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  • Some Assembly Required: TUG interview reveals the true nature of Soylent Green

    by 
    MJ Guthrie
    MJ Guthrie
    05.24.2013

    Much ado has certainly been made lately about doing something "new and different" in games. Just take a look at all the options coming through Kickstarter lately; even more contenders have thrown their hats into the ring since our roundup last February. But in a large number of these cases, the new ideas are coming from developers within the gaming industry. So what would happen if a game were developed from outside the industry? Enter TUG. Formally known as The Untitled Game, the game is the brainchild of Nerd Kingdom, a group hailing from the world of academia that happens to have intersected with gaming. Self-described as "a collaboration of video game developers, academic scientists, modders, and gamers," this group wants to move beyond just improving the way games are made "to show[ing] that such games can make us better as individuals and as a society." I was able to catch up with one of the founders of Nerd Kingdom, Scientist and Researcher of Stuffs Peter Salinas, to talk about the game. We touched on everything from player design input to features (like player books and companions) to making an engine available for others to use. Oh, and of course, Soylent Green.

  • San Francisco reneges on proposed cellphone warning sticker, leaves citizens to chat at their own risk

    by 
    Zach Honig
    Zach Honig
    05.08.2013

    Californians already see earthquake notices in elevators and falling rock signs on the beach, but if certain lawmakers had managed to get their way, locals would find warning stickers on their cellphones, too. The proposed tags, which detail energy transfer from the device to your body by displaying a device's SAR (Specific Absorption Rate), will no longer be implemented. The sponsoring group, whose move has been on hold for several years, now faces a permanent injunction; in other words, the stickers will likely never see the light of day. The FCC, which measures SAR, is tasked with determining that each device meets certain safety standards, keeping citizens safe from radiation -- sticker or no sticker, people who speak on cellphones are generally not at any risk.

  • Some Assembly Required: Community as content

    by 
    MJ Guthrie
    MJ Guthrie
    04.26.2013

    Not too long ago, I had the opportunity to cover an occasion during which an in-game community came together and created a new player-run annual event. Born as an anniversary follow-up to a service event for the young terminally ill player Ribbitribbit, the new tradition focused on celebrating that very community that pulled together to create him a dream playground within EverQuest II. If the game lacked a sense of community in the game before that original project, it certainly didn't after. After tugging at my heartstrings for a while, that experience made me reflect on how much our communities are really a cornerstone of player-generated content. How often have you attended or participated in an event or run a mission created by someone other than yourself? And yet, when discussing important tools and elements needed to support player-generated content, we often overlook the necessity of a vibrant community. It's like trying to bake a cake without adding the flour. Or how about this analogy: You can give folks a giant tool box full of a shiny implements and tell them to build a house, but not much will happen without the actual wood and materials! So to foster PGC, games need to foster building communities.

  • Some Assembly Required: Your guide to MMO sandboxes in 2013 and beyond

    by 
    Jef Reahard
    Jef Reahard
    04.12.2013

    Welcome to Massively's guide to MMO sandboxes in 2013 and beyond. I've collected the essential details on all the major sandbox titles releasing this year and in the near future in one easy-to-reference article. If you're wondering whether ArcheAge forces you to PvP, or if you can't tell The Repopulation from Origins of Malu, this is your post. I'll be updating it as game features are added, removed, or revealed, so be sure to use the comments to let me know if I've overlooked a particularly noteworthy item. Finally, I want to point out that this isn't an exhaustive list because of the sheer number of sandbox projects ongoing. For now, I'm choosing to focus on the ones that will be playable in 2013/2014 as well as the projects that have a big-name developer attached.

  • Path of Exile interview reveals plans for player-generated races

    by 
    MJ Guthrie
    MJ Guthrie
    04.08.2013

    Although there is no Some Assembly Required in the title, don't let that fool you; today's focus is on one of the founding precepts of this column, player-generated content. It's just not sandboxy player-generated content like we've covered before. Today's special edition explores the PGC proposed for the decidedly non-sandbox action RPG Path of Exile. At GDC I sat down with managing director Chris Wilson and technical director Jonathan Rogers to discuss Path of Exile and their idea of adding player-run races to the game. A fan favorite, these timed gaming experiences are currently only officially sponsored events grouped into seasons, the first of which just concluded. However, devs would like to give players the opportunity to create and host unofficial events (meaning results won't have any bearing on the seasons) to allow players to enjoy this wildly popular facet of the game in a place where they can practice skills, test themselves against friends, or just enjoy a unique challenge.

