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  • The Soapbox: Old content should stay relevant

    by 
    Tina Lauro
    Tina Lauro
    02.11.2014

    The archetypal themepark MMO model, as popularised by World of Warcraft, is a race to the level cap in order to unlock the best content on offer. New content is tacked onto the endgame regularly, accompanied by improved gear and perhaps a higher level cap. It's a system that's designed to keep people playing by keeping them on a progression climb that's constantly getting steeper. As a consequence, endgame activities render older content obsolete since these outdated activities carry little real benefit for fully leveled characters. Exploring old content for the sake of experiencing it is not enough of a motivator for many players since this content simply cannot present the same challenge as it once did. Although you can technically go back and play through old dungeons, they will never be as fulfilling when tactics become optional and you can solo once-formidable opponents. In this week's Soapbox, I will mourn the loss of fantastic older content that was rendered obsolete through vertical progression, using WoW as a key example. I'll go on to suggest a solution that I think might allow for both old and new content to exist together in relevancy without significantly compromising the themepark MMO's existing progression mechanics.

  • Flameseeker Chronicles: Guild Wars 2's adventures in babysitting

    by 
    Anatoli Ingram
    Anatoli Ingram
    02.11.2014

    I'm having a great time in Guild Wars 2's new Edge of the Mists map. It's rekindled my love of World vs. World. I've spent so much time there that I've gotten pretty good at not accidentally running off ledges (although I've probably just jinxed myself), and my collections of empyreal fragments and badges of honor are steadily growing. Against all odds, I also managed to tear myself away long enough to write this column, which is good because there's a lot to talk about this week: What's so great about this cluster of floating rocks? How is Braham handling his new caretaking responsibilities? Why do people keep referencing the Zerg from Starcraft when they talk about GW2?

  • Prepare to escape from Lion's Arch in Guild Wars 2's next content release

    by 
    Anatoli Ingram
    Anatoli Ingram
    02.11.2014

    For over 250 years, the city of Lion's Arch has been a place for players of Guild Wars 2 and its predecessor to call home. It's iconic enough that the ruins of the original city can still be explored beneath Sanctum Harbor. Unfortunately, one of Scarlet Briar's mysterious probes has been discovered within those ruins -- and if she gets her way, the people of Tyria may not have to wait very long at all to pick through the ruins of the city's current incarnation. On February 18th, Scarlet will bring her armies and all of their horrible weaponry to the city in the Escape from Lion's Arch release. Players will join forces with the Orders of Tyria, the allies they've gained through the living world story, and each other to help innocent citizens evacuate and try to mount a counterattack. ArenaNet's Colin Johanson, Steve Hwang and Steven Waller sat down with Massively to deliver both a new teaser trailer and a grim warning: Nothing lasts forever.

  • MMO Mechanics: Comparing vertical and horizontal progression

    by 
    Tina Lauro
    Tina Lauro
    02.05.2014

    MMO players strive to obtain some kind of tangible progression each play session, but the method by which that progression is delivered varies greatly across the genre. Archetypal themepark titles frequently rely on level-based progression that culminates in climbing through gear tiers at endgame, but the freeform nature of sandbox MMOs lends itself to a more open progression system that focuses on the holistic development of characters. These two progression systems are described as vertical and horizontal progression: Traditional gearing or leveling is commonly described as a vertical climb, while wider choice-based progression is more often expressed as a non-linear journey. The relative merits of these two diverging approaches to progression are commonly debated by modern MMO players. Many players wish to see a blended hybrid approach to progression that emphasises the horizontal, multi-faceted growth of their characters over rattling through yet another gear tier. Despite this, players still favour a goal-oriented attainment system and perhaps progressive gear that doesn't require a long run on the grinding treadmill. This balance can be very hard to achieve, so titles such as Guild Wars 2 have taken some knocks on the path towards perfect horizontal and vertical progression balance. In this week's MMO Mechanics, I will look at what is meant by both vertical and horizontal progression, how they are mechanically implemented in MMOs, and what each type of progression means for the playerbase.

  • World of Warcraftless: What would the world look like without World of Warcraft?

