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  • Westend61 via Getty Images

    YouTube launches a fashion destination for style and beauty content

    by 
    Christine Fisher
    Christine Fisher
    09.05.2019

    Today, YouTube launched a new destination dedicated to fashion. YouTube.com/Fashion, or "slash fashion," will include videos from popular creators, a "beauty today" section, collaborations with the industry's biggest names and live-streamed runway shows -- all just in time for September Fashion Month.

  • Working As Intended: It's not the journey or the destination

    by 
    Bree Royce
    Bree Royce
    07.25.2014

    If you play MMORPGs, you've no doubt been told, hundreds of times, "Slow down! Don't rush! Stop to smell the flowers! It's the journey, not the destination!" Typically, you're being told to slow down in an MMO whose focus is the destination: the endgame. All the good stuff is at the end. The best dungeons are there. The best gear is there. The best PvP content and titles and achievements are there. The players the devs cater to are there. Patches and expansions provide new content there. In fact, the only reason to play the rest of the game is to level up to get there. The midgame is a hindrance, a barrier to the "real" game, and it's usually neglected by developers once most players are through it. So if games themselves reward you only for arriving at the destination, why on earth should you feel bad for not savoring the journey?

  • Wings Over Atreia: Are we there yet?

    by 
    MJ Guthrie
    MJ Guthrie
    08.01.2011

    Are we there yet? Are we? Are we, huh, huh? Certain phrases are so embedded into our culture that few can escape the vivid imagery that comes with hearing them. For some, it rings back to memories of yore -- station wagons and long dusty road trips for the family vacation. For others, it can be simply the walk to the ice cream shop with a toddler. For me? I actually envision gaming in Aion. Gaming? Yup, that's right-- this iconic phrase emphasizes a specific mindset in our culture that permeates everything, including gaming: All that matters is the destination. There are plenty of examples of those who rush to endgame, plowing through and bypassing as much of the "unimportant" stuff as possible. For these folks, the game doesn't even start until max-level. However, there is a yin to that yang; there are also those who actually find the journey to be the experience worth having, folks who don't feel any need to race to endgame at break-neck speed and instead partake of the content along the way. Most gamers adopt one of these two philosophies, their real-life views and personalities often steering towards one side or the other. How do these two philosophies manifest themselves and duke it out in Aion? Rush (or mosey, whatever your preference) past the break to see.

  • Maps and quest levels explained for Final Fantasy XIV

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    10.25.2010

    Since the earliest days of MMOs, players have asked a very simple question: "Where the heck am I?" And thankfully, the ubiquitous in-game map is there to provide an answer to the question. Of course, it's all too easy to feel a bit lost anyway with Final Fantasy XIV's maps, which are long on flavor and in-game writing and a bit short on what the various symbols actually mean. So the most recent developer dispatch on the official player site has clarified the symbols on the map and helped explain where to find crucial information. In addition, the dispatch covers the game's strength-indicating icons for monsters, as well as the intervals for new quests. There are also unlocking intervals for new class-specific guildleves, both regional and local. It's a good incentive to continue leveling a few classes instead of dabbling too broadly, something that's a definite possibility with Final Fantasy XIV's permissive cross-class system. Take a look at the full dispatch for more details on the most recent round of developer-answered questions.

  • Anti-Aliased: Why leveling content is more important than endgame pt. 2

    by 
    Seraphina Brennan
    Seraphina Brennan
    01.08.2009

    One of the comments last week complained that I was putting too much emphasis on the journey rather than the destination. Basically, the comment compared endgame to some sort of amazing weekend spa retreat in the Bahamas and leveling to the 30 minute long plane ride. Because, honestly, who cares about the journey, right? It's only one facet of the whole getaway. Let's take a look at that argument. "So why can't we put that type of fun into the entire game, rather than just one section?" Pretend, dear readers, that I've discovered a brand new land. A land filled with large breasted women, rivers of booze, and a zombie shooting range. I'll name this land Awesomesauce Island! Past that, I'll make sure that only one airport is built on the island and only one plane can reach that island. That plane, however, is a remake of the original Wright brother's aircraft except all the screws are loose, the pilot is blind, poisonous snakes are stuffed in your seat cushions, Samuel L. Jackson is banned from flying on the plane, and the in-flight movie is Paris Hilton's sex tape. Who cares about the destination again? Now you can see I'm phasing into the player side of things and beginning my argument as to why we should enjoy a better emphasis on leveling content -- because it's fun! There's something about endgame that people enjoy already. All of you have come to me with complaints the second I even put the word "endgame" in my articles. That means that you're having fun with it, and that's a good thing! So why can't we put that type of fun into the entire game, rather than just one section? It's akin to asking people to stab out their eyes with wooden spoons before they can ride the big roller coaster in the theme park. Painfully pointless. "Games are games because we enjoy the experience they provide." Games are games because we enjoy the experience they provide. The "endgame experience" should not be restricted to just the endgame, but the whole game. I'm not saying kill the lead up, or somehow make the entire game just like the endgame. What I'm saying is that I should be feeling the same levels of excitement and enjoyment as I progress towards the final destination. Every moment that I stay in your world, I should feel like I'm there to have a good time, not just kill 10 rats so you can pat me on the head and give me a sparkling new sword. Colin Brennan is the weekly writer of Anti-Aliased who knows people are going to half read this article and then complain about how he's an endgame hater. When he's not writing here for Massively, he's over running Epic Loot For All! with his insane friends. If you want to message him, send him an e-mail at colin.brennan AT weblogsinc DOT com.

