asherons-call

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  • Crowfall teases fealty system, ad/disad mechanics

    by 
    Bree Royce
    Bree Royce
    01.20.2015

    Upcoming MMO Crowfall is rolling out new teases this week, including some concept art of guild banners and a screenshot of character creation, which suggests an advantage/disadvantage system no doubt intended to tug the heartstrings of former Shadowbane players. But what has our attention is the newly unveiled fealty chart, which definitely whisks Shadowbane or Asheron's Call immediately to mind. "This isn't a guild org chart," Crowfall's J. Todd Coleman cautions. "We support guilds (and guild structures) but we've laid a different system on top of that, which ties player fealty directly to land ownership. More on that system, and how it ties to siege conquest, will be coming soon." Coleman promises "a more substantial update coming later this week." We've included all three images below.

  • Perfect Ten: Looking back at the biggest MMO news of 2014

    by 
    Justin Olivetti
    Justin Olivetti
    12.13.2014

    Well, my chums, here we are at the tail-end of 2014, having achieved all of our goals and new year's resolutions. Even better, we've survived what's turned out to be one of the wildest, rockiest, and most exciting years of MMO news in recent memory. This was the year of high-profile game launches, even more popular expansions, layoffs, and some epic-level studio face-palming decisions. It's easy to sit here and say that we predicted everything that was going to happen this year, but c'mon, you have to admit that you were surprised by at least one or two events in this industry. It's incredibly difficult to sum up the biggest news of the year without coming to grips with the fact that many stories aren't one-and-done; a lot of what I'm going to be talking about in this list happened over the course of weeks or months and still may not be fully over. That's how news stories are sometimes!

  • Work on Asheron's Call's player-run servers continues

    by 
    Bree Royce
    Bree Royce
    12.05.2014

    Earlier this summer, Asheron's Call 1 and 2 went buy-to-play with no sub and technically went into maintenance mode, with no more content updates planned for the pair of games. But it wasn't to be game over; Turbine vowed to keep the servers up for its loyal players because it was, as Turbine's Rob "Severlin" Ciccolini put it, "the right thing to do." Critically, the studio also promised to release tools, though not the source code itself, to help players run their own servers, create their own live events, and someday implement their own locations. Just before the holidays, Ciccolini quietly released an update about the "community-foused initiative" on the official forums. I finished documenting and preparing the files players will need for all the SQL set up. We are working on getting documentation for setting up the patch server and and gls servers. I am also checking to see how a player can configure a local one person server with a simplified set up so they can play solo or in a LAN environment but I don't know yet if it will be possible to do without the full login process. We are moving to get things up in a place where they can be downloaded. Severlin explained that documentation and testing continues, and there's a chance, though not a guarantee, that a "simplified server set up for solo or LAN players" might be workable.

  • Warner Bros. confirms Turbine layoffs [Updated]

    by 
    Justin Olivetti
    Justin Olivetti
    10.15.2014

    Turbine appears to be going through another round of layoffs that are possibly affecting the Lord of the Rings Online team, according to Twitter messages. Former Community Manager Rick Heaton seemed to confirm this in a tweet sent earlier today: "Thinking of my friends at #Turbine and #LOTRO and elsewhere today. I'm easy to find if you need me." Massively has reached out to the studio for an official comment. [Update: Warner Bros. has confirmed unspecified layoffs by issuing the following statement to Massively: "As part of our normal business process, we're routinely looking at the strategic alignment of our company. Unfortunately, in order for us to invest in growth areas at Turbine, we have to eliminate some positions. These are always tough decisions, which we don't approach lightly, but it's crucial that Turbine is structured in a way that reflects the current and coming marketplace."]

  • The Game Archaeologist: Ironman modes and elective permadeath

    by 
    Justin Olivetti
    Justin Olivetti
    08.30.2014

    One facet of video games that's been around almost since the very beginning is the difficulty level. This has allowed the player to choose how hard or easy a game would be from the onset, influencing factors such as the number of enemies, hardiness of bad guys, fragility of the player character, and available loot (or lack of it). I used to love how some of those '90s shareware titles would mock me for picking easy, sometimes portraying my character wearing a baby bonnet and sucking its thumb. Real gamers, the devs implied, go tough or go home. With a few exceptions, MMOs operate on a fixed level of difficulty for all of their players. Instead of assigning blanket difficulty client-side, the game world portions difficulty into areas, usually according to level or activity. Some games have instances with adjustable difficulty levels, but past that what you get is also what I get. This might be changing. A very fringe but dedicated group of players have championed such ideas as elective ironman and permadeath modes for their MMOs, and at least one studio is responding positively to that desire. Would you choose to make your MMO experience harder than everyone else in exchange for nothing more than a bigger challenge and a more "realistic" experience?

