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  • Rise and Shiny: Anno Online

    by 
    Beau Hindman
    Beau Hindman
    06.02.2013

    At first, Anno Online reminded me of The Settlers Online, a similar title that was brought to us by Ubisoft, the same publisher. Both games look good and mostly avoid hardcore combat, and both move slowly and concentrate on proper building placement and trade. I have to admit that I grew tired of The Settlers Online because it was hard to keep up with influence from local bandits and the constant destruction of the environment. In Anno Online I don't have to worry about trees or mines or running out of goods, and there are no enemies. The pace of play is slow for sure, but I enjoy it. I can keep the game running all day in my browser with no performance hit and I can even play it on my Samsung Chromebook. It's a game of slow growth and trade, and it's more of a pseudo-MMO that allows players to connect with friends loosely. Still, it's wonderful to look at and it's a quality game. But let's get to the details.

  • Free for All: Interviewing Achaea's Matt Mihaly for MUD May

    by 
    Beau Hindman
    Beau Hindman
    05.29.2013

    MUD May has been a very enjoyable experience, but the main thing I learned is that a month is not long enough to cover all of MUDdom. Not by a long shot. The fact is that MUDs have a much longer history than graphical, 3-D MMOs, and here we are on an entire site dedicated mainly to those! We owe a lot to MUDs, but I always try to point out to current or former players that we should not refer to these games only in the past-tense. They are still alive, filled with players and ongoing. That means they are just as viable and worthy of mention as World of Warcraft. How many of our favorite 3-D MMOs will be around for two or more decades? These wonderful games do need to improve in many areas, though. Some MUD developers are attempting to bring these text-based MMOs into the future, none better than Iron Realms Entertainment's Achaea. I sat down with Matt Mihaly, the CEO and Founder of Iron Realms since 1995, for an interview to talk about Achaea and the future of MUDs.

  • MMObility: Why a tablet version of RuneScape is so important

    by 
    Beau Hindman
    Beau Hindman
    05.24.2013

    If you have heard the news about RuneScape 3, you fall into one of two camps. You're either really excited and cannot wait for this new version of one of your favorite games or you really don't see what the fuss is all about. It's possible there is a third category for those who are interested but have played the game only once or twice. I easily fall into the first category, and I think the announcement of RuneScape 3 isn't important because it represents a new version of a long-running and very successful browser-based title; it's important because it will represent a massive shift in mobile technology and in how people perceive MMO gaming on a mobile device. So many people seem to think that tablet or smartphone gaming is different from gaming on any other device. It is different in the way we interact with the game, in the way that we actually hold the tablet or touch the screen, but the device itself is just a smaller version of the ever-familiar PC, the personal computer. RuneScape 3 could prove that a tablet or smartphone is just as good as any other delivery system -- and in many ways, it might be superior.

  • Free for All: An interview with ThresholdRPG's Michael Hartman

    by 
    Beau Hindman
    Beau Hindman
    05.22.2013

    The last time I explored ThresholdRPG, I had a blast. It was one of a batch of MUDs that I used to re-introduce myself to the ancient gaming genre, and I enjoyed its simplicity and friendly community. MUDs can seem to be very similar to each other, so in order to enjoy them, you must be able to pick out the finer details that separate them. In ThresholdRPG, I particularly enjoyed fishing, roleplay, customization, and a free-to-play model that was years ahead of its time when first released 17 years ago. The game can be a bit odd, like any MUD. During MUD May I've discovered just how confusing many of these titles can be, but I have also grown to enjoy solving the "mystery" of each game's particular set of code-words that unlock actions. ThresholdRPG is like other MUDs and introduces players to basic commands, but once out in the world a player is on her own. The good news is that an out-of-character help chat is always available and sits right on top of the standard roleplay-enforced chat. That juxtaposition of both channels actually helps immerse me in the game, allowing me to see literally where and when I can use out-of-character speech. I asked Michael Hartman, president and CEO of Frogdice, to talk about MUD development and branching out into other styles of gaming.

  • Rise and Shiny: DragonRealms

    by 
    Beau Hindman
    Beau Hindman
    05.19.2013

    As a part of MUD May, I just had to play at least one MUD for Rise and Shiny. I have a handful of favorite MUDs, like GemStone IV, BatMUD, and Achaea, but I have never really given DragonRealms a chance. Until now. I've poked into it here and there, but every time I found myself on the Simutronics website, I always logged into GemStone IV. I heard that DragonRealms was a lot different, more hardcore, and filled with PvP, and after spending an initial week with the game and the killer community, I can say that it is different, but mainly in a few outstanding ways. Of course I might find much more that sets the game apart if I played it for several years like some of the people I met in game, but for now I'll settle with telling you what I've learned so far. The usual embedded video in this article serves two purposes. First, it's an interview piece I did with Eric Latham, Producer at Simutronics. Next, it's a glance at DragonRealms, from character creation to a bit of gameplay. It's not as in-depth as my other videos, but it keeps in the greater theme of MUD May.

