free-for-all

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  • Free for All: Making the perfectly flawed character

    by 
    Beau Hindman
    Beau Hindman
    06.06.2012

    Whenever I play a new MMO, the first thing I want to know is who I am supposed to be inside this particular game world. I would like to have as much control over the conception of my character as possible, but let's be honest: Great customization is not as common as many of us would like. This might explain my attraction to games that offer the ability to craft a true, unique character, even if only in looks. I love a good cash shop and the ability to make my character essentially me -- if I were the me inside that other world. I don't play MMOs to be the hero, at least not most of the time. I don't want to kill the largest boss or get the best armor. I'll leave that to gamers who like that sort of thing. I play an MMO to sort of lose myself inside the world of a character of my own making. Over the years I've noticed a pattern in how I establish a great character, one that I want to continue playing. Originally, I wanted to refine this process into a list in case other players wanted to compare, but the list keeps evolving, so instead, I'll give some examples of how I have been creating unique and wonderfully flawed main characters in some of my favorite MMOs.

  • Free for All: Looking at Second Life's mesh with Bernhard Drax

    by 
    Beau Hindman
    Beau Hindman
    05.30.2012

    I've been hearing the word "mesh" thrown around the Second Life community for quite some time now. I'm no dummy, so I have a pretty decent idea about what it is and how it works. Essentially it is a modeling tool that allows creators more flexibility when it comes to building in Linden Lab's sandbox. Mesh creations can seem more realistic, flowing, and smooth when compared to much of their prim counterparts. But I'm getting ahead of myself already and now need to explain what a prim is. I decided to get some help from Bernhard Drax, known in Second Life as machinima artist Draxtor Despres. He works with Bytegang, a group responsible for Flufee and the first series of fully-mesh avatars in Second Life. Even with his explanation, it won't be easy for me to explain mesh, but let's have a go at it. Mesh is important to understand because it represents a huge shift in not only how Second Life residents build, but how they play as well.

  • Free for All: Istaria's updates, community, and future development

    by 
    Beau Hindman
    Beau Hindman
    05.23.2012

    Before anyone asks in the comments section: Yes, Istaria is still around. I've noticed that many players seem to think if something is out of their sight, it's out of every other player's mind too, but the truth is that there are many, many smallish and indie MMOs in existence that not only continue to do well but offer unique gameplay for anyone who might be interested. Istaria is even still referred to as Horizons by many, even though that change was made a long, long time ago. Despite all of the outdated opinions and its status as an "older" game, interesting things are happening in the world of Istaria. I took some time and asked Amarie Ancalimon, Community Relations manager from Virtrium, about the latest string of patches and updates. I got plenty of information back, so let's get to it!

  • Free for All: Planet Cyrene adds to the high-stakes worlds of Entropia

    by 
    Beau Hindman
    Beau Hindman
    05.16.2012

    I'm not much of a shooter fan and probably never will be. Sure, I have as much fun blasting my way through monsters as the next gamer, but I rarely have the patience or physical stamina to overcome the pains and frustrations of shooter PvP. After all, my first rule of PvP applies especially well to shooters: There is always someone better than you. Planet Cyrene, the new world being added to the impressive portfolio of Entropia Universe, tasks players tasks similar to those found in Planet Calypso and mixes in PvP arenas that promise to frustrate (or delight) players, depending on their skill level. I sat down with Ed Robles III, lead developer for Planet Cyrene, to see just how nasty and expensive things might get. Remember, this is the Entropia Universe we are talking about, and that means players will spend real money on bullets, armor, and practically everything else. Fortunately, players can earn items that are worth real money as well. Call it gambling or whatever you want, but it still seems to be a pretty successful formula.

  • Free for All: Zeroing in on my favorite free-to-play mains

    by 
    Beau Hindman
    Beau Hindman
    05.09.2012

    I felt a little nostalgic this week. Heck, at my age, I feel nostalgic every time I smell chimney smoke or hear Christmas music. I suspect it will only grow more common with age. MMOs have been such a huge part of my life for well over a decade now that I feel nostalgic about many of the things that happened during that time, and for many of the characters I have grown -- and lost. I'm not overly sentimental about it, but it is interesting how we feel about the pixelated versions of ourselves, the ones we control while sitting at a keyboard or while touching a tablet. I don't want to downplay how important gaming can be for many of us, either. Once, years ago, I met a fellow player in a social game called There. She was a wonderful person who had over time lost the ability to walk. She loved the freedom that the avatar gave her. Needless to say, she was very connected to her character. I made a short list of some of my favorite characters from the years. As I think about it, this list says a lot about me as a gamer and about the types of games I love.