  • The Daily Grind: Are MMO mods and emulators on their way out?

    by 
    Bree Royce
    Bree Royce
    08.22.2014

    We don't talk about emulators on Massively often because we're forbidden to encourage illegal activities or link or name specific emulators save those rare few publicly sanctioned by studios (so please don't). In fact, we've written before that emulators are a frustrating topic for many of our writers since gamers pour boatloads of creativity and technical skill into both legal and illegal emulators for games dead and alive, creativity that we can't write about even when we'd like to. I can't be the only one who's wondered whether legit modders and underworld emulator coders are abandoning their craft in favor of more legal ventures, however. There might be more sunsetted MMOs, moddable UIs, and calls for "classic" game versions than ever, but the rise of low-risk crowdfunding, easy Steam greenlighting, and modular multiplayer titles that encourage customization makes me suspect that people who once modded shady MMO emulators or built interfaces for the masses are being lured away to work on something more legitimate or profitable or resume-worthy. What do you think? Are emulators and modding going out of fashion? (Please don't link to anything illegal!) 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!

  • Global Chat: A blast from the past

    by 
    Justin Olivetti
    Justin Olivetti
    08.05.2014

    As many of you know, Massively doesn't really believe in reviews of MMOs, as they are ever-changing and shifting targets. Instead, we've provided impressions and continuing coverage of these games during their lifespans (and even after), which is something that many bloggers also favor. In this edition of Global Chat, we have several hands-on impressions of MMOs both new and old from the blogosphere. What is it like to head back to Asheron's Call after a long time away? Is Guild Wars 2's and Lord of the Rings Online's new content hitting the mark? And what will we miss most of all now that Vanguard has departed? It's all there and more, right after the break!

  • The Daily Grind: What's the ideal death penalty for an MMO?

    by 
    Bree Royce
    Bree Royce
    07.18.2014

    If your first MMO was a modern themepark MMO, you might not realize that a corpse run and a small repair bill are fairly light penalties for death. In Ultima Online, if you couldn't make it back to your body in time, a devious player (or mob) might come along and relieve your corpse of its loot. If you were a murderer, you'd even lose stats! Your gear was safer in EverQuest, but you'd lose experience, and you'd still have to run from your bind spot back to your body, assuming it wasn't in such a dangerous place that you needed a Necromancer to summon it. And games like Asheron's Call and City of Heroes once had experience penalties so harsh that it was possible to cripple a character so much that you might as well just reroll. MMOs are torn between wanting to make death feel meaningful enough that people are careful but not so punitive that players would rather log out than recover. What do you think is the ideal death penalty for an MMO? 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!

  • The Daily Grind: Are MMO class consumables due for a revival?

    by 
    Bree Royce
    Bree Royce
    07.08.2014

    While most MMO players are probably familiar with consumables in MMOs like food and drinks or even enchantments and gems, class consumables like spell reagents and ammo are now fairly rare but used to be a lot more common. Ultima Online, EverQuest, and Asheron's Call, for example, all included a reagent mechanic. For many years, Ultima Online's mages carried sacks of such reagents required and consumed by each spell they hoped to cast. High-end raid-related spells in EQ ate expensive gems, and AC1's reagents had a chance to go up in a puff of smoke each time your cast fizzled. Themeparks like Guild Wars 2 and World of Warcraft have veered away from this design path. In fact, WoW itself started life requiring reagents for special spells and ammunition for bow- and gun-wielding classes, but Blizzard removed them several years ago in the pursuit of both simplicity and class balance. After all, it wasn't very fair to require only some classes to spend extra gold and take up weight or inventory space on consumables. Still, such mechanics added a level of immersion as well as annoyance. What do you think -- do class consumables deserve to make a comeback in MMORPGs? 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!

  • Asheron's Call is now buy-to-play

    by 
    Bree Royce
    Bree Royce
    07.03.2014

    As announced back in May, Asheron's Call (and by extension, Asheron's Call 2) has shifted from a subscription to a buy-to-play model this week. Turbine wrote in May that the last sub payments would be processed on June 30th and that the game would become buy-to-play thereafter. Massively can confirm that logging into the Turbine account site and attempting to resume an old account currently allows players to select a "Lifetime AC Plan" for $9.99, which matches the buy-to-play price for all gamers who wish to play for the first time. Players who were subbed at the transition should be grandfathered in and will no longer be billed every month. While both games will continue in maintenance mode, Turbine still plans to facilitate player-run servers this year. [With thanks to Arpeggio.]

