more. It's the longevity that matters to me. It's the sticking with WoW through its ups and downs, through the ICCs and the Dragon Souls. Through the dailies and the grinding and all the great and terrible changes. That's what deserves a reward.

  • New generation comes of age in record-holding long-time guild

    by 
    Lisa Poisso
    Lisa Poisso
    02.12.2013

    You know your adults-only guild has built up a serious steamhead of history when you begin seeing an entirely new generation of applicants from within your own ranks. That's right, WoW players, you really are that old. This month marks the 17th anniversary of The Syndicate, the current Guinness world record holders for the longest continuously operating online gaming community. "As our move into our 18th year as a community, internally we are starting to see the children of our members applying to join," writes Sean "Dragons" Stalzer, president and CEO of The Syndicate. "Said a different way, that means people who have only known MMORPGs similar to WoW or EQ or UO or Rift are heading off to college." When we interviewed Dragons three years ago, we examined the group's massive size across multiple games, its unrivaled retention rate (an average loss of one to two people per year, for a 99.92% retention rate), and its own studio that turns out strategy guides for casual players and handles game and hardware consulting and testing for various game companies. That's a heady bouquet of achievements for a hardworking guild. Still, the group's anniversary this month makes waves in a much larger context -- a new era for MMO designers and fans alike. "It matters because the MMOs of the past 17 years were created, in large part, by a community of developers who knew the world of BBS gaming via a modem... who played MUDs and MOOs... who, in the more senior levels, knew gaming before there were computers," Dragons writes. "We are just now reaching the point where the future programmers, designers, producers etc.. are heading off to college having never known a world without MMORPGS. Some of the core mechanics and concepts that shaped what 'success' is in the MMORPG world are things they have never experienced, and that isn't a bad thing. It means there is change coming to the MMO space."

  • Asymco graphs Apple's distinctive growth curve and longevity

    by 
    Chris Rawson
    Chris Rawson
    01.19.2012

    Look at the major PC vendors in the 1970s, then look at the same industry today. You'll find only one name common to both periods: Apple. The company's competitors from the early days of the PC industry have all either gone out of business, been absorbed into other companies, or shifted focus to other industries. Even once-mighty IBM got out of the business of selling PCs to consumers in the mid-2000s. Not only is Apple by far the most long-lived company in the PC industry -- almost 36 straight years selling computers to everyday people, compared to 24 for IBM and 20 for Compaq -- Apple is also the most profitable PC vendor by a wide margin. Apple has bucked the overall industry trend in terms of both its longevity and profitability; its competitors from the early years have long since flamed out, while its current competitors are, with few exceptions, struggling to stay relevant. Horace Dediu of Asymco has graphed both Apple's longevity and the number of units it's shipped year over year compared to its competitors, and as usual his graphs provide a very instructive view of Apple's performance (which I'd encourage you to check out for yourself). According to Dediu's graphs, Apple is the only current PC/device vendor shipping more than 100 million units per year; no one else is even close to shipping that much out, and thanks to Apple's tight supply controls, units shipped generally translates very closely to units sold. When the graph gets adjusted for longevity, that's where the real craziness of Apple's performance becomes clear. Other historical PC vendors like IBM and Compaq enjoyed initial exponential sales growth that eventually tapered off, then ceased altogether. If Apple behaved like the rest of the PC industry, the same thing might have happened to it; Apple's performance looks eerily parallel to that of IBM for most of its life, but the performance takes way off again in the mid-2000s for some reason. Rather than showing signs of tapering off, it keeps increasing exponentially. Philip Elmer-Dewitt of Fortune analyzed Dediu's findings and says "it puts the lie to Wall Street's consensus view about Apple's future growth." Based on historical performance of other PC vendors, Wall Street analysts keep expecting Apple's performance to taper off and reach a more steady state -- still positive growth in sales and profits, but more of a linear growth than the huge gains of the past few years. Looking at the big picture, though, that view isn't supported at all. Apple's performance looks nothing like that of its competitors when you look at its entire history; if Apple had behaved as it "should" according to what's happened to its competitors, then it should have gone out of business in the mid-90s as we all feared it would. Instead, Apple keeps redirecting its focus rather than staying the course, and its performance over the past five years clearly reflects that. If Apple had never introduced the iPhone and iPad, the company's growth almost certainly would have slowed down years ago; man cannot live on Macs and iPods alone. Yet though Apple is by far the longest-lived of the PC vendors, it owes that longevity to a willingness to adapt. Both in terms of the products it sells and its overall focus, the Apple of 2012 is a very different company than the Apple of 1976, and the fact that the company has developed itself into a swiftly moving target means it's unlikely Apple will suffer the fate of its historical competitors anytime soon.

