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  • The Daily Grind: Where did all the MMO bars go?

    by 
    Bree Royce
    Bree Royce
    10.24.2014

    No, not those bars. The fun kind of bars. Massively reader Serrenity recently posted a provocative comment lamenting the loss of gathering places in MMORPGs: "Why aren't there many bars in games anymore? There's virtually no communal space. In capital cities everything has a numbers-related function -- learn to craft, spend money, repair your gear, auction, etc. [...] Everything is purely functional in games, without any 'flavor,' to the point of being the digital equivalent of getting socks for Christmas." And Serrenity is right. Many MMOs don't have bars or taverns or cantinas anymore, and those that do usually fail to imbue them with a purpose, but it wasn't always that way, so why and how did it happen? Where did all the bars go, and do we need them back? 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!

  • Storyboard: Six things people (falsely) believe about roleplaying

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    02.28.2014

    Roleplaying is one of those things that you know a lot about if you've done it and very little about if you haven't. That's fine; it's not as if you need to know the fine details of PvP balance if you never PvP. But there are tons of gaping holes in people's conception of what roleplaying actually entails. So what do these people use to fill in the blanks? The horror stories. The nonsense. The garbage. A bunch of things that have no real resemblance to this important portion of our hobby. All you can do to fight ignorance, of course, is provide information. So let's go ahead and look at some of the most common misconceptions I've seen about roleplaying and what the reality is behind the misconceptions. If you already know this, feel free to just pass this around to your non-roleplaying friends and family. Or just nod vigorously all the way through.

  • Storyboard: Manipulative tricks

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    02.21.2014

    Playing a manipulative character is kind of a minefield because you wind up falling into one of two traps. The first possibility is that you wind up not being very good at it because you aren't very manipulative. This isn't a mark against you, as none of the hallmarks of manipulation is thought of as a positive trait, but it does make your portrayal somewhat suspect. On the other hand, maybe you're great at manipulating the people around you, which starts to blur the lines between players and characters and raises some uncomfortable questions all around. So that's not fun either. Not that any of this tends to dissuade people; we love watching manipulative people, and the idea of playing one is appealing. It's a chance to make everyone dance to your tune, after all, even if it's just for a little while. So let's take a look at how you can play a manipulative character to the fullest without hurt feelings or informed traits.

  • Flameseeker Chronicles: How Guild Wars 2's living world can liven up roleplay

    by 
    Anatoli Ingram
    Anatoli Ingram
    02.18.2014

    Scarlet Briar is planning an attack on Lion's Arch, the central hub city of Guild Wars 2. L.A. is the city where all of the playable races -- and plenty of individuals from others -- live together in one big, piracy-flavored metropolis; despite the theme of ruthless capitalism, it's also a place that symbolizes peace and camaraderie. Humans in Kryta may view diversity as an astonishing novelty, but the people of L.A. chortle at the hayseeds and go about their business. Among the GW2 roleplayers I know, several have characters who live in Lion's Arch. A few of them were born and raised there. After watching some of us chat about the massive upheaval the city's destruction will create in the lives of those characters, one of my favorite people ventured that this was probably a bad time for her to dip her toes into GW2's RP scene, right? Nope. In fact, there hasn't been a better time to jump in since, well, ever.

  • The Daily Grind: Do you roleplay?

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    02.18.2014

    I'm aware, on some level, that not everyone plays an MMO with an eye toward roleplaying. But roleplaying is the key experience I want from a game. A big part of my investment in Final Fantasy XIV has to do with my long-term roleplaying experience with other players, years of friendships and rivalries and bitter feuds and romances that have been extremely moving. I can't really imagine playing a game without roleplaying. But not only is that not universal, it's really the minority. So today I ask you, good readers of Massively: Do you roleplay? Are you generally playing your game of choice with a focus on character motivations, or do you mostly just like the looks and don't fret over things like characterization or whatever? 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!

  • Storyboard: Skipping scenes

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    02.14.2014

    There are certain bits of roleplaying that I like to think of as mechanical. They're there, they're necessary, but they're not terribly interesting. They're like random battles in Bravely Default: kind of neat the first time, altogether forgettable all subsequent times, and never blessed with an abundance of fascinating stuff. You need to get through them, but you can't really look forward to them any more than you can look forward to the most routine-filled parts of your day. So the best bet is to say they happened without acting them out. Yes, I'm saying there are bits of roleplaying that are best acted out only in reference. And I'm not just talking about your characters' bathroom visits; I'm talking about things like dates and shared experiences. So when is it actually an advantage to roleplay by not actually roleplaying at all? How do you determine the scenes that you know happened and are important but aren't important enough for you to actually play them out?

