dynamic-event

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  • Guild Wars 2 reveals schedule for the Lost Shores

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    11.05.2012

    If you're a Guild Wars 2 fan, you probably don't want to miss a minute of the upcoming Lost Shores event. Of course, that means you need a little time to plan your days -- beg off of visiting relatives, pretend you're sick for work, stock up on canned food, and so forth. In foresight of precisely this eventuality, the Guild Wars 2 community team has revealed the event's schedule so that everyone can prepare accordingly before this one-time event goes live. At 3 p.m. EST on November 16th, the first event chain will kick off. This will be followed by another kickoff event on November 17th and a final culmination on November 18th, both mirroring the 3 p.m. EST start time. While the 16th and 17th will still have content for players who miss the starting bell, the 18th's event will run for several hours and will not come back around, meaning that if you only catch one part of the event, be there for the ending.

  • The Daily Grind: Are dynamic events another MMO fad?

    by 
    Bree Royce
    Bree Royce
    10.05.2012

    Move over, MMO story: dynamic events are this season's buzz word. Popularized by earlier MMOs like Warhammer Online and RIFT, dynamic events have become such an integral part of modern MMO design that brand-new Guild Wars 2 employs them as its central content conceit. Skip dynamic events in GW2 and you're going to have a rough time leveling (or surviving the ridicule of the commentariat, who consider dynamic events to be far superior to mundane, quest-like renown hearts). Even MMOFPS titles like Firefall are adopting the mechanic for their PvE fans. But is this actually the type of content we want to see from our MMOs, whatever their flavor? Never mind whether they're actually dynamic -- do you actually think they make for fun, desirable content? Or are we just so sick of themepark-style questing and leveling that we're willing to accept anything in its stead, even if that "anything" might be a fad akin to MMO story? What do you think -- are dynamic events all that and a bag of chips? 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!

  • Firefall devs talk about dynamic events

    by 
    Elisabeth
    Elisabeth
    09.28.2012

    Just how dynamic is Firefall? Not dynamic enough, according to Red 5 Studios. In an effort to up the dynamism of the game, the development team is introducing some changes -- specifically, dynamic world events are going to be added to the world. They're so dynamical, it's even part of the name. These new events come in two big categories: local and global. Both the local and global flavors can be world events, which are automagically activated by the game, or on-demand events, which are triggered by players. Global dynamic events are meant to reinforce the large themes of Firefall, while local events are all about what's going on in a specific region. The team is developing events to be engaging, varied, accessible, cooperative, and connected to the story of the world and regions in a meaningful way. For a look at the type of events the team is working on, hit up the official blog post.

  • The Daily Grind: Are live events due for a revival?

    by 
    Bree Royce
    Bree Royce
    09.22.2012

    Live MMO events have long since fallen by the development wayside in the pursuit of scripted "dynamic" events. It used to be that game studios would send paid GMs into the game to roleplay with players in a tabletop-like scenario, conducting large-scale storytelling events and spawning enemies, locations, and items. Ultima Online, which celebrates its 15th birthday this week, is particularly well-known for these sorts of events, but they've seldom been replicated in later generations of triple-A MMOs. TERA, apparently, hopes to change that with the implementation of Flash events, "spontaneous events focused on small groups of users and run by staff." They might seem a little out of place in TERA, but they could be a niche worth resurrecting. Live, impromptu events might have the disadvantage of involving only small groups of people and not the entire population, but that's exactly what makes them so intriguing for the players who happen to be in the right zone at the right time when one of these events starts. What do you think? Do you wish more studios would get over their crush on pseudo-dynamic events and return to live events? 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!

  • A critical look at Guild Wars 2

    by 
    Matt Daniel
    Matt Daniel
    08.28.2012

    Well, it's finally official: ArenaNet's golden child, Guild Wars 2, has launched, and I'm sure thousands upon thousands of you are too busy playing it to even read this article. On the other hand, it's an MMO launch, so a good chunk of you are bound to be locked out of the servers, unable to launch the client, or any number of other things, and if that's the case, then boy do I have an article for you. But first, allow me to don my flame retardant suit. In the hopes of lowering the deluge of angry emails I'm about to get, let me preface everything by saying this: Guild Wars 2 is a good game -- a great game, even. In fact, I love it. But every time I've had the audacity to mention anything even remotely critical about the title in in-game chat (my first mistake), I've been immediately pounced upon by rabid fans who seem to think that anyone who feels that the game could be better in some regard is a heretic who should just quit the game. So I'm going to do what any rational gamer with a death wish would: take a critical look at Guild Wars 2.

