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  • RuneScape: Seventh anniversary retrospective

    by 
    Brendan Drain
    Brendan Drain
    03.28.2012

    Although RuneScape officially launched in 2001, today marks the seventh anniversary of the end of the RuneScape 2 beta. This was a complete gameplay and graphics overhaul that signaled the rebirth of the game, and it's a date well worth celebrating. The past year has been filled with massive content updates that added clan support, upgradeable clan citadels, a new website, and countless new quests. Player-made battlefields put game design in the hands of players, who have used the system to produce ton of content. Understandably, most people will likely remember this year for one thing: This was the year that RuneScape beat the bots. Following the momentous Bot Nuking Day, players logged in to find a distinctly emptier world but one filled with real people. RuneFest 2011 was a success, with presentations from the game's developers and a special focus on breaking the bots. This year also saw the interesting story that the Dutch Supreme Court ruling that stealing RuneScape items is the same as theft of real life goods. In this anniversary retrospective, I look back at some of RuneScape's top news stories and game additions of the year.

  • Massively interviews Jagex on RuneScape's clan citadels

    by 
    Brendan Drain
    Brendan Drain
    09.21.2011

    In July of this year, browser MMO RuneScape celebrated the launch of its latest blockbuster expansion, Clan Citadels. RuneScape has been home to clans for most of its current 10-year run, but until recently they've always been unofficial groups organised using external websites and mutual friend lists. In the absence of game mechanics to support competitive gameplay, clan leaders even organised wars and other competitive games with other clans. The Clan Citadels update changed all that by introducing the infrastructure clans need to support their in-game endeavours. Clans can now build huge floating cities to be used as a place to meet, throw parties and discuss organisation. The expansion was sweetened by the addition of a completely new free-form battlefield creator, allowing players to develop custom minigames with hand-designed maps. Clans can even invite other players to their battlefields or challenge other clans to a match on their own terms. Massively recently caught up with two of the developers behind the Clan Citadels expansion to find out how it has been received by players and what we can expect in the future. In this in-depth interview, Senior Content Developer Ashleigh Bridges delves into RuneScape's innovative battlefield creator and Senior Game Designer Chihiro Yamada gives us the lowdown on the future of clan content.

  • The Daily Grind: Do you participate in guild events?

    by 
    Rubi Bayer
    Rubi Bayer
    09.20.2011

    The biggest representation of the social aspect of MMO gaming is a player's guild, clan, or kin. (Or supergroup, or linkshell, you get the idea.) Whether it be a tiny group of friends or a huge roster of players with a similar overarching goal, this is the group you can turn to first for help and company in game. Most groups will have some sort of organized event on a semi-regular basis. RIFT's Gaiscioch Family, for example, has organized a huge ongoing event. Many guilds in various games acknowledge their members' busy lives by setting aside a designated night and time to play together. Today we want to know what you think: Are these things your cup of tea, or do you prefer to jump in and out on a more spur-of-the-moment basis? 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!

  • LotRO gives us a glimpse into Isengard's Dunland

    by 
    Justin Olivetti
    Justin Olivetti
    07.20.2011

    Dunland, one of Lord of the Rings Online: Rise of Isengard's three new zones, promises to be a treat for bold Hobbits and nebbish Elves alike. Today we've gotten a better picture of what Dunland will look like as Turbine's released six screenshots giving us a feel for the wide range of vistas we'll be encountering. Dunland is located at the southern reaches of the Misty Mountains, with hilly, swampy and woodsy areas awaiting our discovery. The zone is dominated by the many clans of the Dunland peoples who are being tempted by Saruman into joining the forces of the Enemy. We've got a little over two months to go until LotRO's latest expansion hits the streets, so take your time to peruse all six of these new screenshots in the gallery below: %Gallery-9579%