  • The Daily Grind: Have you ever killed off an MMO character?

    by 
    Bree Royce
    Bree Royce
    02.14.2014

    Eliot's last Storyboard column about killing off characters in MMORPGs got me thinking how rare that practice is outside of permadeath MMOs, both in RP and a literal sense. It's rare that I delete a serious character that wasn't just a bank mule or throwaway toon, and in fact, the one time I did so, I did it for roleplay effect, killing her off for a story and deleting her for good. I don't think it's too common among my friends, either. In fact, I remember a hung-over guildie logging in one morning, shocked to discover that in a drunken rage the night before, he'd deleted his alchemist. I think that moment in time made me covet my characters; I'm almost afraid to delete them even if I never play them, lest I change my mind later. In City of Heroes, for example, I frequently moved abandoned characters to remote servers just in case. But other folks delete to dramatize roleplay, to get attention, to ensure they can't return, or to ensure a clean slate if they ever do return. What about you guys -- have you ever killed off or deleted a "serious" MMO character? And can I have your stuff? 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!

  • Storyboard: Only mostly dead

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    02.07.2014

    Dead is dead. I can't stand when comics endlessly bring back dead characters, I can't stand when shows bring back dead villains, and I can't stand when death is treated less like the final note and more like a brief inconvenience. If you want someone to come back from the dead, don't kill the character in the first place! Death needs to be permanent to have any impact. So this week's article is all about ignoring that and bringing characters back from the dead anyhow because the only reason to have rules is to know when to occasionally break them. Roleplaying deaths are already rare, of course. I can count how many characters I've actually killed on one hand, and that's stretching back to roleplaying in Final Fantasy XI (abortively). But sometimes you decide that you want someone alive after all. And when it's done carefully, you can actually make the revival interesting again because you're not doing it for shock value so much as making a point.

  • Storyboard: Secrets that aren't helping

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    01.31.2014

    Roleplaying characters are often secretive sorts. This is understandable; a lot of people are secretive sorts. Sure, you're not deceptive, but you harbor a secret affection for Lady Gaga that you don't want to tell anyone about, or you secretly did forget to feed the cat that one time she broke into the cupboard and ate an entire bag of cat food, or you're secretly cheating on your girlfriend (but it's fine because she's cheating on you, you think). The problem is that in roleplaying, some secrets are just plain better than others. Keep in mind that I'm talking about specific secrets here, not just things that people might not know yet. There are certain secrets that are just plain counterproductive, and it's better to have these things stated outright rather than held in reserve for the future. Even if it's supposed to be a secret, some secrets are better revealed than kept because keeping 'em isn't doing you any favors.

  • The Soapbox: Stop ganking, you ganking gankers

    by 
    Mike Foster
    Mike Foster
    01.28.2014

    For me, player vs. player interaction is a necessary component of any online game. The urge to engage with skilled human opponents is the reason I spent countless hours defending flags in World of Warcraft and likely the main motivating factor in my slide away from traditional MMOs and toward MOBAs like Dota 2 and Blizzard Entertainment's upcoming Heroes of the Storm. Simply put, I like a good fight. I especially like a good fight when it occurs unscripted and out in the wilds of the world. If you catch me unaware while I'm grinding out one of TERA's BAMs or plucking gold from an ore vein in Aion, I'll be more than happy to cross swords (or trade frostbolts) with you. Winning or losing isn't important to me; the constant threat of attack heightens my enjoyment of and connection to the game's universe. Unfortunately, open world PvP doesn't attract exclusively those people interested in fair fights. And in the games that make it possible, a certain small segment of players is working hard to ruin everyone else's good time. I speak, of course, of gankers.