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    02.05.2014

    This year is a big one for World of Warcraft. It's the 10-year anniversary of the game's launch, meaning players have been able to enjoy themselves in Azeroth for quite a while. The franchise itself is turning 20, meaning it's almost old enough to legally drink. And whether you like the game or not, you can't deny that it's had a huge impact on games in general -- not just on MMORPGs but on the very landscape of what games are and how we think about them. So it's kind of natural that we'd start asking if we'd all be better off without it. You live with the same title dominating the industry for a decade, so it's only natural to think about what it'd be like if it weren't there. Personally, I think that's a kind of loaded question that also overlooks a far niftier option. Asking whether we'd be better off first requires one to figure out what the world would look like without World of Warcraft, and for my money that's much more interesting. So let's look at just that. What sort of scenarios might have unfolded if World of Warcraft had never come to pass at all?

  • Flameseeker Chronicles: Living on the Edge (of the Mists) in Guild Wars 2

    by 
    Anatoli Ingram
    Anatoli Ingram
    02.04.2014

    Regular readers of this column may have noticed that I spend very little time discussing Guild Wars 2's PvP scene. Some of you may have even jumped to the conclusion that this is because I suck at PvP and my only reason for even entering the Mists-based sPvP lobby is to try on clothes in the locker, so I'm here today to set the record straight: You are absolutely correct. I do enjoy World vs. World, both in spite of and because I am terrible at traditional team-based PvP activities -- unless you count some special event minigames, which I am inexplicably OK at. On the whole, ArenaNet has done a pretty good job in GW2 at giving someone who has no business trying to poke fancy cutlery at other players avenues through which to do it anyway without bringing the whole structure crashing down.

  • Guild Wars 2's Edge of the Mists content release goes live today

    by 
    Anatoli Ingram
    Anatoli Ingram
    02.04.2014

    Good news first: Guild Wars 2 players will be able to get their hands on the new World vs. World map Edge of the Mists in today's content update. Now for the bad news: Scarlet Briar's minions will be able to get their hands on it, too. If you want to help Braham Eirsson and Taimi, who have gotten themselves stranded on the mysterious floating land mass, then you'll need to fight off Scarlet's invading Aetherblades. Back in Tyria at the Dead End Bar, players can also help Marjory Delaqua and Kasmeer Meade puzzle out the terrible truth behind Scarlet's grand plan using clues from previous living world chapters. Edge of the Mists is a dedicated overflow map that will allow GW2 players to jump right in to playing WvW while queuing up for the bigger battle on the Eternal Battlegrounds and Borderlands maps. This release also features an overhaul of the WvW UI to make it more informative and streamlined.

  • ArenaNet co-founder heads to Undead Labs

    by 
    Mike Foster
    Mike Foster
    01.30.2014

    Undead Labs announced today that it has hired Patrick Wyatt, co-founder of ArenaNet and co-creator of the original Guild Wars. Wyatt, who left ArenaNet in 2008, joins fellow Guild Wars co-creator Jeff Strain at the State of Decay studio, which has not been shy about its intention to build a zombie-themed MMO. State of Decay, codenamed Class3, launched in 2013 and was confirmed by the studio as a test run for an eventual MMO release, codenamed Class4. Here's Strain on the announcement: Today, I'm very happy to announce that Patrick has joined Undead Labs, and will be working shoulder-to-shoulder with Team Zed as we dive into the development of...well, what's next, and beyond. Undead Labs recently struck a multi-game agreement with Microsoft, paving the way for the studio to continue work on the Class4 project.

  • Guild Wars 2 Edge of the Mists Q&A with Devon Carver

    by 
    Anatoli Ingram
    Anatoli Ingram
    01.30.2014

    The newest addition to Guild Wars 2's World vs. World map family, Edge of the Mists, began beta testing in late November of 2013. With February 4th's content release, ArenaNet will introduce it to the live game, at which point it will be set upon by Scarlet Briar's forces and players will most likely get to punt plenty of Aetherblades right off the edge of the Mists and into the formless void of the Mists proper. Gosh darn it, Scarlet, this is why we can't have nice things. It's a good thing Devon Carver, head of the WvW design team, has penned a blog post about the real business of WvW: players punting each other into the formless void of the Mists. Massively got to chat with him about the upcoming release, so jump past the break to get the scoop on what the WvW team has in store!

