dynamic-events

Latest

  • Flameseeker Chronicles: Tips for your first outing in Guild Wars 2

    by 
    Elisabeth
    Elisabeth
    08.28.2012

    Welcome to Tyria, adventurer! This is the long-awaited launch day for Guild Wars 2. If you pre-purchased or pre-ordered the game, you've had a while in the world already. If not, then put on your best adventuring cloak and be sure to grab a spare handkerchief! For those of you who haven't been following the game with the feverish eyes of a true fanatic, here are some things to keep in mind when you first strike out in Tyria.

  • Guild Wars 2 releases pillars of gameplay videos

    by 
    MJ Guthrie
    MJ Guthrie
    07.26.2012

    Previously, ArenaNet discussed its philosophy behind the design of Guild Wars 2 in its MMO Manifesto. With launch quickly approaching, the studio has released four more videos that delve into how that philosophy was put into practice for the four ideas of dynamic events, personal story, combat, and PvP. Fans may be quick to note that there is no world vs. world video, but ArenaNet promises that a video highlighting that will come another day. You can watch all four pillar of gameplay videos after the break.

  • MMO Blender: Jeremy's unholy MMO concoction

    by 
    Jeremy Stratton
    Jeremy Stratton
    06.22.2012

    Have you ever wished MMO developers could put away their checkbooks, pluck out the best bits of their respective MMOs, and weld them together to construct the megalopolis of MMOs? We do too! So today, we're launching a brand-new opinion column, MMO Blender, in which the Massively writers will mix and match their favorite features from existing MMOs for your amusement. But do our choices create a perfectly honed machine or a lumbering, speechless frankenstein of an MMO that deserves to be put out of its misery? First up: Livestreamer extraordinaire and Contributing Editor Jeremy Stratton with a potent, sandboxy blend of Fallen Earth, EVE Online, Lord of the Rings Online, and more. Wet your whistle after the break and look for more MMO Blenders from the rest of our staff in the coming weeks!

  • ArenaNet: Guild Wars 2 a 'reaction' to sluggish MMO design

    by 
    Justin Olivetti
    Justin Olivetti
    05.21.2012

    Do you believe that the MMO genre has been stuck in a rut over the past few years? So does Christopher Lye, the global brand director for ArenaNet, who publicly denounced the post-World of Warcraft trend in the industry as stagnant. In an interview with Gamasutra, Lye stated that Guild Wars 2 is walking the walk when it comes to genuinely challenging the status quo in the industry. "Honestly, I think the problem is that there's been a lack of change in MMO design and that Guild Wars 2 is a reaction to that," he said. "People will call this risky, but we think it's riskier just to churn out the same MMO that everyone has played before." Lye pointed to Guild Wars 2's scaling dynamic event system and its action combat as examples of how ArenaNet is forging its own path. Observing that player consumption of content is "virtually insatiable," Lye said that the team has developed tools to allow it to implement changes and additions to dynamic events in hours, not weeks. Is this industry stagnation coming to an end? Lye says yes: "We're finally seeing a point where companies realize that they're not going to create the next great MMO by just copying what's come before."

  • Flameseeker Chronicles: Dynomatic

    by 
    Elisabeth
    Elisabeth
    05.15.2012

    After the first mostly-open beta weekend event, reaction to the dynamic event system of Guild Wars 2 is mixed. Some people see it as the revolution of gameplay that was promised, others think it's a refreshing and solid system, and others feel that it falls short. All of those are fair, although it mightn't be hard to guess that I don't share all of those opinions. Some people expecting the dynamic event system to be the trumpet that would herald the arrival of the salvation of the MMO world were rather let down. There've been a couple of bits of confusion about the nature and scope of dynamic events, so let's look into them.

  • Flameseeker Chronicles: Simplicity itself

    by 
    Elisabeth
    Elisabeth
    04.17.2012

    ArenaNet is designing Guild Wars 2 to appeal to bucketloads of people. The studio's got the PvP and competition, the high-end dungeon challenge, the super-cooperative and dynamic PvE content, the compelling and branching storyline, the flashy (and occasionally sensibly flashy) armors -- there's a lot going on. Part of what makes that possible is the use of very approachable systems. These simple systems pop up all over the place: the straight-forward lists of boons and conditions that affect players, the common capture point mechanic over which more intricate PvP objectives can be layered, and the relatively small pool of skills from which to assemble a build. The beauty of their simplicity is that the simplicity itself isn't a limiting factor -- you can't do only simple things with them. In this way, simple systems have a low entry barrier and a high complexity capacity. That means that more people can enjoy the game with relatively little skill and that there's a lot of room for time, dedication, and finesse to lead to outstanding results. Anyone can play, but not everyone can (or will) master elements of the game.