  • Free for All: Why social gaming could destroy MMOs and how we can fight it

    by 
    Beau Hindman
    Beau Hindman
    05.02.2012

    I am a huge fan of social media. Twitter, Facebook, Google Plus -- it all makes sense to me and has shown to be a very useful tool in not only communicating with friends but finding new games, developers, and websites. My Twitter feed provides enough news and information that I can skip any standard media. I haven't watched a local newscast for a long, long time. On top of that, I can communicate with readers in real time, sharing photos and tidbits of cool. Has social media affected MMO gaming? It definitely has. Watch any smart developer's Twitter feed and you will see the community team interacting directly with players, answering questions, hosting contests, and helping players feel as though the developers are actual people. Social media has also changed how we connect to our games, MMO or not. All of this means that everything is social now. Going to the dentist? Share it with your friends. Defeated a boss monster on your Xbox? Tweet it. Just picked up that epic sword in Dark Age of Camelot? Post it to your Facebook. Heck, many MMOs now have a Twitter or Facebook option built right into the client. All of this instant connectivity is nice, but it's possible that the "massively" part of MMO will soon apply to any game. What will this do to the genre?

  • Free for All: New browser-based converts shine light on issues

    by 
    Beau Hindman
    Beau Hindman
    04.25.2012

    I recently threw out a prediction that within five years, most of our MMO content will be coming through our browsers. To be more specific, I think that most players in the United States will be enjoying their favorite MMOs within a browser. That can mean several things but does not refer to games like Free Realms, a client-based game that is only signed-into at the browser level. As with any discussion about genres, mechanics or styles in the MMO world, I have to be very specific. It's pretty likely that a very large percentage of the US playerbase is already playing browser-based games. Look at the American market for games like RuneScape, Battlestar Galactica Online, Club Penguin, Drakensang Online, Evony, and Ministry of War and you might just find millions of players. Next we need to consider that there are more games coming into the browser market. This new batch is essentially a group of standard, client-based MMOs that are porting themselves to the browser. I tend to be a little skeptical about some of these in the short-term, for several reasons.

  • Free for All: The importance of those first moments in a game

    by 
    Beau Hindman
    Beau Hindman
    04.18.2012

    This week, I decided to download and install Aion. I haven't played it since beta. Although I was not impressed with it at the time, my favorite Aion columnist has been covering the game in such a way that I knew some good things had happened to the game. And after all, it's free now. Right? I was nervous from the moment I installed the game. NCsoft hosts a notoriously odd account management system. Sure, once you break the code and understand how to make an account for your master account that signs into your game account (or something like that), it might seem elementary. Until that moment, though, the system makes you feel like an idiot. It makes you feel as though the publisher literally doesn't want you to play the game. I had a week filled with such moments. The frustration I felt led me to today's topic.

  • Free for All: Looking for the near-perfect MUD-like browser MMO

    by 
    Beau Hindman
    Beau Hindman
    04.11.2012

    I need your help. If you are a reader, then I need you to open your memory boxes and take a look around at the bottom. Shuffle around where all the remnants of favorite past MMOs settle and see if you can find me something. If you are a developer who is reading this, then you might indeed have some special insight into my issue. I need a game. A special game. It must fit a certain mold that is very particularly fitted to my very specific needs and wants. It's a tall order, to say the least. Now, I understand how to use Google. At least once a week I am asked something along the lines of "Where do you find these weird games you cover?" I am always tempted to link the questioner to Google and walk away, but generally I tell him it is a combination of different efforts: some searching, some tipping from readers, and more than a smidge of good luck. Also understand that I have a lot of good titles keeping me busy, but I tend to become sort of obsessed with little projects along the way. So what do I need this week? I need a semi-graphical, browser-based MUD-like MMO that features great customization for characters, text, and interface, that's what.

  • Free for All: I got the Second Life inventory management blues

    by 
    Beau Hindman
    Beau Hindman
    04.04.2012

    Every year I attempt to go through my Second Life inventory in the hope that it actually works out for me. I really do want to get rid of the 7,000+ items I have after eight years in the game (my game-birthday is on May 26th!), but it's such a daunting task. Where do you start? Is organization really even needed? Well, yes it is, from what I have heard. Everyone is running in-world carrying endless pockets filled with everything possible, and that's going to cause some lag and effort on the server's part. Also, I have an obsession with minimizing my life. I hate physical stuff. It takes up room, collects dust, and just sits there. Sure, I maintain all of my art if I can and some other important items like pictures and cute little knick-knacks, but otherwise, if I don't use it, it gets tossed, sold, or set on the curb for the junk-people to grab. I feel the same way about Second Life. There's a mental burden that years of junk presses onto someone, digital representation or not. It's no wonder those people in that Hoarders show look so down; it's a hard life to lose the ability to throw anything away, ever. I am making a stand, slowly. I am going to get this inventory under control by coming up with some ideas to help me along.