  • GDC 2013: Chris Roberts expounds on Star Citizen's crafting, economy

    by 
    MJ Guthrie
    MJ Guthrie
    03.30.2013

    This week we have a special GDC edition of Some Assembly Required. I had the opportunity to sit down with Chris Roberts and talk about his highly anticipated space sim sandbox, Star Citizen. We talked lore, the game's PvP/PvE sliders and living universe concepts, guilds, and when players can expect to get in some dogfighting. Roberts also delved deeply into the crafting and economic aspects of the game. If you miss the days of carving out a name for yourself and your wares and/or cornering the market and building an economic empire, you'll definitely want to keep an eye on Star Citizen.

  • Some Assembly Required: There's no crafting in Star Wars!

    by 
    Jef Reahard
    Jef Reahard
    03.15.2013

    The other week I posted a Leaderboard inviting people to vote for their favorite Star Wars MMO. The comments featured a number of both predictable and surprising insights, but one line of thought in particular stood out to me. There are apparently some folks out there who think that Star Wars is nothing more than laser pistols and lightsabers, just as there are some folks who think that MMOs are nothing more than combat lobbies. While I'll stop short of labeling these people because of a difference in opinion, it's clear that they haven't really thought this through.

  • Some Assembly Required: Bringing the 'craft' back to crafting

    by 
    MJ Guthrie
    MJ Guthrie
    03.01.2013

    A recent comment made in regard to crafting in an upcoming game gave me pause. It went something like this: If the gameplay fails, the crafting system won't matter. My first thought was that this person must have accidentally tripped over his tongue and mistakenly substituted words, meaning to insert pwnzer PvP or some such instead of gameplay. Why? Because we all understand that as a part of playing the game, crafting is inherently gameplay. But then another explanation for this wildly inaccurate statement came to me; perhaps the speaker had actually never seen -- let alone experienced -- real, meaningful crafting in a game! After all, there has been a serious dearth of deep, involved crafting systems where skill and dedication are valued for quite some time in MMOs. Crafting, if it exists at all, is often relegated to some mechanic that can be slept through that results in uniform, standardized products. It's no wonder that some folks might not realize that crafting is gameplay. But change is a-comin'! Some upcoming games are returning to the idea that robust crafting systems are a deep and engaging part of games. Heck, the whole premise behind one is crafting! Two titles, The Repopulation and Pathfinder Online, seem to have really hit the nail on the head when it comes to developing sophisticated crafting systems that have purpose and meaning. Today in Some Assembly Required, we'll take a closer look at how both are putting the "craft" back into crafting.

  • Some Assembly Required: The sweet sorrow of choosing a new sandbox

    by 
    Jef Reahard
    Jef Reahard
    02.15.2013

    Late last year I penned a piece that looked ahead to 2013's most promising sandbox titles. Recent developments have necessitated that I add to that list, which is simultaneously staggering and somewhat stressful. My new MMO home is lurking in one of these games, but I must choose, and choose wisely! Help me out after the cut.

  • Some Assembly Required: Kick(start)ing the sandbox genre

    by 
    MJ Guthrie
    MJ Guthrie
    02.01.2013

    Sandbox aficionados are known to reminisce about the "good old days." You know, that time long lost in the past when the greats of open-world play like Ultima Online and Star Wars Galaxies (pre-NGE of course) enjoyed their heyday. Many a lamentation has also been heard about how things have never been the same, or how nothing has filled that void. Of course, the sandbox never died. In 2012 we started the year off with a guide to games sporting sandbox features to scratch a variety of virtual world itches and we ended with a look at some promising upcoming titles for 2013. With plenty of choices abounding, why are sandbox fans still decrying the lack of a home? It could be because they want one home for everyone to settle in together, basically one game to rule them all. But how realistic is that? Even with the plethora of offerings now, many folks want to play their ideal sandbox, and everyone has their own idea of what the perfect one would be (and conversely, what would kill it). Perhaps the answer, then, is to forget about a single universal home that accommodates the masses and actually create a number of niche games where people find exactly what they are looking for. Wait, that's already happening? Enter Kickstarter.