  • Perfect Ten: MMOs from the '90s

    by 
    Justin Olivetti
    Justin Olivetti
    06.21.2014

    The course of MMO history and the developer pioneers who forged a path to online gaming have long fascinated me (so much so that I write an occasional column about it). While we often think of MMOs as modern entertainment barely out of its infancy, the truth is that you can trace the industry back decades to see a fringe group of devs and players striving to make these games a reality. While the number of MMOs in existence exploded in the early- and mid-2000s (and hasn't stopped growing since), the 1990s are often an overlooked decade that featured more than the one or two games that are usually mentioned in brief history overviews. There were actually far more titles than most assume, even if you dismiss text-based MUDs and the like. Today we're going to run down 10 MMOs that were born during the era of the dot-com revolution, dial-up modems, and the peak of the Simpsons (third through seventh seasons).

  • Asheron's Call 1 and 2 go free-to-play in August

    by 
    Justin Olivetti
    Justin Olivetti
    05.20.2014

    We are in the final months of a pay-for-play Asheron's Call, as Turbine announced yesterday that it will not be charging a subscription after June 31st. "As of August 2014, Asheron's Call and Asheron's Call 2 will no longer charge a subscription fee for players," Turbine posted. "The last payments will be processed on June 31st [sic], making July the final 'paid' month. Note that this means some players will technically receive some portion of July free as a result, as we have decided to absorb the cost and not run partial payments to cover it." The free-to-play version of both MMOs will continue operating, although new or lapsed players will need to pony up $10 to activate an account. Turbine also said that the forums will remain running, that help will be limited, and that it will no longer be doing MSN Zone migrations after May 31st. As for player-run servers, Turbine plans to offer up a "basic" Asheron's Call server and client download by the end of the year, supported by new sub-forums. [Thanks to Jack for the tip!]

  • The Daily Grind: What's the ideal level cap for an MMO?

    by 
    Bree Royce
    Bree Royce
    05.20.2014

    Massively commenters recently debated whether a game without levels is the same as a game without a leveling cap thanks to Black Desert's proposed character advancement system, an increasingly common lateral advancement system that allows players to build their characters more sideways than up. But outside of such sandboxes, most themepark games stake their mechanics on levels, for good or bad. And that got me thinking about the ideal level cap for an MMO. Even if two games require roughly the same amount of time to cap, a bigger number can seem so much more intimidating. Asheron's Call's 150 levels and Anarchy Online's 205 320 always seemed unreachable to me, and wasn't it cute back when World of Warcraft expected but 60 levels out of you? What do you think -- what's the ideal level cap for an MMO with levels? 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!

  • Rust, H1Z1, and the emerging 'survival MMO' genre

    by 
    Andrew Ross
    Andrew Ross
    05.08.2014

    I'm naked and alone again, but that's OK. After having to level up in other games a million times, deal with boring tutorials, repeatedly turn in quests that add no value to my play time, and then watch as my guild slowly bleeds members to the next MMO asking us to repeat the whole ordeal, "naked and alone" is actually nice. Well, maybe just the naked part. And that, my friends, is the horror-survival/post-apocalypse genre. I love MMOs, but recent themeparks and building games have left me wanting something a bit more dangerous but still not a pointless murderfest. For the most part, these games are less about levels and quests and more about finding items to make sure you don't die. Hunger meters, diseases, and limited supplies in a world filled with enemies who loot you certainly feels like a good throwback to classic RPGs mixed with the multiplayer I've been craving since Asheron's Call first hooked me on MMORPGs. But community-wise, these games have seemed more like lobby shooters than MMOs, which for a long time made me hesitate to try them. If you've been finding yourself in the same situation, hopefully my little plunge into this bloody genre will give you some ideas of what to expect.

  • Ask Massively: What happened to open-world MMOs?

    by 
    Bree Royce
    Bree Royce
    04.04.2014

    A reader named Gabe emailed Massively last year with two questions (I'm getting through all the emails -- I am!). I'll address the second one eventually, but let's do the first one today because it's something I love to talk about: open-world MMOs. What happened to "open world" MMOs? I grew up with giant world MMOs where you would almost never see a load screen. I remember spending countless hours running from end to end of continents exploring and trying to see what I could find. You would run into a city instead of loading a city. I don't feel I am a part of a "world" anymore. After World of Warcraft, I played The Secret World, Star Trek Online, Neverwinter, and a few other closed-world MMOs, and it just pisses me off because I feel as if I am playing a single-player game with multiplayer options instead of a world I am a part of. I think we've got two separate issues here: One's about the literal meaning of open world, and the other's about the feel.