  • Motorola planning 24-hour Droid RAZR Maxx longevity event for February 6th?

    by 
    Darren Murph
    Darren Murph
    01.17.2012

    Motorola's own website has pointed to a January 26th launch for the long-awaited Droid RAZR Maxx, but it looks like February 6th is the date to really pay attention to. With battery life becoming an even more serious concern due to the proliferation of life-sucking 4G networks, it's become obvious that companies are finally placing those longevity statistics atop their priority list. Samsung itself has already promised to significantly improve battery life in its phones during 2012, and we're now hearing from a trusted source that Moto will be streaming a pretty unorthodox event in order to put its own RAZR Maxx to the test. We're told to expect a 24-hour marathon event, streamed out to the gaping masses, where the aforesaid handset will be powered on and presumably used for a full day -- it's like a David Blaine trick, but for phones. Might as well pencil in 2/6 if you're eager to see if this might actually meet your long-term demands.[Thanks, Anonymous]

  • Deluxe Power Grip bulks up your 3DS with extended battery life, charges over USB

    by 
    Sean Buckley
    Sean Buckley
    09.26.2011

    The Nyko Power Pak+ does an admirable job of keeping Nintendo's 3DS out of the red, but what if you want an extended battery that won't fit in your pocket? Look no further than CTA Digital's Deluxe Power Grip, the 3DS cradle that doubles your console's bulk to match its newly extended battery life. The grip's form mimics that of an Xbox 360 controller, replete with a 2600mAh battery pack and a game-card storing kickstand. The peripheral's grips seem to lend better access to the handheld's awkwardly positioned D-pad, but its real triumph comes in the option to charge the unit via USB; folks looking for a standardized charging solution can kick Nintendo's official AC adapter to the curb. Comfy grips and USB compatibility will set you back about $30. Not convinced? Barrel roll past the break for the official PR and a cheesy overview video.

  • BioWare hopes SWTOR lasts for decades

    by 
    Jef Reahard
    Jef Reahard
    07.25.2011

    Those of you worried about The Old Republic's longevity (all three of you) can rest easy according to BioWare. Game director James Ohlen told Comic-Con attendees that the company hopes the game will stand the test of time. "And our goal -- this being an online game that we're hoping is going to last for decades -- we're going to be, obviously, adding more to the galaxy map as the game progresses," he said. Ohlen went on to say that BioWare plans to add lots of content over the game's lifespan. "In 2025, we'll hopefully have 500 worlds," he remarked. Star Wars: The Old Republic officially unveiled its pre-order packages last week, and the game is expected to release before the end of 2011.

  • Anarchy Online celebrates 10 years this weekend

    by 
    Jef Reahard
    Jef Reahard
    06.23.2011

    It seems like there's an MMO anniversary happening every other day around these parts. While it's indeed commendable for some of these games to last a year or three, Funcom's Anarchy Online has just reached the lofty summit reserved for the likes of EverQuest and Ultima Online: Yep, Rubi-Ka is 10 years old and still going strong. Funcom has issued a press release that's heavy on the innovative aspects of the world's first sci-fi MMORPG. "Instancing, massive player vs. player combat, digital download of games, in-game advertisement, virtual world radio, concerts, virtual items, and freemium business models" are just a few of the initiatives that showed up early in Anarchy Online. The release also serves to accentuate how much has changed since the game's genesis, as it notes that AO's original 1995 design document questioned the future viability of the internet and hoped for 2,500 subscribers. No 10-year anniversary would be complete without a respectable bash, and Funcom's release also outlines the festivities coming your way in the form of events and new content. The party (jointly produced by Funcom and Gridstream Productions) starts tomorrow at 7:00 p.m. EDT and will continue into the weekend. Even if you're not up for virtual dancing, you'll want to check it out for a new birthday raid, new vehicles, clothing, gear, action figures, and pets. Head to the official website to learn more.