  • Flameseeker Chronicles: Setting up for success

    by 
    Elisabeth
    Elisabeth
    03.20.2012

    Community Team Lead Martin Kerstein updated the ArenaNet blog a few days ago with some information about his team's plans for the Guild Wars 2 community. The two big bits of news were that there will be official forums (to the evident skepticism of the Guild Wars 2 Guru mods) and there will not be a typical fan site program. The most interesting bit, to me, is this: "Our goal is to use a scalable, inclusive ecosystem instead of a rigid fan site program that doesn't scale well and excludes large parts of the fan base." What I'm hoping this means is that the team members are opening themselves up to a lot more flexibility in which fan sites they support. This is great if it means that small blogs and niche communities can be more easily promoted; we already see this happening, as the Guild Wars 2 twitter feed is usually full of retweets pointing out various fan creations and posts. The flip side of this is equally true. In his article, Kerstein talks about wanting to promote a mature and helpful community, so hopefully the lack of a rigid structure in fan site support means the team members don't feel pressured to include and support toxic communities just because they've hit standardized milestones. I have high hopes for this scalable community engagement style, and I hope to see it pay off for a lot of smaller fan sites and projects. If the folks at ArenaNet want to demand more of the quality of their community, more power to 'em.

  • Flameseeker Chronicles: Quest education

    by 
    Elisabeth
    Elisabeth
    03.13.2012

    Looking around the Guild Warsy corners of the internet, I've found some confusion about quests and dynamic events. Having this handy platform to stand on, I thought I'd try to clarify things for those who aren't really sure what standard XP-gain looks like in Guild Wars 2. If this is old news to some of you, I apologize, but please remember that not everybody's been leaping on news scraps like a ravenous puppy for the last two or three years. With the pretty aggressive abandonment of traditional questing in Guild Wars 2's PvE, there seems to be some misinformation about what directed content will look like. It's relatively accurate to say that there are three main types: personal story quests, renown hearts, and dynamic events. Dungeons, another type of PvE content, are kind of a world unto themselves; they're approached by way of the personal storyline but evidently aren't actually necessary for progress along that line (in an effort to not force people to team up in an MMO unless they jolly well feel like it). They contain events but also static objectives. However, since they're cordoned off by way of instances, it seems pretty safe to leave them out of this conversation. Let's dig in, shall we?

  • A new invasion is hitting Star Trek Online's test server

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    11.10.2011

    There has never been a shortage of stories about the Borg assimilating a culture, but it's rare for the race to actively invade a planet. But that's exactly what's happening on Star Trek Online's test serve: Defera undergoing a large-scale invasion by the Collective. Players in both the Federation and the KDF are tasked with fighting back against the Borg in a variety of different settings across the planet to help test out this new large-scale event. Running for two hours once started, the event is currently being activated frequently enough so that players can consistently test all of the new elements introduced. If simply taking part in the push to prevent the Borg from getting a foothold isn't enough, the event also offers players new items as mission rewards, drops, and craftables. It should be an interesting event for players to explore in full on the test server, and it serves as another example of the game taking the war against the Borg up another notch.

  • Fallen Earth developer blog talks territory control and world events

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    10.31.2011

    The conversion to free-to-play has gone live, but there are more changes in store for Fallen Earth. A new developer blog entry has just been unveiled, discussing two of the bigger features in store for the game -- world events and territory control. The former will be dynamic content that appears at random, with multiple events able to feed upon one another and create some changing landscapes for players to explore. Territory control, by contrast, will start off in a single region north of Blaine. The region will have a total of 13 different control points for factions to hold, with six of them out in the open and seven in more fortified locations. There will be notable rewards for players holding these objectives, including resource nodes, increased experience gain, and improved death toll. It should certainly lead to some interesting battles in the wasteland as players fight over the region's spoils.

  • Newest Star Trek Online blog details upcoming event system

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    10.16.2011

    One of the major elements of the shows that Star Trek Online follows is one that assures there's always something happening. No ships are just idly floating about waiting for another urgent mission. That's where the new events system detailed in the latest Path to F2P blog comes in. It's a dynamic set of events and missions for players to take part in for a limited time, ranging from pure combat encounters to more social challenges among cadets and civilians. As the blog outlines, players will be given access to a calendar showing the in-game events planned for the next 48 hours, with other special events popping up and leaving on a less regular schedule. Players can queue up to take part in these events as they become available, giving an alternate path to the extant missions and episodes. It's a fairly involved system overall, and it's the sort of thing that could help convey a sense of a dynamic universe.

  • Choose My Adventure: Invasion

    by 
    Larry Everett
    Larry Everett
    08.31.2011

    My time was short this week in the world of Telara because of work and other obligations. However, I did several hours of RIFT-streaming this week; I hope you check out the stream at the end of this article. Although the video is kind of laggy, the inspiration for this article was captured in one of the streams. I die a lot, but thankfully, I'm an Ascended, right? So death means very little to me. I can be brought back many times over. I have a tendency, as you may see in that video, to get in over my head -- a lot. This being my second week in the game, I'm getting used to what it's all about. I've been able to close multiple rifts, and I've leveled up to 13. (I told you I didn't get to play as much as I wanted.) There is much I love about the game, and there are many things that turn me off. Most importantly, however, this week I encountered my first invasion of Freemarch. It took a bit for me to catch on to what was happening. I had thought it was just another rift opening up, but with a glance at my map, I quickly realized that this wasn't your everyday planar tear. %Gallery-131417%

  • PAX 2011: Massively's hands-on with the Guild Wars 2 Asura

    by 
    Rubi Bayer
    Rubi Bayer
    08.29.2011

    The new demo has arrived to the United States! ArenaNet unveiled the newest demo version of Guild Wars 2 last week at Gamescom, and it was filled with new surprises. Orrian undead, one of Zhaitan's underlings, the Charr starter area, playable Asura and Sylvari, and much more captured the attention of fans. ArenaNet has returned to its home turf and was presenting the demo at PAX this weekend, and I had the privilege of diving into the game's new content. Follow along after the jump for the latest look at the Guild Wars 2 demo!