  • Storyboard: How to say goodbye and mean it

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    01.24.2014

    So you know it's time to say goodbye. Your previous group of roleplaying companions just isn't filling that need you have for roleplaying, and that means it's time for you to pick up shop and move on. Great. Your metaphorical bags are packed, you're ready to pick up shop, and all that remains it to figure out where you're going to go. Right. That part. Where are you going to go? When you've been with one group of players for a while, it's tempting to see the game in pretty narrow terms because the focus narrows. The game is less about the whole server and more about the people whom you spend your time with in the game, naturally. But when you take away the group that you've been immersed in for so long, you're back to looking at an overall environment you hadn't considered. So here are some tips to make leaving as painless as possible.

  • Storyboard: Being who you aren't

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    01.17.2014

    There is, as I have discussed, a group of roleplayers for whom the game is the thing. If the game doesn't allow you to be a moisture farmer, then why would you want to pretend to be a moisture farmer? Similarly, if you're not actually a master of the marketplace or sitting on huge assets in the game, why would you want to pretend that you are? I am not one of those people. I'm playing a financial wizard partly because I am not a financial wizard. And it's not that I don't love games where that's a viable option, but that's a different discussion. However, this does raise the question of how you can pretend to portray something you aren't intimately familiar with. If I'm playing a doctor, I'm going to run into the simple problem that I'm not a doctor in real life (full-time writers rarely receive extensive medical training). All of roleplaying is some degree of pretending to be something you're not, but how do you do so when it's something that's a bit harder to fake?

  • Storyboard: Maybe I should go

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    01.10.2014

    Friendships don't always last forever. The people who made great roleplaying partners a year ago might not make such great partners for you today. Sometimes it's time to stop hanging out with the same old crowd and start finding yourself a new group to call home. Maybe it's a clash of personalities. Maybe it's a change in characters. Maybe it's just that you know as long as Tim and Anna are your main roleplaying partners you're going to be doing the same three plotlines from here to eternity because Tim really likes those three plotlines. The point is, there comes a point when it's time to say farewell and move on to a new group. So when is it time? That's a slightly more difficult question. Obviously, the people you gather around you for roleplaying are people you like to roleplay with; otherwise, you wouldn't have them around you in the first place. Telling them that you just don't want to any longer is a bit of a step. So let's talk about the when, and in a couple weeks we can talk about the how.

  • Storyboard: What housing does for roleplaying

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    01.03.2014

    Those of you who read the other meanderings that I post on the site already know that I am very, very unhappy about the mess that Final Fantasy XIV has made out of housing. You don't need to hear about it again, though. What's far more relevant is addressing a question that at once seems screamingly straightforward and yet barely gets answered: Why does housing matter so much for roleplaying? Pretty much no one argues with the basic premise that housing is a boon for roleplaying, but that discussion usually stops there. It's assumed that the reasons it's helpful is self-evident in much the same way that having a game that does not set fire to your face is desirable. But it's useful to examine why at least affordable entry-level housing in a game is important for roleplaying and how it can lead to benefits for the community as a whole.

  • Storyboard: Working without /random

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    12.27.2013

    Two weeks ago, you might recall, I ranted about using random rolls as a mechanic of resolution when roleplaying in MMOs. For those of you who can't be bothered to go back and read the whole thing now (which I totally understand; you probably have holiday games burning a hole in your pocket), the core point was that random rolls don't actually tie to anything for resolution and wind up coming off as an obvious and unfun kludge for the sake of random resolution. "Well, if you're so smart, why don't you come up with alternatives?" And I did. Readers also had some wonderful suggestions and feedback in the comments last week, which make the article even more worth reading, so really, go ahead and take a look at it. This week, I'm taking a look at how you're going to resolve conflicts in roleplaying without relying on what amounts to a coin flip. And as you may have expected, they're all taking tips from tabletop games.

  • Storyboard: You ruined your own event

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    12.20.2013

    You're running a roleplaying event, and it's going well. It's lively, people are having fun, characters are playing off one another well, it's ideal. So you decide to push things a little further, to take things up a little more, and the next thing you see is people mumbling excuses and leaving until you're left with one or two people who remain less as a function of fun and more as a testament to bitter determination. What in the world happened? I'll tell you what happened: You ruined your own event. This has kind of been a week for me of people ruining good stuff, which makes this week's column unintentionally apropos. A lot of roleplaying events start out great, with everyone invested and happy to be present, but they quickly dissolve when a few well-intentioned but poor choices are made by the people running the event. And while I can't chronicle every possible pitfall, I can at least talk about the most common ones that I see again and again.

  • The Daily Grind: How do you relax in-game?