  • Hyperkin 3DS Powerplus covers your handheld in battery-extending goodness

    by 
    Amar Toor
    Amar Toor
    05.09.2011

    Nintendo 3DS users will soon have another way to extend their system's notoriously limited battery life, thanks to Hyperkin's new 3DS Powerplus. Slated for release this summer, the 2.2-ounce accessory slips on to the back of the console without obstructing the 3DS' cartridge port, SD card and game controls, while adding an extra 1800mAh to the device's standard 1300mAh battery. The Powerplus also features an enhanced grip, as well as an LED indicator that can give you an idea of how much gas you've got left in the tank. Hyperkin says its $19.99 appurtenance will more than double your 3DS' battery life, but, as we learned from Nyko, seeing is believing. Head past the break for an extra image of the Powerplus, along with a full PR.

  • The Light and How to Swing It: Straight talk about holy paladin healing

    by 
    Chase Christian
    Chase Christian
    01.30.2011

    Every week, WoW Insider brings you The Light and How to Swing It for holy, protection and retribution paladins. Every Sunday, Chase Christian invites you to discuss the finer side of the paladin class: the holy specialization. Feel free to email me with any questions you want answered, like how come I had to use Lay on Hands to save that tank. You've heard me talk about Cataclysm's revolutionary triage paradigm of healing, and you've read all about the new Three Heal style for heal design. Every healing class starts with three nearly-identical healing spells as a baseline. The devs then sprinkle in a few extra heals to make each class somewhat unique. Add in a variety of AoE and specialty heals, and you've got a recipe for any one of the healing classes in Cataclysm. We were subject to a lot of retooling to get our holy tree to fit into this model, but it was definitely a success. While it's fun to discuss the paradigm from a bird's-eye view, it's also not representative of actually healing encounters. WoW isn't played with a pen and paper, but with a keyboard and mouse. Every boss encounter requires different techniques, and their varying mechanics are key in determining the best course of action. How can we take what we know about the new healing paradigm and actually apply it to real encounters? What heals are holy paladins really using today?

  • Harvard scientists reverse aging in mice, laugh maniacally at human possibilities

    by 
    Vlad Savov
    Vlad Savov
    11.29.2010

    The reversal of aging has been one of the great dreams of humanity, but it seems like our rodent overlords have beat us to it. The Harvard Medical School has demonstrated "a dramatic reversal" in the aging process when reintroducing the enzyme telomerase into old and feeble mice. What happened was that their naturally worn out organs started to regenerate, instead of degenerating further, bringing them back to a youthful state of health. Sadly, while the results of this study are hugely important, there are a couple of caveats to make: firstly, the mice in question were genetically modified to suffer from a lack of telomerase, which might have inflated the results of the tests relative to regular mice, but more importantly, an increase in telomerase in humans is "a hallmark of most human cancers." So, if you want a shot of Benjamin Button brew, you'll have to be very patient indeed. For now, let's just be happy that Algernon and his buddies have found their fountain of youth. [Thanks, Vygantas]

  • The Perfect Ten: Reasons why it's great to be an MMO fan today

    by 
    Justin Olivetti
    Justin Olivetti
    11.18.2010

    After my last Perfect Ten list, I strongly debated creating a new one revolving around the issue of spiders and their relation to insects and gigantism, but my editor told me that that wasn't enough of an MMO topic to suit Massively's needs. So, bowing and scraping in apology, I must instead present to you my back-up plan: Ten reasons why it's great to be an MMO fan today. I can hear some of you grimacing right now: "But Justin -- if that is your real name -- are you really so doe-eyed and naïve? Don't you know that all MMOs suck, that it's all the same old crud, and that you have gray in your beard?" That's where I'm different, I guess. I'm not blind to some of the serious issues that plague the MMO industry, and I've had my fair share of burnout, disillusion and frustration with the games, but I can't bring myself to become an MMO cynic. On the contrary, I feel that part of being an MMO fan is that it's fun to look on the bright side and get excited about this hobby we all share. So in that spirit, I present to you 10 reasons why it's a great time to be an MMO fan right now more than ever before. And, yes, I'm still calling spiders "bugs." You can't stop me. I'm immune to all conventional weapons!