  • Massively Exclusive: Turbine on the future of Asheron's Call and the studio

    by 
    Justin Olivetti
    Justin Olivetti
    03.09.2014

    When has putting an MMO into maintenance mode ever signaled a bright future for a game? Even so, that's what seems to have happened for Asheron's Call, which is preparing to not only transition into a maintenance mode phase but drop subscription fees and allow for player-run servers by the end of the year. The announcement was so unusual in the industry that we had to reach out to Turbine to get more perspective on this move. Asheron's Call Executive Producer Rob Ciccolini took the time to answer a few questions about the change for the game, Turbine's recent layoffs, and how the studio is adjusting going forward.

  • The Game Archaeologist: The care and feeding of older MMOs

    by 
    Justin Olivetti
    Justin Olivetti
    03.01.2014

    When an MMO has reached a certain age and dwindled to a certain player population, what do you do with it? Do you put it out to pasture, nurture it, or put it down? With some of our older graphical MMOs approaching their 20th anniversaries, the question of what studios should do with aging titles is becoming very important. It's not just important for the games in question but as a precedent to the population of games that will one day become just as old. Lately we've seen different studios act on this topic in a wide variety of ways, all of which I find fascinating. Some of these games have seen tragic ends, while others may be entering into the enjoyable golden years. If nothing else, it's shown me that there isn't just one set answer for this and that some devs are hoping to do the right thing by their companies and their players.

  • Jukebox Heroes: Top 40 MMO themes, #40-31

    by 
    Justin Olivetti
    Justin Olivetti
    02.25.2014

    MMO main themes hold the potential to be some of the most powerful and magical pieces of music, partly because we associate them with particular games more than anything else. A great theme will dredge up intense memories or euphoria by the third note, and I see composers putting in their all with many of these themes. A long time ago I did an MMO theme countdown of 20 tracks, but since then I've heard a lot more and have wanted to do the list all over again. So this week in Jukebox Heroes, we're kicking off a countdown of the top 40 MMO themes -- in my opinion, of course. I listened to over 150 themes and spent hours ranking them to create this list. Because these choices are bound to be a little controversial and stir up debate (which is encouraged!), I set down a few rules that I wanted to share here. I limited myself to just one theme from a particular title, even if there were multiple themes in a game. Entries had to be a main theme or the closest equivalent of that; they had to be from MMOs, not from MOBAs; and I had to divorce my weighting of the track itself from the popularity of and my experience with that game. So no points added or subtracted based on the love of the game; I'm counting down the best music, period. Let's see what numbers 40 through 31 have in store for us!

  • Asheron's Call limits updates, goes free, and plans player-run servers

    by 
    Justin Olivetti
    Justin Olivetti
    02.25.2014

    Once Turbine applies a March 4th update to Asheron's Call, the studio plans to move the game into maintenance mode -- with benefits. Producer Severlin dropped the news on the forums today: "Once this next update is in the hands of the players, the updates to Asheron's Call will be limited. We intend to fix critical bugs and continue maintenance and support on the game. While there is always a chance we will put out a small update if time permits, players should have the expectation that updates will be limited to maintenance, bug fixes, and perhaps balance iterations of February content such as the new Coliseum." Severlin elaborated that "this change of focus is necessary for the company." Asheron's Call is perhaps best-known for its monthly story updates that have gone out since the game went live in 1999. The good news is that Turbine says there are no plans to close the game and will be working to make both Asheron's Call and Asheron's Call 2 free in the near future: "We are working on a date in the not-to-distant future where all active accounts will be able to play the game for free. Asheron's Call and Asheron's Call 2 will be a gift to our loyal players." Also, Turbine is starting an initiative to allow player-run servers by the end of the year. "Our intent is to help these players build a community so these processes can be created and distributed to people interested in running an Asheron's Call game," Severlin said. [Thanks to Padre for the tip!]

  • The Game Archaeologist: Is Turbine working on Asheron's Call 3?

    by 
    Justin Olivetti
    Justin Olivetti
    02.22.2014

    If you look at the list of major MMO studios, it seems as though many of them have something new in the works or recently launched a title. Sequels and sandboxes are the trendy topics of the time, garnering attention and enthusiasm from the community. And then there's Turbine. As a fan of the "powered by fans" studio and an avid player of Lord of the Rings Online, I have always kept my eye on these Bostonians. While Turbine helped lead the charge on free-to-play adaptations and has kept DDO and LotRO hopping with expansions, its last major MMO launch was 2008. The only known new game that's in the works over there is the Infinite Crisis MOBA. Or is it? What if there's another project that's being kept on the down-low, one that could be a comeback attempt to propel Turbine back into the community spotlight? What if Turbine is working on Asheron's Call 3? I have scant proof that this is so but plenty of suspicion and speculation as to why it may be the case. Plus, the possibility stirs the imagination.