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    12.17.2013

    It's no secret that I'm kind of big on roleplaying. So you might think that when I log in to Final Fantasy XIV or World of Warcraft or whatever I'm playing on a given day that roleplaying is how I chill out... but you'd be wrong. Roleplaying is just as high-intensity for me as challenging content. How do I relax? Dailies. Repeatable quests. Just slowly working up to better gear or more money or otherwise zoning out and enjoying myself. Yes, it's all automatic and a little boring, but it's the equivalent of sitting in front of the television and spacing out. I'm not forced to think about it too much, and next thing I know it's time for something else and I've got a pile of money and stuff. Everyone has their own ways of relaxing. For some people, roleplaying is that way. Some people find high-level dungeon relaxing. Some people craft or just chat with others. So how do you relax in-game? What's your low-stress way of just derping around? 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!

  • Breakfast Topic: Where are the chairs?

    by 
    Lisa Poisso
    Lisa Poisso
    12.17.2013

    Sometimes you receive a letter from a reader that makes you say, "Chairs? Hunh. I mean ... Hunh. Dude's got a point. Chairs." Here's the letter, in all its (ahem) upstanding passion: What do we want? CHAIRS! When do we want them? NOW! What will we eat if we don't get them? BRAINS! Take a walk through the classic capital cities of Warcraft, specifically the Horde cities. While you take this tour I have a challenge for you – count the number of chairs that you can find. This number might startle you. The specific cities of Thunderbluff, Orgimmar, and the Undercity are largely if not completely vacant of such fixtures save for two thrones. This also largely applies to the nearby cities and housing for those races. Visit the Cross Roads, visit Tarren Mill, and other smaller factional holdings and you will notice a trend of a lack of chairs. To its credit, Brill has -1- chair. In fact there is an overall lack of much in the way of viable living space for the classic races of the Horde. So what gives? More so why is this important and how might it be reflected in the coming content? Among the Horde players there is a growing concern that this lack of basic fixtures will be missing from the Horde's Garrisons if current content is any means to speculate. Since the garrisons will be Orcish in style, will the lack of basic fixtures also be reflected in the Garrison?

  • Storyboard: Don't fight with /random

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    12.13.2013

    Most of my Storyboard columns center on larger issues, providing advice in some way. This one does not. This one is purely about one of the elements of roleplaying in MMOs that I particularly dislike: using in-game random rolls to determine the outcome of actions during tense scenes (or out-of-game rolls in games that don't support /random or /roll or something similar). This is a time-honored practice in MMOs, but I've never had many nice things to say about it, to the point that I wrote an entire column about dueling without even discussing it. In practice, it makes sense, casting otherwise unresolvable situations back to the realm of tabletop gaming. What's not to like? Lots of things. Resolving conflicts with random dice rolls is unsatisfying and to be avoided at all costs. And if you want to compare it to tabletop gaming, you're making a lot of logical leaps that don't hold up under scrutiny.

  • Who are you pretending to be?

    by 
    Matthew Rossi
    Matthew Rossi
    12.12.2013

    I know that a lot of WoW players don't care about lore or role playing, and I've always kind of felt that was a shame. Some of the most fun I've had in World of Warcraft was in playing a role (and no, I don't mean tanking) -- I've talked before about the old days when I actually led a Naxx raid in character as an overly concerned tauren worried about all the small people. Nothing irritates an orc warlock as much as hugs, let me tell you. I mention this because, thanks to a coworker's twitter, I discovered Daily Character Development, and it got me thinking about my character. Quite frankly, as silly as it might be to concern myself with the fictional life experiences of a mass of pixels, I also find it brings an extra something to the game. Raids come and go. Gear gets replaced. But I find that even dedicating a little time to who you're raiding on, and who that gear is going to, makes it a little bit more fun for me. Of course, I'm coming at this from the perspective of someone who's played tabletop pen and paper RPG's for years and years. But as just one example, when I was playing an orc, I sat back and thought about how that orc would view Garrosh Hellscream and realized that from the perspective of a young orc who's basically grown up on Azeroth, Hellscream was basically the perfect orc. That at least some orcs could totally get behind his agenda. It made the whole Horde civil war aspect of the thing incredibly interesting to me, after I rerolled Alliance again I imagined my orc ended up on the wrong side... and probably dead at the hands of the combined forces besieging the city.