  • MMO Mechanics: Encouraging the daily grind

    by 
    Tina Lauro
    Tina Lauro
    01.29.2014

    I've written before about how developers use clever mechanics to lower the barrier to entry in order to encourage more people to play MMOs, but how do they keep players interested after they have rolled a new character? More often than not, MMOs greatly benefit from hanging onto players for as long as possible, so encouraging regular play is a massive priority for development teams. As a genre that thrives on creating a connected and dynamic community, MMOs are strengthened by keeping up the number of players that log in daily. This also encourages longevity since players make meaningful connections with the people they are linked to through daily play. Utilising daily quests, creating an ongoing need for crafted equipment, and necessitating the farming of materials for the good of the collective are all very accessible ways to encourage players to log into their favourite MMO world on a regular basis. As useful as developers may find them, though, the appeal of repeatable daily content is hotly debated by MMO players. For some, low-octane daily content is a brilliant way to unwind that doesn't require a regimented schedule to complete, but many others find the repetition inherent in some daily content tiresome and uninspired. In this week's MMO Mechanics, I'm going to look at the various applications of daily content in today's MMOs while weighing up the pros and cons of several of these techniques.

  • Flameseeker Chronicles: The greatest Guild Wars 2 love story ever told

    by 
    Anatoli Ingram
    Anatoli Ingram
    01.28.2014

    I enjoy the Twisted Marionette fight, and I'm looking forward to smacking some wurms if I can ever make it off the overflow servers, but what I really love about Guild Wars 2's latest content release, The Origins of Madness, is its emphasis on characterization. Some of you probably think my cheese has slipped off its cracker for finding a mini-instance in which NPCs chatter at each other the most charming part of an update, but I am what I am. I feel a little less alone in this since I'm not the only one turning cartwheels over it. A recent ArenaNet developer livestream contained a reference to the relationship between Marjory Delaqua and her partner, Kasmeer Meade, as a "love story." For those of us who had already picked up on their affection for each other and were hoping to see them become a couple officially, this was very exciting, and their interaction in the current release has shown them growing closer. But why are Kas and Jory such a big deal? They're just a pair of NPCs, right?

  • Journey to the Edge of the Mists in Guild Wars 2's next content release

    by 
    Anatoli Ingram
    Anatoli Ingram
    01.28.2014

    Guild Wars 2's new World vs. World map, the Edge of the Mists, has been in beta testing for several months. Soon, players will get to experience it in the live game, along with (hopefully) reduced WvW queue times and new opportunities to beat up players from rival realities. There's trouble in PvP paradise, though, and it comes in familiar red airships. ArenaNet's Colin Johanson and Meelad Sadat sat down with us to talk about the upcoming content release, appropriately named Edge of the Mists. Jump past the cut to grab some info and watch the teaser video!

  • Guild Wars 2 announces PvP tournament schedule

    by 
    Justin Olivetti
    Justin Olivetti
    01.23.2014

    Guild Wars 2 has a full PvP dance card for the next few months, which is why ArenaNet posted a schedule today of the many tournaments and events coming up for the community. First up is the Electronic Sports League best-of-three tournament on Thursdays for EU players and an even bigger European Gw2match.net Champion of the Mist Tournament that's planned for January 24th. Both NA and EU can engage in the Good Fights Invitational on January 25th or the upcoming vVv Gaming Kings of the Mists 2 tournament on February 1st. Finally, there's a month-long open invitational in February hosted by Mistpedia.net that will have weekly events.

  • Flameseeker Chronicles: The calm before Guild Wars 2's next release

    by 
    Anatoli Ingram
    Anatoli Ingram
    01.21.2014

    It has come to my attention that the title of the latest Guild Wars 2 release is not GIANT KILLER LADY ROBOT. It's actually titled The Origins of Madness. "GIANT KILLER LADY ROBOT!" is just what I yelled after seeing the Twisted Marionette world boss because I can't think of many things cooler than that, and now we're going to have one right here in our very own GW2. Apart from the presence of the Twisted Marionette and jungle wurm world bosses, ArenaNet is keeping the content of this release tightly under wraps. Not that I blame it; with Scarlet Briar's story arc ramping up to a finish, it wouldn't do to let too many details slip.

  • Guild Wars 2 sows chaos with Origins of Madness content release

    by 
    Anatoli Ingram
    Anatoli Ingram
    01.21.2014

    Today will see the end of Guild Wars 2's holiday break from regular content updates with the release of Origins of Madness. You like giant robots? Done. Crazy about jungle wurms? Yeah, we've got that. Dying to unravel the truth behind Scarlet Briar, the living story's primary antagonist? ArenaNet has you covered. Players will face attacks on two fronts: In Bloodtide Coast, Scarlet's mysterious probes have riled up an ancient, three-headed jungle wurm. In Lornar's Pass, Scarlet herself is rallying her forces around the testing grounds of her new superweapon, the massive Twisted Marionette. Both threats require a significant number of players to defeat, so now might be a good a time to head down to your local Pact recruitment office and volunteer. Origins of Madness is the first of four story-focused content releases that promise to wrap up GW2's Scarlet Briar story arc. Jump past the break to check out our gallery, which includes some exclusive screenshots!