  • The Art of War(craft): Must-have PvP talents for hunters in 4.0.1

    by 
    Zach Yonzon
    Zach Yonzon
    10.28.2010

    Every week, WoW Insider brings you The Art of War(craft), covering battlegrounds and world PvP, and Blood Sport, with the inside line for arena enthusiasts. Want to crush your enemies, see them driven before you and hear the lamentation of their women? Battlemaster Zach Yonzon, old-world PvP grinder and casual battleground habitué, rambles on about anything and everything PvP. We don't have much time before Cataclysm hits, so let's get down to business. We've talked about some optimal talents for death knights and druids for PvP, so now we turn our attention to hunters. Hunters have always had a tough time in arenas, not necessarily because the class was broken but because the format simply wasn't conducive to the hunter playstyle. It got so bad, in fact, that Blizzard designed an arena -- the Ring of Valor -- specifically to benefit hunters. On the other hand, hunters have always lorded it over in the open expanse of the battlegrounds. The good news is that battlegrounds will be cool again. Well, they've always been cool in my book, but soon they'll be rewarding cool gear, too. That means hunters will once again feel like PvP gods (without needing the help of an enhancement shaman). There's one big change to hunters in Patch 4.0.1 and that's the change in resource from mana to focus. The difference with the way focus behaves is that rather than a resource well that pays for spells and abilities (mana), hunters have abilities that generate focus in combat such as Steady Shot and Cobra Shot, and then a whole load of focus dumps. In a way it's like death knight runic power or warrior rage without the decay. This means you'll always want to have nearly full focus but never gain focus that will simply slough off because you're over your maximum. It's a careful balance of gaining and spending, although focus regenerates at a steady rate.

  • The Light and How to Swing It: It's all intellect's fault

    by 
    Chase Christian
    Chase Christian
    02.14.2010

    Every Sunday, Chase Christian of The Light and How to Swing It invites you to discuss the finer side of the paladin class: the holy specialization. This week, we examine the difference between throughput and longevity, and how intellect skews the scale. Paladins have an incredible amount of what I call 'support' spells: things that aren't part of your rotation but provide us with quite a bit of flexibility. All of our 'Hand of X' spells would fall into this category, along with several other unique abilities that set us apart from other healers. Our healing toolbox has also expanded significantly, with Sacred Shield and Beacon of Light completely redefining how a holy paladin heals in WotLK. My actions bars are filled with macros and various support spells that I may need on a moment's notice. Even with the sheer number of abilities that paladins have to deal with different situations, we are left with only two true healing spells to rely on. Holy Light and Flash of Light are our workhorses, with nearly all of our actual healing coming from one or the other. Holy Light provides us with an essentially infinite source of throughput (see the above graph from Valithria Dreamwalker), while Flash of Light's efficiency gives us a longevity that has other healers green with envy. Trying to reconcile the difference between these two paradigms, massive throughput vs persistent longevity, is one of the most intensely discussed topics in the holy paladin community. Read on for my thoughts on the topic.