  • Some Assembly Required: The ultimate MMORPG

    by 
    Jef Reahard
    Jef Reahard
    01.18.2013

    It's been raining for four days straight, and I've been cooped up in my house with nothing but a head cold and a bunch of time to think about my ideal sandbox MMORPG. For this week's Some Assembly Required, then, I'm shamelessly borrowing the format from Massively's MMO Blender column to construct a perfect(ly) theoretical hybrid. I've done so once before, but this time I'm going to put the focus on fantasy instead of on the sci-fi stylings of Star Citizen and Star Wars Galaxies.

  • Some Assembly Required: How do you define player-generated content?

    by 
    MJ Guthrie
    MJ Guthrie
    01.04.2013

    During a recent conversation with my fellow Some Assembly Required columnist, it became apparent that we had slightly differing opinions on the definition of player-generated content. We both agreed that it was content generated by players (obviously), but when it came to the type of content, our opinions diverged. Seeing as PGC is one of the founding premise behind SAR, I thought it would be a good idea to start the new year out by defining the term more precisely to give us a stable foundation to build on. After all, we want to be on the same page, don't we? Of course, that gives you the chance to weigh in with your opinions as well! What is the first thing you think of when you hear the term? Let's see whether your ideas about player-generated content mesh with mine, more closely resemble Jef's, or embody something totally different.

  • Some Assembly Required: Six reasons to love sandboxes in 2013

    by 
    Jef Reahard
    Jef Reahard
    12.21.2012

    What a difference a year makes, amirite? This time twelve months ago, I was licking the wounds brought on by Star Wars Galaxies' unceremonious and premature departure from the MMO scene. It was bad enough that a profitable title was sacrificed in order to clear a path for one of 2012's biggest disappointments, but it was worse that said title was the premier sandbox in the genre's history. Frankly, the last few years have been abysmal for fans of non-linear MMOs and player-generated content, but thankfully, 2012 righted the ship and gave us more than a bit of hope for 2013.

  • Some Assembly Required: Getting the most out of TSW's Albion Theatre

    by 
    MJ Guthrie
    MJ Guthrie
    12.07.2012

    Say what you will about Funcom, but there is no denying that the studio is certainly delivering on its promises. Each successive monthly patch is expanding The Secret World and offering even more to players. And as promised in my inaugural Chaos Theory, today we'll focus on yet another aspect of TSW's Big Trouble in the Big Apple. You might be asking what the conspiracy-laced horror game could have that grants it a place in the annals of Some Assembly Required. Instead of just new missions, weapons, and other adventuring goodies, issue #4 introduced a unique stage for great player-generated content -- literally. With the opening of the Albion Theatre in London, roleplayers were not just thrown a bone; they were treated to a juicy steak dinner! From impromptu performances to elaborate productions, the Albion Theatre is a magnificent tool for player-generated content. Players can hop onstage and present well-known works or share their own creations with everyone. I was so excited by this new feature that I immediately dived in to check it out during my first post-issue #4 livestream, then returned again to try my hand at a one-woman mini-production. What I learned during my escapades (with special thanks to Tyutchev, TheChosenOne, Kiieren, and Tulkas!) can help you on your own road to TSW stardom without dealing with all of the trial-and-error experimentation yourself.

  • Some Assembly Required: A Greed Monger interview

    by 
    MJ Guthrie
    MJ Guthrie
    11.26.2012

    With so many games out there and in development for the themepark and PvP crowds, you had to be wondering when a different demographic would start feeling the developer love. I'm talking about crafters! Of course, the brains behind Some Assembly Required love crafters and all they represent; after all, this column is a celebration of all things player-generated, and what's more player-generated than in-game crafted goods? So trust me when I say we are always on the lookout for games that focus on crafting. And one such upcoming game is Greed Monger. We first heard about Greed Monger when the crafting-focused game appeared on Kickstarter. And we aren't the only ones keeping our eyes on this game; fan support has helped the game not only reach its initial Kickstarter funding goal but exceed many of the stretch goals as well. From the campaign page, we know some small details about the game. Joining the ranks of games like Xsyon, Greed Monger will boast a world that's nothing but what you make it. It's a blank slate with no NPCs, no buildings, and no quests -- players will build this free-to-play game from the ground up, crafting everything as they go. Of course, we were interested in learning even more, so we chatted with Jason Appleton, the game's producer and project lead, to get the scoop.