  • RuneScape's Clan Citadels puts game design in the hands of players

    by 
    Brendan Drain
    Brendan Drain
    07.07.2011

    Last week, we brought you the news that browser-based fantasy MMO RuneScape would be introducing clan citadels in its next expansion. We heard that these customisable castles in the sky would feature a tier-based progression system, but until now we didn't know what the actual castles would look like or if any kind of new gameplay would come with them. Jagex has just revealed that the expansion's gameplay element is potentially as huge and revolutionary as their massive Dungeons of Daemonheim update. The new floating castles act as meeting places for clans, and will contain exclusive skill-training areas for woodcutting, mining and other skills. Working on the clan's skill plots will add resources to upgrade the castle and pay for its upkeep, but may provide slightly less experience gain than traditional skill-training areas. Customisable clan battlefields provide a sandbox map editor tool, letting clans design and build their own battlegrounds and minigames. Players will be able to design their own arenas and gameplay for the first time in RuneScape's ten year history, creating anything from capture the flag style matches and monster hunts to basic clan versus clan PvP battles. Perhaps the most exciting part of the feature is the ability for clan members to invite other players to try their games and challenge rival clans to competitive battleground matches. The expansion launches on 26th July. Skip past the cut to watch the official clan citadel trailer and get a sneak peek at the castle's in-game visuals.

  • RuneScape announces clan citadels

    by 
    Matt Daniel
    Matt Daniel
    06.30.2011

    Jagex made a huge announcement today, one sure to bring beaming smiles to the faces of all RuneScape fans. On July 26th, RuneScape will see a monumental new addition in the form of clan citadels. These fortresses aren't any ordinary castles, though. They're floating castles! That's right, clan citadels will be situated on levitating pieces of earth high above the clouds, providing an undoubtedly breathtaking (and vertigo-inducing) view from the top. Acquiring one of these prestigious strongholds will be no mean feat, however. Clan members will need to work together to gather the considerable resources required to construct their citadel. Progression will be tiered, allowing players to watch as their guild's home grows before their very eyes. The citadels will boast "a huge range of customization options" to ensure that each clan can craft a stronghold that suits its taste. This members-only update will go live on July 26th. Until then, keep an eye out for more news on RuneScape's newest undertaking, and head on over to the official site for the full details.

  • Wasteland Diaries: Choose your clan

    by 
    Edward Marshall
    Edward Marshall
    06.10.2011

    If you are playing Fallen Earth and you are not in a clan, you are doing it wrong. The importance of clan membership cannot be overstated. There are simply too many benefits to not find one that suits you. There is safety in numbers if you are a PvPer. It's nice to team up on that nasty boss with your PvE buddies. And roleplaying by yourself isn't roleplaying at all; it's just being weird. We need to interact with other people to get the most out of an MMO game. Hence: clans. Finding a clan to join is easy. Finding the best clan for you is a bit more complicated. In order to make it a little bit easier for you to choose the clan that's best for you, I have compiled a list of Fallen Earth clans for you to check out. I've supplied their requirements, playstyle focus, and website when available -- some clans are more secretive than others (or maybe less formal). So click past the cut and start your search for your new BFFs.

  • RuneScape patch triggers clan bonanza

    by 
    Jef Reahard
    Jef Reahard
    04.13.2011

    Yesterday's news regarding RuneScape's new clan functionality apparently struck a chord with some of you. Actually, based on a followup post on the game's official website, it seems a whole lot of you are forming up with friends to avail yourselves of the new mechanics. Jagex reports that RuneScape currently features over 33,000 clans to choose from, and some 250,000 players have already pledged themselves to a clan (which equals approximately 10,000 people per hour joining a clan). RuneScape players can register their organization by visiting the clan camp south of Falador, and Jagex recommends reserving your clan name as soon as possible due to the overwhelming demand. More info on the patch, as well as today's press release, can be found on the game's official website.

  • RuneScape launches clan support

    by 
    Jef Reahard
    Jef Reahard
    04.12.2011

    The long-running browser-based MMO known as RuneScape has a new (and long-awaited) update in store for its loyal players. Today marks the addition of clan support to the free-to-play fantasy title, and the patch offers a number of tools to assist players in organizing and maintaining the RuneScape equivalent of the traditional MMO guild. The latest game update from Jagex features new clan chat channels, a new clan camp social hub area on the world map, and customization options including mottos, motifs, and colors (which are evident on clan capes and a territory marker known as the vexillum). Jagex has also added clan-specific gameplay content in the form of rated clan wars, allowing for clan vs. clan challenges and associated leaderboards. Finally, Jagex is gifting each clan with a personalized web presence including public and private forums, stats, and membership details. More information about RuneScape clans is available at the game's official website.