  • Free for All: From realistic dragons to a dragon icon

    by 
    Beau Hindman
    Beau Hindman
    03.28.2012

    Ah, graphics. If ever there was a deciding factor for most gamers, it would be graphics. How does a game look? How do the graphics make you feel as a player? I'm as guilty as anyone else who might consider himself to be a graphics snob of sorts, but I lean more in the opposite direction. For whatever reason, I am not as easily impressed as I once was and tend to go for more representational graphics. I'm not quite at the stage where my MMO gaming has been reduced to a blob of text on my screen, but I definitely enjoy simplicity. The problem is that many MMOs do not provide that precise formula to hit my graphics sweet spot, or as in the more common scenario, there are parts of certain titles that I would adore if only they hadn't been packaged with the rest of the game. Ryzom, for example, is one of my favorite freemium titles. To this day, it packs more graphical punch and originality than games a quarter of its age. Now I find myself leaning more toward very basic graphics delivered smartly through my browser. I've even gone through an Anime obsession! Yes, it's been one of those years.

  • Free for All: Becoming a mediocre trader in several free titles

    by 
    Beau Hindman
    Beau Hindman
    03.21.2012

    I often find myself achieving little things in many different games while other gamer buddies of mine are busily conquering actual gods or dragons within one or two particular titles. Sure, I would love to join a group of battleworn adventurers as they took down one of the final bosses in almost any game, but I rarely find the time to work a character into the ranks of the ascended. OK, so I have time, but not if I wanted to do what I do here. That is to say, I am not dedicated to one game because it is my job to tell you readers about several games. About every game. About as many games as possible. I can't do that while maintaining a high DPS score. It's a give and take, but I love to explore, fortunately. Let me tell you about how I love to trade or craft in some of my favorite titles and why it's important to me.

  • Free for All: Free-to-play MMO versions of your favorite Nintendo games

    by 
    Beau Hindman
    Beau Hindman
    03.14.2012

    I have to be honest -- I wasn't the biggest Nintendo fan. I grew up right as the whole thing was really smashing and keeping kids glued to their TVs, but I generally went outside and played more than stayed inside and played games. (Odd, huh?) Still, I had my fun with certain titles. Contra rocked my boat, along with Kid Icarus and a bit of Mario Brothers. My friends, on the other hand, were full members of the Nintendo nation. They subcribed to the magazine, played the same games for hours and hours, and generally acted as though the fate of the real world hung in the balance as they attacked that last boss monster. Stylistically, the games have left a mark on the genre. Many of those same titles still sell as well, some of them reaching so many variations that I lost track a long, long time ago. I thought it might be fun to list off some free-to-play MMOs that remind me of those old classics. See what you think, and leave any suggestions in the comments section!

  • Free for All: Two years and counting

    by 
    Beau Hindman
    Beau Hindman
    03.07.2012

    On March 9th, 2012, this column will turn two years old. I thought it would be a fun idea to look back on those two years and recount what I might have learned. I've learned a lot, actually. When I was first hired to write a column about free-to-play games, I thought I would be covering relatively simple topics, stuff like "how much would you pay for a horse?" or "how many free-to-play games do you have on your hard drive?" Pretty soon I realized that free-to-play, to many people, represents a sort of gaming movement and genre rather than a payment model. The discussions have been open, frank, and sometimes infuriating. It's easy for me to write so simply that it can seem as though I am attempting to make a larger point, and it's much easier to make much more of the term "free-to-play" than is necessary. I have seen the lines being drawn by many players who feel that free-to-play is a sort of scary neighbor who threatens the peaceful existence of their neighborhood, while many others couldn't care less. Like I said, I have learned a lot.

  • Free for All: How I'm preparing for the release of Wakfu

    by 
    Beau Hindman
    Beau Hindman
    02.29.2012

    I'm not your typical fanboy. I get excited about an upcoming game, but generally I will not believe in its greatness until I play it. Usually I can get my hands on the game before it comes out so I can see what the fuss is about, but I never find myself that ramped up until release day. Then, and only then, will I really pay attention. Wakfu is one of those games I know is going to at least be different from its rivals. I have already played a bit in all of the betas and now know that it is far from your typical MMO. The classes are different and fun; the lore and artwork is amazing. It runs on almost any PC. The game doesn't insult the player with hand-holding and non-stop popups. It really does walk that fine line between a sandbox and a more linear game. So how am I preparing for the release of this unique game?