  • MMObility: What needs to happen to make the mobile market shine

    by 
    Beau Hindman
    Beau Hindman
    05.17.2013

    I've recently written about what the MMO future might look like, but in case you haven't read that piece yet, I can sum it up for you. Essentially I see the new generation being so used to gaming and communicating on portable yet powerful devices that the sit-down keyboard and mouse setup might very well be doomed. Even major PC manufacturers and sellers are noticing the trend. Take a visit to your local Gamestop or equivalent game shop and you will notice that the chains have started to sell tablets as well. All of this tablet gaming might wound the current style of MMOs. I suspect that within the next decade or two it will all come full circle back to massive three-dimensional worlds on tech that becomes even more powerful and common, so we have to look at what the mobile market can do currently to keep MMOs in the lineup.

  • Free for All: Celebrating MUD May with Gemstone IV

    by 
    Beau Hindman
    Beau Hindman
    05.15.2013

    MUD May has been a blast so far, but I won't lie to you and say that I hope to even make a dent in the decades-old history of many of these titles. I decided instead to use some examples from my favorite MUDs that I have come across over the last couple of years. It's admittedly been a challenge to think about what to cover. Do I cover the communities? The in-game mechanics? The publishers? This week I decided to attempt to kill several birds with a handful of stones (and questions) and snagged Simutronics Producer Eric Latham for an video interview. Simutronics has been in the business for 26 years, and the publisher makes my favorite MUD, Gemstone IV. Latham has been with the company for 15 of those years! Technically I am using the interview and video as part of my Rise and Shiny series, but the questions and answers are more relevant to the general topic of MUDs. You might see it now as well as later, but it will hopefully provide some insight into the world of making MUDs.

  • A tour of DC Universe Online's new Origin Crisis DLC

    by 
    Beau Hindman
    Beau Hindman
    05.15.2013

    DC Universe Online's latest DLC, Origin Crisis, allows players to fill the shoes of some of their favorite -- and not so favorite -- heroes and villains and fight to keep reality as it is. Thanks to yesterday's update, players will actually be traveling through time in order to stop a chain of events that might result in entirely new universes and timelines. You'll be bamming and powing your way through content in the hopes that history remains intact. We sat down with Jens Andersen, Creative Director of DC Universe Online, to discuss this special DLC, a pack that has been in planning since the game's conception.

  • The Soapbox: MMOs are to kids what MUDs are to us

    by 
    Beau Hindman
    Beau Hindman
    05.14.2013

    I love MUDs. When I go through a several-hour long MUD session, I feel as if I took part in a greater story, and most of the fun was not based on stats or gear. MUDs let me escape into a world because they are about story first. I think I'm pretty rare, though. I can't find many other writers who seem to write about MUDs unless they are referencing them like some sort of relic from the past. The truth is that MUDs are still being loved, played, and enjoyed by thousands. Covering MUDs is as important as covering any other MMO. They're still part of the bigger picture. I'm sure many of you reading this now could not care less about MUDs. You might have played one years ago, but generally they are seen as the cute elderly citizens of MMOdom. That's cool if that's how you feel, but now think about this: The new generation, kids between 13 and 20 years old, will look at many of our large PCs and 20 gig MMOs the same way modern gamers look at MUDs.

  • Rise and Shiny revisit: Mabinogi remains magical

    by 
    Beau Hindman
    Beau Hindman
    05.12.2013

    I try to take deeper looks at certain titles at least once a year. These are special games that prove to me that MMORPGs are still the best gaming you can participate in, pixel for pixel. Mabinogi is one of those titles. It's also one of those titles that almost makes me want to quit writing about games. Ironically, the more you write about games, the less time you have to play specific titles, games that could easily suck away hours of your life every day. These are virtual worlds with open character development and grand, sweeping storylines. If I had the time, I'd probably spend most of it in Mabinogi. During this week's revisit, I knew I had to accomplish several things. First, I needed to clean up my quest list. Mabinogi is wonderful in the way it offers a player tons and tons of content and storylines, but they can be visited in a non-linear fashion that leads to confusion. Second, I wanted to revel in the glory that was the newly free extended inventory. Third, I wanted to check out the new systems and tweaks that have come along since I last dived into the game.