  • MMO Mechanics: Exploring death mechanics

    by 
    Tina Lauro
    Tina Lauro
    01.15.2014

    They say death must come to us all, and that inevitability extends to our characters in MMOs. The death of our characters may be inconvenient when we want to plough through content, but penalising failure is an essential part of any MMO and further incentivises success by making you learn from your mistakes. As much as players crave gratification through rewards and progression, they also need to feel that such progress has been well-earned and greatly deserved. Rewards become that much sweeter when we must risk something to secure them, and failure without consequence would render the gains made in our favourite MMOs insignificant. Without a considerable death penalty, it becomes possible to mindlessly crush content through brute force. I don't know about you, but I don't find fun in bashing my skull repeatedly with a rock in an attempt to crack it! In this week's MMO Mechanics, I compare various death penalties and the effects they have on the MMOs that employ them. I'll explore just how tangible death penalties such as corpse running, gear durability loss, and XP drain make our character's demise feel.

  • Jukebox Heroes: Guild Wars Nightfall's soundtrack

    by 
    Justin Olivetti
    Justin Olivetti
    01.14.2014

    We're slowly but steadily working our way through the Guild Wars library, having already covered Prophecies and Factions in this space. It's time to move on to the third and final full campaign of the original game: Nightfall. Nightfall has a special significance for me in that it was my starting point for actually going through the entirety of the game prior to Guild Wars 2's release. While I've never been a fan of desert and Middle Eastern settings, I must admit that Jeremy Soule's return to the score isn't something to be ignored. Perhaps there aren't as many stand-out tracks as in the previous campaigns, but on the whole the score is well above-average compared to many MMO soundtracks.

  • Flameseeker Chronicles: Taking Guild Wars 2 job specialization to a new level

    by 
    Anatoli Ingram
    Anatoli Ingram
    01.14.2014

    Have you been missing something in Guild Wars 2? Do you wish your character had a way to unlock new abilities that was more involved than spending a handful of skill points? Did you ever dream of subclasses? If you've wanted any of that -- or, conversely, if you haven't -- it might interest you to check out the progress of the horizontal progression collaborative development initiative thread on the GW2 official forums. Colin Johanson and Chris Whiteside have both been involved, giving feedback on everything from reward systems to ways in which subclasses might be unlocked and helping direct the discussion. If ArenaNet were to implement anything similar to what's being proposed, it would mean a massive shakeup in how GW2 plays, so let's break down how it could be implemented and why it might be useful for enhancing character progression.

  • Exclusive preview of Guild Wars 2's Origin of Madness release

    by 
    Anatoli Ingram
    Anatoli Ingram
    01.14.2014

    The end is near! After a brief period of peace and quiet, Guild Wars 2's update cadence will begin again, and ArenaNet has no plans to ease Tyria gently back into the groove. Next week brings the first of four releases, which will culminate in the end of GW2's Scarlet Briar story arc. Massively was invited to sit down with Colin Johanson and Meelad Sadat to discuss the teaser trailer for the upcoming release, Origin of Madness. While we can't reveal too many of the secrets we've learned about Tyria's future (we wouldn't want to spoil any big surprises), we're pleased to bring you an exclusive peek at some of the content you'll find in the January 21st release. Read on to check it out!

  • One Shots: Crystal death

    by 
    Justin Olivetti
    Justin Olivetti
    01.12.2014

    Reader Vexia is going to kick off our meeting of the Dungeoneers Anonymous Club here at Massively (motto: "Aw, just wipe it") by meeting a recent screenshot challenge to send in a picture from a dungeon. "Here is the Crystal Tower in Final Fantasy XIV, which cuts a fine figure over Silvertear Lake," she wrote in. "It's stunning to behold both within and without, and it contains bosses reminiscent of those in Final Fantasy III, the first Final Fantasy game to feature the Crystal Tower dungeon. The Keeper of the Lake can be seen in the right corner of this shot, a monument that contains the bones of the Guardian of Silvertear Falls (the Midgardsormr) and the wreckage of the massive Garlean Empire airship (Agrius). The Midgardsormr sacrificed itself to bring down the airship in a valiant act of altruism that no doubt saved the lives of many innocent Eorzeans! It's one of my favorite bits of the game's lore." Did you get all of that? I feel as though there's going to be a test. I might need to cheat off of your sheets. Insert one quarter to continue this column, by the way.