  • Enter at Your Own Rift: Are rifts in danger of collapsing?

    by 
    Justin Olivetti
    Justin Olivetti
    07.13.2011

    Like many of you, I've been exploring RIFT's Waves of Madness event over the past couple of weeks -- and enjoying it, too. You can really see how Trion Worlds has taken some of the lessons learned from River of Souls and improved its second world event. There just seems like more to do, much more in terms of atmosphere (I love the dripping ceilings in Sanctum), I'm not feeling as rushed, and the event story is coming through loud and clear. One of the interesting things I've noticed is that the event's daily quests have subtly shifted our focus from single-player activities to group ones. In phase one, it was all about boring solo quests: find hidden invaders, collect eggs, defeat a few underwater baddies. But just when we started to get used to (and bored from) the routine, the successive phases have moved us toward the game's dynamic content. Namely, rifts, rifts and more rifts. I think this is brilliant, because we're now given a solid reason why we should participate in rifts above the mere rewards. I've been worried that Trion's letting its focus on dynamic content slip as it's been rushing to get other game features and endgame raids out the door, and RIFT without people playing rifts would be sadly ironic. Today we're going to look at just how much RIFT depends on its titular feature, and what Trion should be doing to ensure that it doesn't become another nice yet abandoned idea.

  • 'Living, breathing world': Martin Kerstein expounds on Guild Wars 2's dynamic events

    by 
    Justin Olivetti
    Justin Olivetti
    05.18.2011

    We've heard the promises: No more grind. No more quests. A truly dynamic world. But can Guild Wars 2 truly live up to these lofty ideals, or will it come crashing down on us like so many other MMO promises in the past? Speaking with Rock, Paper, Shotgun, ArenaNet's Martin Kerstein says that no, this is the real deal -- Guild Wars 2 will feature a "living, breathing world" unlike anything we've seen to date: "What we try to do with Guild Wars 2 anyway is to break a lot of the existing conventions, like by getting rid of quests and basically totally focusing on dynamic events. So you just run through the world and happen on stuff, and that stuff has an impact on the world... The good thing is those events run even if there are no players involved -- if there are no players, the enemy will take over and you'll have to get it back before you can actually do anything. That's why it feels more organic and breathing." Shattering conventions is a favorite pastime at ArenaNet, as the company has made a public declaration that it is not afraid to go against the MMO flow. In the interview, Kerstein also addresses the cycle of dynamic events, World of Warcraft's subscriber decline ("It's an older game as well -- some people are maybe just tired," he said), and Warhammer Online's flawed Public Quest system.

  • An exclusive look at RIFT's Update 1.2 and beyond with Scott Hartsman [Updated]

    by 
    Justin Olivetti
    Justin Olivetti
    04.22.2011

    With almost two months on the post-launch clock at Trion Worlds, RIFT appears to be holding its own in the wild and woolly field of MMORPGs. With a major update and the first world event under its belt, RIFT is sailing into the future with the wind at its back and a hull full of subscribers below. We got Trion's Scott Hartsman on the phone to discuss RIFT's second big patch, Update 1.2, as well as to see how the game's progressed thus far and where the team is trying to take it into the future. And of course we couldn't let this opportunity pass by without a candid dissection of the uneven world event and how Trion plans to learn from its mistakes. So hit the jump and witness Scott Hartsman giving us a Care Bear Stare full of info and exclusive tidbits about the inner workings of RIFT!

  • The invasion of City of Heroes begins once again

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    11.04.2010

    They've returned... the scourge of Paragon City, the greatest threat to Earth that the world has ever known, and the source of much player excitement. After a long hiatus, the Rikti invasion has returned to City of Heroes, and that means players can start enjoying the war against the invaders all over again. Running until 11:59 p.m. PDT on November 7th, the invasion will span all of the game's zones and force players to work together to defeat the alien threat. If you've taken part in one of the smaller triggered invasions that have hit the game every so often, you'll be ready for the mechanics but not the scope. If you've never seen the even before, however, it's a great chance for players to bond and take part in one of the more dynamic live events the game has to offer. Rikti attacks can take place in any zone of the game and will be running on a regular basis for the duration. And if you think you need to take your City of Heroes character through the event in style, might we suggest taking a look at our ongoing contest for the new Origin Pack?