  • The Guild Counsel: PAX East panel explores online communities

    by 
    Karen Bryan
    Karen Bryan
    03.17.2011

    There were two things that really stood out for me at PAX East: the ridiculously long lines and the throngs of fans who happily sat down together to play games face to face. On the surface, PAX East might seem to be about who has the best card deck or who has the quickest twitch reflexes, but it's actually much more than that. We've looked at the growing importance of online communities and the relationships that have been created by them, so it's little surprise that PAX was full of players who were there to meet and play with friends they met through gaming. And among the many panels this weekend, there was one that explored this very issue. The speakers were all experienced managers of online communities, and they shared their stories of how they got started and why these communities are so important. Read on to hear their stories.

  • Wasteland Diaries: The Nerfpocalypse

    by 
    Edward Marshall
    Edward Marshall
    03.04.2011

    I don't know about you, but when I think about a post-apocalyptic future, I think about bands of merciless raiders, anarchy and danger along every roadway. Does Fallen Earth have all of these things? Yes, but it is hardly the lawless, danger-ridden place (once you get acclimated to it) that you would expect to find when civilization has collapsed and there are mutants running amok. Fallen Earth is hardly the quintessential post-apocalyptic future. Games like Gamma World (a pen-and-paper RPG from days of yore) and Wasteland captured the bleakness of a destroyed world much more convincingly. But who knows. Maybe the folks at Icarus got it right. We'll never know until the earth is destroyed. And games won't be such a matter of import when almost everyone is gone. Anyway, what I am getting at is the setting. The setting looks fantastic; the art department has certainly captured a desolate wasteland. The writing is great, and the towns and encounters are well-designed. Fallen Earth has the ambiance nailed. But the wasteland just doesn't have that sense of danger about it. Not for me, at least. After the cut, I'll discuss what I thought FE was going to be like, what it is, and what I think it should be.

  • Lineage II's High Five update coming to PTS

    by 
    Jef Reahard
    Jef Reahard
    01.31.2011

    Big changes are in store for NCsoft's long-running Lineage II MMORPG, and the game's official website has updated with details of the new High Five patch that's on its way to the public test server. The patch is so substantial that it's being brought to the live game in several parts, with the first four scheduled to appear on the PTS on February 2nd. High Five features a reduced XP requirement for characters at level 78 or above, and clan levels 6, 7, and 8 will see a similar adjustment in terms of reputation points and member number requirements. The update is also bringing a ton of new character skills to Aden, as well as an extensive list of changes to existing skills. New quests and hunting zone revamps are also in the works (specifically Antharas' Lair and Dragon Valley), and numerous weapons, armor, and jewelry can now be purchased at the Giran Luxury Shop with Adena instead of crystals. Finally, NCsoft has made significant adjustments to the Grand Olympiad system, including revamping the arenas to instanced zones (allowing for 160 simultaneous stadium matches), as well as various tweaks to both participatory and spectator aspects of the system. You can check out the preliminary patch notes on the official forums, and don't forget to read up on the particulars of this week's test server implementation. [Thanks to Justin for the tip!]

  • Wasteland Diaries: Faction interaction

    by 
    Edward Marshall
    Edward Marshall
    01.21.2011

    The factions in Fallen Earth are a diverse bunch, each one bent on dominating the other five. They all have their reasons to want to impose their will upon the inhabitants of the Grand Canyon Province. They are all also very narrow-minded in their approach to rebuilding society. They are all very intolerant of the other factions and will impede and harass them at every opportunity. Some factions (those on the opposite side of the wheel) espouse downright hatred of their diametrically opposed faction and kill its members on sight. The factions also have sub-factions which usually straddle the beliefs of an allied faction. Each faction in Fallen Earth has one arch-enemy, two enemies, and two allies. The two allies are sometimes called the shoulder factions due to their position on the faction wheel. The allied factions, however, are enemies to one another. This can complicate relations in multi-factional task forces. It can sometimes lead to fighting one allied faction to appease the other. Sometimes the ally of yesterday becomes the enemy of tomorrow. Yes, it makes for some intriguing politics and some excellent canonical roleplaying situations. But when players are interjected into the politics, it can get downright confusing. After the cut, I'll describe the faction mechanics in more detail and the players' effect on the wheel as well.