  • MMObility: Exploring a tiny universe in Pocket Galaxy

    by 
    Beau Hindman
    Beau Hindman
    05.10.2013

    Pocket Galaxy, a new sci-fi mobile MMO, is relatively impressive at first. It's a nice looking game that feels like a cross between Dark Orbit, Asteroids, and EVE Online and seems to be pretty casual and cheap to play. These things make me happy. I've adopted a casual playstyle because of my need to be the guy who plays every single game he sees, and that has had the side effect of making casual gaming perfect for me. For example, a Pocket Galaxy player who wants to craft more ammo for one of her guns needs to create the items by waiting a certain amount of real time that can be shortened by using cash. Many players might see this as some sort of money-grab. I see it as a casual game with the option to speed up build times, but then again... I'm patient. %Gallery-187907%

  • Second Wind: Age of Conan

    by 
    Beau Hindman
    Beau Hindman
    05.10.2013

    I remember playing Age of Conan when it first came out; it seems like an eternity ago. So many titles have been released and failed since then that it's easy to get it all mixed up, and it doesn't help when many of those titles are sub-par or just plain boring and forgettable. Age of Conan sort of messed with my head with its insistent instancing and odd combat mechanics. I just couldn't wrap my head around what the game was trying to do. Is it a hardcore PvP-centric MMO? Many would say so. Is it a grand, single-player adventure? In some ways. Is it an immersive romp through the long-lived lore of Conan the Barbarian? I guess so. It's a bit of all of these but does none of them perfectly. I decided to jump back into the game because the last time I played it was when it switched over to its odd freemium model that is all-too-common in Western MMOs these days.

  • Ask Massively: Trailers, emulators, and 'skill caps'

    by 
    Bree Royce
    Bree Royce
    05.09.2013

    It's time for a grab bag edition of Ask Massively! A reader named Nicholas is up first: I was wondering if you could help me remember a game studio that was developing a new Korean action- MMORPG game engine (and it wasn't Bless, Blade and Soul, or ArcheAge). In the tech demo, no environment was being shown; it focused on the combat aspect of the engine. All the combat took place against a white background, and it was combo-based and reactive to hits. I remember a slow motion scene with an NPC being punched in the face and the face distorting. At the time, there were no announced games using the engine; the video was just showing what tech the game studio had developed. If it helps any, I remember the comments saying that the engine was just going to be vaporware. I think we might! Massively's Lis pegged it as NetEase's Dragon Sword trailer. +1 to Lis.

  • Free for All: An intro to basic combat in MUDs

    by 
    Beau Hindman
    Beau Hindman
    05.08.2013

    Welcome back to the second installment of MUD May! Almost any time I write an article, I try to keep new players in mind. It's fun to see the reaction from readers when I talk about MUDs or other "classic" MMO models and how these games can pull in fresh blood. Many people seem to forget that there are new players coming into MMO gaming all the time, and MUDs should be no different. Over the next few columns, I will be pulling examples from five games: Gemstone IV, Dragonrealms, Threshold RPG, BatMUD, and Achaea to explain how some basic MUD systems work. With that in mind, I'd like to use this week's installment to explain -- in a very simple way -- how combat might feel in a MUD. One of the biggest hurdles for a new MUD player is often the massive amount of information that is built from decades of development. MUD players often sneer at the thought of simplifying the entry for new players. To be fair, this unwelcoming attitude is common in gaming in general. I feel differently, however, and want to explain some of the basics of these fantastic MMOs -- simply -- in a way that illustrates just how cool MUDs can be.

  • Rise and Shiny: Heroes and Generals

    by 
    Beau Hindman
    Beau Hindman
    05.05.2013

    Heroes and Generals is a new browser-based game set in the wonderfully bright and shiny world of... World War II. OK, so it's really a gritty game, and it's sluggish at best, but I have a feeling that combat during that amazing time was from the "two steps forward, one step back" school of warfare anyway. I tried to keep that in mind as I slogged through round after round of being shot in the head. It's not that the game is boring. It's fun-ish, but when I compare it to many other MMOFPS titles, I find it small and slow. It's an instanced-based lobby sort of design. That's not normally a bad thing, and we certainly cover that style of game here on Massively, but this one just sort of felt a bit too small. There's more coming, I hear, so maybe in the future, the game will feel larger.