  • Free for All: Comparing the payment models of Second Life and Pocket Legends

    by 
    Beau Hindman
    Beau Hindman
    02.22.2012

    Over the last few weeks I have been taking a look at different free-to-play payment models in the hopes of showing just how much variety there is in today's market. The term free-to-play is open to interpretation, and every time I become involved in a discussion about what the term means, I come to the same point: Show me the game and I'll tell you how "free" it is. While more titles than not can be enjoyed completely for free, it's important to note that every game needs to make money, so every developer hopes some players pay for something. We also must note that the term "free-to-play" is almost like the term "rock-and-roll." It is a general term that can be broken into many sub-genres. In other words, don't be so uptight about the literal meaning of the word. If you are not sure, check out the game in question.

  • Free for All: Comparing the payment models of RuneScape and Illyriad

    by 
    Beau Hindman
    Beau Hindman
    02.15.2012

    Last week, I introduced you to two of my favorite free-to-play or freemium payment models. Payment models are endlessly fascinating because so many players normally didn't think about them until free-to-play and freemium models stopped being something that only came from foreign shores. Now, everyone has an opinion about which payment model is the best. I tend to love simple ones, as close to simple as I can get. If a game is truly wonderful, however, I don't care if the developers ask players to cut off their right arms. I've paid my fair share and continue to do so. In fact, in one of the most disturbing trends of the last few years, players have begun bemoaning the lack of a free version of their favorite game. I see it all the time: players publicly wishing for the time that their favorite game will go free-to-play so they can return without paying a dime. Sure, I can understand being strapped for cash and needing an easy way to get back to an old title, but come on... those titles might not be around much longer if players do not support them in the first place. I am not a fan of free-to-play because I am cheap or because I need to avoid paying developers what they deserve. I have said it before, and I will say it again: I am a fan of free-to-play because it lets me decide when I want to spend my money. There's a big difference. So let's chat about two of my favorite game's payment models.

  • Free for All: Comparing the payment models of Glitch and Ryzom

    by 
    Beau Hindman
    Beau Hindman
    02.08.2012

    I thought it might be a cool idea to do a comparison of free-to-play models for my next few articles. As free-to-play has become more and more popular, cash shops and tiers of service have become much more important to how a player might enjoy or interact with a game. While the standard free-to-play model, the most popular one by far, is one that allows players to download a free client, has no subscription at all, and tacks on a cash-shop, the freemium variant is quickly becoming widespread. Freemium seems to be the model of choice for many Western games that were previously subscription-only. The problem is that I do not really like the freemium model. I'm old-school, I guess. I enjoy the model that was imported to the States maybe eight years ago. A free client with a cash shop on top is all I need to steer my fun by. I'd rather skip any sort of tiered service as well. There are exceptions to the rule, of course.

  • Free for All: Old Second Life documentary still highlights truths

    by 
    Beau Hindman
    Beau Hindman
    02.01.2012

    So I was working on this week's Free for All last night when a buddy of mine asked me if I had seen a certain older Second Life documentary. I didn't think I had before, but it turns out that my usual record of consuming everything MMO still stands, and it was fun to re-watch the older documentary again for several reasons. One of the most important things I noticed about the film was just how universal to MMO gaming the documentary was. The issues it brought up are still issues, the problems with virtual worlds are still problems, and the fact that any technology older than six months looks laughable on film is still true. It was also encouraging to see how well Second Life has aged since 2007, but it's slightly depressing to see just how horrible MMO documentaries can be at showing the entire picture.

  • Free for All: Looking for experiences, not challenges

    by 
    Beau Hindman
    Beau Hindman
    01.25.2012

    When I was around 20, I used to watch my girlfriend's younger brother play Nintendo games. It was a pretty intense scenario. He would become so angry when a boss fight took away one of his lives or when a leap at a moving platform would fail that he often chucked that poor controller at the wall. It happened again years later after we'd graduated to the internet and PC gaming. The strangest thing is that he would return to the challenge over and over until it either broke his will or his device or he finally conquered the challenge. I never quite got it. Surely such frustration sucked any enjoyment out of the entire process? I tend to be more lazy when it comes to my digital adventure. I hate to repeat content, and I would rather leave the raiding and boss fights to those with more patience or to those who simply have a desire to win that matches their tolerance for frustrating situations. I would rather become a trader, crafter, roleplayer, explorer, or even adventurer in certain titles. Just spare me the overwhelming challenges while I game.