  • Wasteland Diaries: A brief history

    by 
    Edward Marshall
    Edward Marshall
    12.10.2010

    Fallen Earth has a relatively short history, as far as the power struggles on the server. Yes, in case you didn't know it, Fallen Earth is a single-server game. Everything I'll discuss in this post occurred on that single shard. The power struggles in the wastelands, be they between factions or clans, have been ever-changing. It seems that no one group retains power for very long. They say that history is written by the victors. And they could be right, but since we lack clear winners, I'll write it. There isn't really a way to assert dominance in Fallen Earth in any kind of overt way. But there are subtleties that player groups can control. In some cases, they can even hold a resource with which to extort the playerbase. In the future we may see a true struggle for resources in an apocalyptic wasteland, but for now we will have to be content with simply crushing our enemies. After the break I'll chronicle the past year or so and outline how the power struggle evolved through that time period. Not everyone will agree with my perception of the events, but I'll do the best I can to remain unbiased.

  • Wasteland Diaries: PvP for dummies

    by 
    Edward Marshall
    Edward Marshall
    09.17.2010

    PvP in Fallen Earth is different. It's not much like an MMORPG, and it's not much like an FPS (first-person shooter, for the uninitiated). It's a hybrid, and it can take some getting used to. But isn't that what PvE is for? To train us to PvP? I would like to think that, but many players of MMOs refuse to ever fight their fellow players. Considering I get most of my combat joy out of fighting other players, I find this online conscientious objector mentality beyond my ability to understand. But there are also those who will always PvP, and then there are the undecided. If you're wondering whether or not to try out some Fallen Earth PvP action, this article is for you. I have never understood why, in a game that has such paltry death penalties, so few engage in PvP. The fine folks at Fallen Earth, LLC have even been nice enough to put kid gloves on us when we PvP in Blood Sports. There is literally no penalty whatsoever for dying in a Blood Sports match. You respawn fully buffed and ready to get some. My goal in this article is to convince some of the players who are undecided on PvP to try it out. I'll give you the low-down on what to expect, and at the end I'll give you some tips from the pros. So, without any further ado, let's move on.

  • Wasteland Diaries: Loyalty

    by 
    Edward Marshall
    Edward Marshall
    09.10.2010

    In Fallen Earth you start out as a confused clone. You don't have any idea who you are or what to do. The answers are there if you choose to seek them out. But you may also choose to ignore your greater purpose and carve out your own little niche in the wastes. You may form bonds with other players during your journeys, and you might join a clan at some point. But there is another factor that might divert your moral compass from that of your colleagues: Fallen Earth's six factions. The factions add a bit of flavor to the game, but they also complicate matters for players who have formed friendships in Sector 1, before the factions had any sway. Sure, you may learn a little bit about the various factions during your adventures in the Plateau Province, but you won't choose sides until you get to Sector 2. You can always remain neutral, but that would be akin to playing the game blindfolded. You would be severely gimping yourself for no good reason. After the cut I will take an in-depth look at loyalties in Fallen Earth and how they might be torn between three different entities: factions, friends, and clans.

  • The Game Archaeologist and the Girdle of Anarchy: The history

    by 
    Justin Olivetti
    Justin Olivetti
    09.07.2010

    "The future in your hands," Funcom promised gamers in the early days of the new decade. As the MMORPG genre slowly took shape and grew in popularity, game studios were still babes in the woods, feeling out this brave and complex new world without a standard handbook to guide them to success. EverQuest focused on large group content and raids, Dark Age of Camelot featured Realm vs. Realm conflict, and RuneScape brought the MMO to the browser. Everyone desperately hoped he had the next big hook that would reel in gamers by the thousands, especially Norwegian developer Funcom, which made headlines in 1999 with its highly acclaimed adventure The Longest Journey. Funcom took one look at the small but expanding MMO market, got together in a group huddle, and said, "You know what guys? This fantasy thing, it's everywhere. Let's do something different. Let's drill for sci-fi gold. And let's throw in robots, cuddly rodents, randomly generated missions and a bitter rivalry between factions. Geronimo!"* (*Quote fabricated by author.) And thus, almost a decade ago, Anarchy Online hit the industry like a sack of broken features. It wasn't the stellar debut Funcom desired, but the game endured and went on to carve itself out a workable plot of land. This month, The Game Archaeologist trades in his rugged leather attire for space armor and a high-powered laser rifle. The year is 29475, and the place is Babylon 5. Er, Rubi-Ka.