  • Anti-Aliased: Why leveling content is more important than endgame

    by 
    Seraphina Brennan
    Seraphina Brennan
    01.08.2009

    Hey there 'Aliased readers! I've got a bunch to cover this week, and it's mostly derived from last week's Anti-Aliased. Point number three on my short list of what MMOs need to learn was that leveling content was more important than endgame content, and that seemed to put people into a state of panic. Now normally I don't like revisiting topics when they create massive anger because revisiting won't do them any good. You'll still be angry, sending rabid squirrels in boxes to my house, and I'll still be wearing my protective suit when I open my mail.This, however, is a special case. I think one of the reasons we have such a divide is because we're not looking at it in the same way. I'm approaching this topic from more of a business angle rather than the angle of a player. So, this week, we're going to look at it from both the angle of the player and of the business-person, as well as take in your points and arguments from last week's comment discussion. It's like a Mythbusters Redux, except we're not going to be blowing anything up, sadly.

  • Being a Wordmaster won't cost much

    by 
    Candace Savino
    Candace Savino
    07.05.2008

    It's not often that a game goes on sale before it's even released, not that we're complaining. If you enjoy word games, then, you might want to consider picking up Wordmaster at Amazon. Although the MSRP is $19.99, Amazon is currently offering the game for $13.99, which is as budget as it gets for a new release.The title doesn't even come out until July 15th, but you can preorder now if you want to secure the game for cheap. As for what Wordmaster is? Well, think Lingo or Jotto, only on the DS. On a side note, you can also pick up Petz: Hamsterz 2 as Amazon's "Deal of the Day" for $11.99. Um, woot?[Via CAG]Source: Wordmaster for $13.99Source: Petz: Hamsterz 2 for $11.99 (today only)

  • The Daily Grind: Should beta testers be allowed to keep their characters?

    by 
    Akela Talamasca
    Akela Talamasca
    04.16.2008

    This is a pretty loaded issue, as it turns out. Obviously, the benefits to keeping your characters are manifold -- you start the live version of the game at a higher level than the rest; you likely have vastly better gear; you've already been through most of the lower-level quests, so can concentrate on the more lucrative epic lines, or just work on your PvP skills. But aside from the fact that you might find that this diminishes your enjoyment of the game, having already seen so much of it, is it fair to the new players?It's somewhat demoralizing to log in for the first time and immediately see high-level players goofing around, talking trash, and trading or selling the epic loot they have in abundance. It destroys the feeling that you're entering a strange, exciting new world, and reminds you that you're just playing a game, and people have already well-trod the ground you've never even seen. MMOs shouldn't be about racing to get to higher levels, but in a beta, it's easy to exploit early class imbalances to advance. In this case, the goal and the journey have become muddled, and for many, the traveling is just as important as the arrival.Some games do wipe their player bases when they're ready to release. Is this frustrating, or is it a good practice?

  • Betty Boop: Double Shift: new screens in color

    by 
    JC Fletcher
    JC Fletcher
    10.25.2007

    In a shocking turn of events, DSI Games continues to work on a Betty Boop game despite the fact that linear time continues to move away from the 1930's. If time moved backwards, or perhaps in a cycle, such that we would some day approach the first half of the 20th century, we'd totally understand, but no. Betty Boop is continually losing relevance as we speak.As expected, Betty Boop: Double Shift features Betty dashing through a diner. For what it's worth, it includes ... a bunch of other cartoon characters we vaguely recognize but can't identify. But it's not all Diner Dash. There's an extraordinarily simple rhythm minigame as well!Keep in mind that DSI is also publishing Barnyard Blast, which more than balances out one or two projects like this.

  • Betty Boop license snapped up

    by 
    JC Fletcher
    JC Fletcher
    06.27.2007

    Destination Software has grabbed the video game rights to the popular cartoon character Betty Boop. They've announced a game called Betty Boop Double Shift, in which Betty runs a restaurant.Maybe Destination is at the forefront of a Betty Boop revival? Maybe the character is going to come back in a new cartoon or something? Or maybe the license was really cheap and a gimmick for a take on Diner Dash. Informal survey: who here has seen a Betty Boop cartoon? Who Framed Roger Rabbit doesn't count. There are a lot of them available for free at the Internet Archive, having fallen into the public domain.[Via Game|Life]