  • Gamescom 2011: Guild Wars 2 shows off 40 minutes of gameplay

    by 
    Justin Olivetti
    Justin Olivetti
    08.18.2011

    Hey Guild Wars 2 fans, bummed that you're not at Gamescom right now getting your paws, claws, or ferns on the game? We have the next best thing: nearly 40 minutes of video footage for you to digest. On the Gamescom floor, ArenaNet's Chris Lye took time to walk Wartower.de through the full Guild Wars 2 demo for the event. During the tour, he shows us character customization, the Asura, and the Charr starting experience, capping it off with a giant dragon boss encounter. So what's Lye looking forward to playing the most when the game goes live? "I've already found it: the Asura Thief. I love the size, I love the animations on the Asura, and I love how great they are as Thieves." Grab some popcorn and settle in for the full video after the jump!

  • 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.

  • Storyboard: All the way live

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    05.13.2011

    Once again, I have managed to very effectively shoot my plans in the foot. Last week I promised that I'd be doing my year-in-review post this week, only to find on closer examination that I had missed a week in my column numbering over the past year, which means that I'm still one week shy to be doing a year in review, and while I could still write it up on the pretense of "close enough"... well, that's kind of a cop-out, right? Better to do that at the right time. This is all well and good, but it does mean that my original plans for this week's column are pretty well blown to pieces. So instead, I'm going to spotlight two live events that have been going down in two of my games of choice -- the Praetorian Invasion in City of Heroes, and the heralds of doom popping up hither and yon in Final Fantasy XIV. They're interesting to look at from the perspective of roleplaying, since both of them support and stymie roleplaying in different ways, and they're useful case studies for live events in general.

  • Guild Wars 2's Johanson: MMO class trinity is "tired"

    by 
    Jef Reahard
    Jef Reahard
    04.15.2011

    Have you ever wondered where all the hype comes from regarding Guild Wars 2? Sure, the original game was a financial success, and the sequel has NCsoft's considerable financial muscle behind it. When you get right down to it, though, ArenaNet is a company with one game to its credit, yet the firm still has the courage to openly challenge Blizzard as well as the rest of the crowded MMO market. In a new interview at Eurogamer, lead content designer Colin Johanson says ANet's success and confidence largely stem from a culture of creative fearlessness. How does this attitude translate into a next-gen MMO? Johanson says the best example is the dev team's willingness to scrap one of the themepark MMO genre's sacred cows: the holy trinity. "We're basically saying, listen, this as a core game mechanic is tired, we can do something better, we can do something more interesting than this," Johanson explains. The interview also touches on ArenaNet's release-it-when-it's-done mantra, and Johanson elaborates on why Guild Wars 2 has been so long in the making. "We're going to do all of this, we're going to make this the game that offers something for everybody, and we're going to get that right, and if it takes us a little longer to do that, the trade-off is totally worthwhile," he said. Head to Eurogamer for the full report.

  • A look at the Norn events of Guild Wars 2

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    02.23.2011

    Norn Week continues for Guild Wars 2, and while that may sound a bit like Shark Week, it's not quite the same deal. The Norn are a bit more personable, for one. They're also the center of a new piece on designing and redesigning events on the official blog, penned by Jeffrey Vaughn. Focusing on the event design of the Wayfarer Hills (the starting area for Norn characters), the article covers both the general design procedure as well as the specifics for new Norn. As Vaughn puts it, one of the centerpieces of the area's design is the four shrines to the Norn totem animals -- Bear, Raven, Wolf, and Snow Leopard. Originally all four were slated to be attacked by the Dragon-worshipping Sons of Svanir, but those events felt mechanically identical, resulting in changes being made to each shrine's event. Guild Wars 2 players can enjoy a slice of the Norn's Nordic flavor and lore with the latest installment of the week.

  • Beta 5 patch notes posted for RIFT

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    01.25.2011

    If you've been following RIFT closely over the past few weeks, you know that the fifth beta event has just begun. That means it's time for a new batch of updates, and the staff at Trion Worlds has come through. The notes for the newest event have been posted, and they contain an exhaustive number of changes, including a much-requested public grouping system and a number of UI improvements. There's also the usual collection of bugfixes and changes based on testing feedback. Many players had requested some sort of open grouping system to coincide with the game's dynamic events, and the new public group system facilitates just that. Although the system still requires clicking a few buttons and flagging yourself as open for public groups, it streamlines the process of getting everyone organized and cooperative during a rift battle. RIFT testers and fans should take a look at the full list of changes before diving into the newest event.