  • Wasteland Diaries: Lone wolf

    by 
    Edward Marshall
    Edward Marshall
    09.03.2010

    An MMO is a massively multiplayer online game. So what would attract a lone-wolf type to something that is massively multiplayer? You would think this would drive someone who enjoys his solitude away. This is simply not the case, as every MMORPG has lone-wolf players. If that MMO happens to be Fallen Earth, with its post-apocalyptic setting, it might seem to attract individualistic survivalist types who strive to be self-sufficient. I have never played an MMO in which so many people were withdrawn, introverted, and downright antisocial. Well, it is the apocalypse, and there are times when I just want to be left alone to kill in silence. I am a bit of a lone wolf, myself. But many times, trying to get a group together can be like pulling teeth... from a drunken throwback's maw. Sure, people aren't bound to be as friendly in a ravaged, unlawful world like the one we call home in Fallen Earth, but sometimes the wasteland can be a very lonely place. I enjoy doing my own thing as much as anyone else, and in many cases I don't want to stop what I'm doing to help other players, but I tend to. And I'm almost always glad I did. After the cut, I'll take a look at the pros and cons of being a lone wolf.

  • Breakfast Topic: Brewing up better faires and festivals

    by 
    Lisa Poisso
    Lisa Poisso
    07.25.2010

    This Breakfast Topic has been brought to you by Seed, the Aol guest writer program that brings your words to WoW.com. I've just spent a day being Scottish. My father's family hails from Scotland, and the summer months will find me out and about at a variety of highland games in the Midwest. Sometimes I'm a spectator, and sometimes I run a tent for my clan. There's a general understanding that the highland games were created to prepare men for doing battle with the English. Each part of what has become the athletic portion of the games can be traced back a need for hurling hurl rocks, logs or flaming bales of vegetation at advancing troops or fortified positions. At the games I just attended, a group gave demonstrations on medieval swordplay. In World of Warcraft, the Argent Tournament springs immediately to mind. We were informed this was a training ground to prepare us for an assault on the LIch King and his forces. The Darkmoon Faire and Brewfest are examples of festivals with games of chance, food and vendors, and tickets you have to procure by participating in events or getting lots of items requested by vendors. We've heard rumors (or perhaps it was a column of wishful thinking on WoW.com's part) about an upgrade to the Darkmoon Faire. I'd go more often if I could make an attempt to toss a caber, the stone or the sheaf. These are strength and agility events; having purchasable trinkets for both attributes would give everyone a chance to succeed. Rewards could be class-specific buff items of a certain duration. If you can get the caber to twelve o'clock (the prime position for this event; check out the North American Scottish Games Association for the rules), you get a scroll that will give a hunter an additional 50 agility for 10 minutes. It might be something of minor interest to a level 80 -- but you can be sure I'd be at the faire, just to try to toss a caber.

  • Review: APB (Day 3: Choose your illusion)

    by 
    Mike Schramm
    Mike Schramm
    07.08.2010

    Review Diary Day 1: Welcome to San Paro Day 2: Enforcers, get enforcin' Day 3: Choose your illusion Day 4: Cards on the table This is part three of our four-part APB review. Today: Customization and clans in the game's Social District. Yesterday, I examined APB's core gameplay, and while I found it lacking, I hoped it could at least in part be made up for by the incredibly detailed customization system. With a series of in-game editors and marketplaces, you can personalize every aspect of your character, from what you wear and carry, to custom-designed vehicles and even hand-crafted signature killing tunes. I spent about one-quarter of my game time hanging out in APB's Social District (a non-combat, free-to-play section of the game), trying to create some new clothing, shop the game's marketplace, and build some colorful wheels. Unfortunately, while APB's editors allow for a lot of creativity, Realtime Worlds hasn't implemented many ways to reward it.