  • MMOGology: Can Wrath keep us entertained?

    by 
    Marc Nottke
    Marc Nottke
    12.08.2008

    My World of Warcraft guild is fairly casual - so why do we already have level 80s? Pre-Wrath of the Lich King we farmed Karazhan. Gruul's Lair and Zul'Aman were regular runs, but we never tackled Black Temple or Sunwell as a guild. We leveled alts, crafted, PvP'd and told bad jokes in guild chat. Despite our relatively casual nature, five of our members hit 80 just two weeks after Wrath of the Lich King's release. There's already talk of running Naxxramas in the not too distant future (perhaps next Sunday A.D.). I know that's not record speed, but holy crap! If my guild of casual players is quickly level capping, a good percentage of WoW players must also be nearing the end game. There were at least forty of them on my server late last night. It took Blizzard nearly two years to release Wrath and it seems like a lot of people are already prepping for end-game raids. How in the world will this expansion hold players' attentions past Christmas, much less until the next expansion? How long before we hear cries of, "There's nothing to do!"?

  • What is the potential lifespan of an MMO?

    by 
    Shawn Schuster
    Shawn Schuster
    09.20.2008

    If there's one thing people love to do, it's quote Mythic employees. So let us continue that trend. In a recent interview with MTV Multiplayer, Warhammer Online's Mark Jacobs stated his case for why people should play Warhammer Online instead of World of Warcraft. But in stating his case, he brought up an interesting point: "All online games have a lifespan." True, there's no denying that everything has a lifespan (except maybe plastic), but we all know what he's saying here. Over at Matt Mihaly's blog, he focuses on Jacobs' words a bit more. Sure WoW won't live forever, and it may not always be the dominant force in the Western MMO scene forever, but when will its lifespan end? With Ultima Online still pulling a profit after 11 years, do we see the next generation of gamers eventually playing the exact same games as us in 10-15 years from now? That's a scary thought.

  • Scattered Shots: Beastmastery in Wrath of the Lich King

    by 
    Daniel Whitcomb
    Daniel Whitcomb
    07.25.2008

    Scattered Shots is for Hunters. Your host this week will be Daniel Whitcomb, who will continue his foray into the wide world of Wrath of the Lich King talents. Beastmastery has pretty much dominated the world of Hunters in Burning Crusade, with Serpent's Swiftness alone nearly singlehandedly allowing for the most efficient damaging shot rotations possible -- With a little bit of wrangling between haste and ranged weapon speed, of course. While the changes to Auto Shot clipping in Wrath will likely make shot rotations as we know them a thing of the past, Beastmastery is still looking to be a very viable tree in Wrath of the Lich King, thanks to some clever synergies and some amazing pet buffs.

  • Hunter pet aggro may be fixed in Wrath

    by 
    Daniel Whitcomb
    Daniel Whitcomb
    07.24.2008

    The story of Hunter pets and aggro in Burning Crusade, especially since patch 2.4.2 or so, has been a very stormy one. Even deep Beastmastery Hunters have had to learn to kite, as pet aggro grows worse and worse. Growl in 2.4.2 was supposed to scale, but almost every Hunter that tested it said it didn't, despite Hortus' insistence that it did. Luckily, it looks like there may finally be some real relief coming in Wrath of the Lich King.

  • Nielsen: PS2 is still the top-played system

    by 
    Kyle Orland
    Kyle Orland
    12.13.2007

    While the game press and developers have largely moved on to the latest and greatest, the game players are apparently still stuck in the past to a large extent. Nielsen Media Research's recently released lists of 2007 consumer trends (PDF link) shows that 42.2 percent of console gaming minutes nationwide are spent on the PlayStation 2. In fact, more than twice as many minutes are spent playing the PS2 as are spent on all the current-generation systems combined. It's not just Sony's super-ubiquitous system that's still has legs, either -- the lowly Xbox and GameCube still combine for 21 percent of the country's gameplay minutes.Perhaps this isn't that surprising, given the relatively large installed bases and libraries the older systems enjoy over their current-gen brethren. What's more surprising, though, is the 17.1 percent of console time spent on "other" consoles that pre-date the PS2. What's causing this relative popularity of retro gaming ? Are frat house's still having nightly Goldeneye tournaments? Are speed-running Super Mario Bros. players more prevalent than we thought? Do today's kids enjoy marathon sessions of Parappa the Rapper? Without more detailed data, it's impossible to know, but it sure is fun to guess, isn't it?[Via Gamasutra]PDF - Nielsen's 2007 Top Ten Lists