  • Some Assembly Required: On balance and fairness

    by 
    Jef Reahard
    Jef Reahard
    11.23.2012

    Today it occurred to me that The Secret World's faction choice is meaningless. You're probably aware that the game features three organizations, but if you're not a regular player, you may not know that picking one is largely an aesthetic exercise. Sure you get different lines of dialogue in the game's numerous cutscenes depending upon whether you're a Dragon or a Templar, and you get Illuminati-specific outfits if you roll that way, but outside of these niceties and perhaps roleplay, TSW's factions are pretty pointless. They're pointless because there's no real consequence for picking one over the other, and there's no lasting impact on either the world or gameplay that results from in-game factional "wins." Anyhow, when I mentioned this to a friend, his very first comment was that "any changes would need to be fair and inclusive."

  • Some Assembly Required: Player-generated content at SOE Live

    by 
    MJ Guthrie
    MJ Guthrie
    11.10.2012

    By now, everyone has made it home from SOE Live... yes, even that one fellow who kept disappearing, seduced by the one-armed bandit. As my first foray into the annual self-described "family reunion," I wasn't sure what to expect. I'd hoped there would be some news to pass along. If nothing else, a tidbit or two about any title -- be it EverQuest II, PlanetSide 2, or DC universe Online -- would justify my trip out there to me. But what I got wasn't just some news; it was great news! Although the lights of Vegas are fading from memory, the hope for player-generated content burns brighter than before. From keynote addresses to panels to interviews, Sony Online Entertainment's focus on emergent game play and various sandbox features showed a dedication to gaming beyond just the hack-and-slash treadmill grind. Can we hear a hallelujah? With so much news coming out of the convention, there wasn't time or space to do much more than just report on the facts. Here, I have the opportunity to sum things up and even add my own impressions of the event! I might even toss in an anecdote or two to illustrate what made this such an incredible experience that I am hooked and will return each year.

  • Some Assembly Required: Why SOE should be leading the sandbox charge

    by 
    Jef Reahard
    Jef Reahard
    10.26.2012

    "If you look at the MMOs out there, they're delivering the same content over and over again. So are we. We need to change that," said Sony Online Entertainment CEO John Smedley to a packed house at last week's SOE Live keynote. And just like that, the genre became exciting again. Now, there's a long way to go, of course. And while Smedley's announcement set the hearts of emergent content fans aflame, it also requires a leap of faith from those same fans. After all, there was no gameplay footage accompanying the grandiose talking points. There were no concept art shots or game-related assets of any kind. There was only a promise of hands-on time a year from now. Still, hearing the words (and more crucially, hearing them from a major company) was quite like a long drink of water after an eight-year trek through the desert.

  • SOE Live 2012: A deeper look at DCUO's housing lairs

    by 
    MJ Guthrie
    MJ Guthrie
    10.20.2012

    Thursday's announcement of the addition of player lairs to DC Universe Online set this little housing-lover's heart all aflutter! While there were more bits of news about the new Home Turf DLC coming next year, my focus was understandably on the lairs. And I was very happy to sit down at SOE Live and talk shop with Jens Andersen. As creative director for DCUO, Jens shared many juicy tidbits about the new system for this special edition of Some Assembly Required. So what's in store for denizens of Gotham and Metropolis? Let's start with personal instances that are accessed from realistic points within the cities, functions that stretch to accommodate different levels of creativity and decorating savvy, and a unique dueling system that will be unlike anything players (or their furniture!) have seen before. Players can even get rewards and achievements for collecting items and decorating their homes. Sounds intriguing, no?

  • Some Assembly Required: Citadel of Sorcery interview reveals a dynamic world

    by 
    MJ Guthrie
    MJ Guthrie
    10.12.2012

    When word filtered to us that a new virtual world was in the works with unique features, I said what any other sandbox-loving player would: Yeah ri... er, I mean, "Show me what you've got." And that's exactly what the folks making Citadel of Sorcery did! And they didn't just tease me with a couple of phrases and leave me dangling; they offered a deluge of information about the upcoming game. In fact, they sent me enough to complete five different articles. That's more Some Assembly Requireds than you can shake a stick at. Not only did I get to learn many facts about Citadel of Sorcery, but in sitting down and talking with Philip Blood, Director of Game Design at MMO Magic, Inc., I also got to experience first-hand the passion that the developers have for their game. Philip graciously answered a barrage of questions (perhaps part of the reason the interview grew so long!) and helped paint CoS as a game that might satisfy the longing of players who yearn for a vibrant, living world where their choices make a difference. Unlike traditional games, CoS promises a vast world where each player will experience the game in very different ways. In all, the game sounds innovative and exciting. But don't just take my word on it; check out the details for yourself in this in-depth interview.