  • MMObility: Vendetta Online on the iPad is a familiar experience

    by 
    Beau Hindman
    Beau Hindman
    05.03.2013

    Vendetta Online has a long history. You can play the game across many platforms and access the same universe as all other players no matter which device you are on. That's right, you can jump on your Android device and kill a few enemies while on a lunch break and then go home to switch to the PC, for example. I looked at the game for Rise and Shiny last year, and we got our hands on it again at this year's GDC Online. It's always been an impressive enough experience for the most part, but the game is definitely aging. It's still not a newbie-friendly title, and the smaller playerbase makes the game seem like a ghost town a lot of the time. I have been poking around the game for a bit now only to encounter mostly the same experience I found before. That's not a bad thing, but it's not exactly a good thing, either, because if there is one thing I do not like, it's bumping into a rough newbie experience. Sure, there are tutorials and missions to help you get started, but once you make your way into the greater universe, you might find yourself a bit lost, or worse -- bored.

  • SOE 'harasses' players with a massive PlanetSide 2 patch

    by 
    Beau Hindman
    Beau Hindman
    05.02.2013

    If SOE was going for the Award for Largest Patch Notes in Recent Memory, it just might have achieved it with its recent update to PlanetSide 2. Just for the sake of journalismistic investigationism, we did a rough count and discovered over 3600 words in the official post. And it's not just a patch about a few bugs and bits of tweaking; there's a new vehicle in town called the Harasser. According to its description, the Harasser is a "speedy armored assault buggy that plays a dual role as both a transport and strike vehicle." It also carries three units: the passenger (who can be a MAX unit), a driver, and a gunner. We imagine it running up, guns blazin', dropping a heavy and tearing away to pick up another. Brilliant! Among the changes is a tweak to certifications for the Lightning, the best small tank in the world of PlanetSide 2. But we might be a tad biased. Check out the game for free on the official site.

  • Free for All: Introduction to MUD May

    by 
    Beau Hindman
    Beau Hindman
    05.01.2013

    For the month of May, I will be using this column to cover the world of MUDs aka multi-user-domains or dungeons. MUDs are text-based MMORPGs, and playing one is sort of like playing through a choose-your-own-adventure book with potentially thousands of other players. I'm not so arrogant to think that I could cover the decades of MUD development within the span of five articles, but I've had a go at it in the past and want to examine the topic more. Why? There are many reasons, and to kick off this series, I'd like to talk about them. After today, my columns will concentrate on interviews with developers and players to explain how and why MUDs still work, and I hope that all of this will encourage many of you who have never tried a MUD to pick one out now. The recent buzz surrounding Twine-based games and interactive storytelling is perfect fuel for MUDs to come back into the spotlight. Unless, of course, many of the issues with the insulated community of MUDers sabotage the perfect timing. Let's get started.

  • Star Trek Online dev blog dishes on Romulan rewards

    by 
    Beau Hindman
    Beau Hindman
    04.29.2013

    With the new Legacy of Romulus expansion due to go live on May 21st, players might be wondering what goodies are in store once it arrives in their sector. In a new dev blog -- number 11 -- Senior Producer Steve "Salamilnferno"Ricossa, Jr. shows off a fat list of goodies that covers new and free players and all the way to those grand life-timers. Every player gains access to that sweet (and maybe sickly looking) Alien-Gen Hybrid Romulan Species, but the list goes on to show just how smart it might have been to subscribe to the game for life. How about a free Exclusive Romulan Veteran Starship for those 1,000-day veterans? It's on there. The list gives out shinies to almost everybody, so be sure to go look and see what's in store for yourself. Be sure to keep an eye on more detailed coverage of the upcoming expansion and everything else Star Trek Online by reading the Captain's Log!

  • Rise and Shiny: War Thunder

    by 
    Beau Hindman
    Beau Hindman
    04.28.2013

    War Thunder, a new instanced-based WWII flying battle, uhm, thingy, didn't really seem that appealing at first. It looks nice, and yes, the planes can be controlled in a few different styles ranging from an FPS twitch style to a more "realistic" mode, but I was worried it would be just another slogging grind until I was able to have any fun. There's some truth behind my worry about the grind, but overall I had an incredible time in the game. The only real shame is that I didn't get to put as much time in it as I would have liked. The game had infrequent connection issues, but when they cropped up, they lasted a while. Even so, each match lasted long enough to give me a pretty good taste of combat. I stuck with the "arcade" style of gameplay. It's a simpler way to control the planes that allows players to point the mouse pointer for control. You might need to land for repairs and take off again, but it's as simple as slowing down until you touch down. I started to take the more realistic mode's tutorial, but as soon as it told me I had to manually control much more of the plane's controls, I gave up. Call me a wimp, but I just wanted to shoot planes.