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  • The Daily Grind: Should there be a statute of limitations on dev statements?

    by 
    Justin Olivetti
    Justin Olivetti
    07.02.2014

    Like elephants, gamers have wrinkled, grey hides and freely poop all over the savannah. Oh! And like elephants, gamers never forget. They especially never forget anything a developer has said in the past if it ended up being contradicted by the studio or a prelude to a momentous mistake. I've been guilty of slingshotting these statements back to the point of origin from time to time, and judging by our comments section, there are quite a few of you who get a special thrill out of being able to bludgeon devs with their own words. But lately I've been wondering if there should be a point where we, y'know, just let these quotes go. Time moves on, situations change, and devs are as fallible as the rest of us. Should there be a statute of limitations on dev statements, and if so, how long should that be? 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!

  • Neverwinter's companions are real bears (and cats)

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    08.01.2013

    Have you ever found yourself playing Neverwinter and thinking, "This is great, but it'd be way better with an enormous bear mauling things while I cast spells"? Or perhaps you'd prefer a panther, or a hawk, or an enormous spider? Whatever your preferred flavor, the game probably has a companion to match your tastes, and each of them is on display in the new companion trailer embedded just past the cut. Although the idea of a spider companion is kind of really creepy. This trailer comes along with the addition of a new companion to the cash shop, the Cave Bear. Your ursine companion will obligingly maul your opponents while stealing health and comes with a max rank of 20. There's also a new dye pack, which has very little to do with companions but might help you coordinate your outfit with your feral chums. So check out the full trailer past the break for an idea of what you can do with an animal buddy.

  • The Soapbox: Credible currency

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    01.24.2012

    Disclaimer: The Soapbox column is entirely the opinion of this week's writer and does not necessarily reflect the views of Massively as a whole. If you're afraid of opinions other than your own, you might want to skip this column. With all of the other crises hitting the gaming world, it's easy to have missed the fact that Lord of the Rings Online has started selling statted gear in the cash shop. It's not endgame gear, of course, and it's mostly there for low-level players to get a minor boost. Really, as has been said by others, it's not something all that unusual, nor is it game-breaking in the slightest. It's just a convenience thing. It's also something that Turbine promised would never be done. I don't have an issue with the sale of low-level armor with stats on it, in Lord of the Rings Online or in other games. What I do have an issue with is the matter of credibility, the one currency that every company starts with and loses over time. Credibility is something you have to spend carefully, and every so often, a company spends it wrong. And the results, in the long term, are never pretty.

  • Warhammer Online: Three years later

    by 
    Justin Olivetti
    Justin Olivetti
    09.18.2011

    To this day, I don't know what quite came over me when I decided to throw my chips into the blogging scene to cover Warhammer Online, eight months before the game launched. Like many of you, I had been a long-time reader of MMO blogs, but I was intimidated at trying my hand at joining in, perhaps elevating these writers to the status of legendary wordsmiths who penned unequaled prose in our lifetimes. Or I just didn't want to be one of a thousand World of Warcraft bloggers who dominated the scene. Just a thought. In any case, it was a terrific decision to do so on my part. I found that I had a passion not only for MMOs but for talking about them, and I loved connecting with other writers and readers and players, which happens with blogging. I've been asked from time to time if I regret picking Warhammer Online as the game that I latched onto for a couple of years, and I always say no -- no regrets. The game was fun, but the coverage was an unparalleled rollercoaster of anticipation, hype, fun, speculation, promise, disappointment, and above all, ideas. Wonderful, flawed, captivating ideas. I haven't touched WAR since 2010, so perhaps I'm not the best source for the latest and greatest in the game. But what I do have to offer is a humble blogger's perspective on what went right, what went wrong, and why I'm ultimately happy that WAR came into being and is chugging along on today, its third anniversary.

  • The Game Archaeologist and the What Ifs: Mythica

    by 
    Justin Olivetti
    Justin Olivetti
    07.19.2011

    While Microsoft may be the big cheese when it comes to operating systems and worldwide domination, for whatever reason the company has the absolute worst of luck (or worst of decision-makers) when it comes to MMOs. Microsoft Game Studios has proven remarkably skittish when it approached the swimming pool of online RPGs, choosing to dip a toe into the water, give a girlie scream, and run away without taking the dive. True Fantasy Live Online had a bumpy ride with the studio, Marvel Universe Online circled the drain faster than my morning shower, and the less said about its relationship with Vanguard's development, the better. But there was yet another aborted project that Microsoft jumped into -- and then back out of -- between 2003 and 2004, and in my opinion, it was the one the company should've stuck out to completion. I remember when Microsoft first announced Mythica, because I thought "This is gonna be cool." Vikings, Norse mythology, gods made flesh, and a big-name studio funding limitless adventures. In the pre-World of Warcraft era, the field was wide open for a company to come up and rival Sony Online Entertainment for the crown, so why not this one? But... cold water, skittish toes, and another MMO kicked the bucket before it saw the light of its first day. Take my hand (don't worry, I washed today) and we shall travel back to Ragnarök and beyond!

  • The Perfect Ten: The evolution of /dance

    by 
    Justin Olivetti
    Justin Olivetti
    02.10.2011

    I recall when I was a wee... teenager and C+C Music Factory would blast through our Walkmans to demand that everybody (1) dance and (2) dance now. It was commanding, enthralling and extremely dorky, but the dance could not be denied. Dancing is in the soles of our souls as humans; we simply must boogie to a good beat. I'm not quite sure when or where dancing in MMOs became all the craze, but these days it seems as though every game (except the dour ones with bears, bears, bears) prides itself on a good set of /dance emotes. For some players, it's the perfect way to unwind after a long raid or chew up a bit of time while one waits for SgtCuddlyMonkey to return from his refreshing bio break. For others, it's a legitimate career path with a long and distinguished history of gyrating on top of mailboxes while annoyed postal recipients long for a day when a pelvis will not be gesturing at eye level. So this week, let's loosen up, let our hair down, and samba across the ballroom floor as we count down (up?) 10 incredible MMO dances.