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  • 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.

  • Rise and Shiny: Stronghold Kingdoms

    by 
    Beau Hindman
    Beau Hindman
    04.15.2012

    There are certain designs in the MMORTS genre that have frankly started to burn me out. I was a bit worried that I had reached my tolerance point and would not be able to stomach another city-builder until I had put some time between me and my latest preview or first impressions. It's an amazing genre, and as I have argued before, it's more MMO than most MMOs. As in many genres, successful design is copied. The ironic thing is that all of these copies often dilute the market, making it worse on everyone. As much as I love the genre, I am a bit sick of running into the same design, stereotypical settings, and mechanics. Of course, we cannot take these copies and paint the whole genre with a terrible brush; if we did that, all of MMOdom would be in trouble. Still, I'm sick of it. Luckily Firefly Worlds, maker of Stronghold Kingdoms, has a very persistent "PR ninja" who made a point to poke at me on Twitter. Usually, we funnel all PR contact to our lead editors for organization purposes, but hey, I can't resist a nice voice and a lovely looking game... and I have a high tolerance for fun people.

  • 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.

  • Previously On MVTV: The week of March 24th

    by 
    Beau Hindman
    Beau Hindman
    04.01.2012

    Ah, spring is in the air. You know what that means! That means that we get to sit inside, away from all of the sunshine and pollen, and watch others play through video games that we just don't have access to or haven't given a chance yet. This week, we worked hard to bring you some more of our digital adventures and got some of our biggest viewership numbers ever! Remember, if you come across a game we haven't covered yet or want to see a certain title covered, take the time to tell us. Give us the website, why we should look at it, and any other information you think we need to know, and you just might see it live on MVTV! First Blake jumped into Global Agenda for his Lunchtime Livecast; then Richie took some time to try out the Mists of Pandaria beta for World of Warcraft. Adventure Mike explored some content in Final Fantasy XIV, while plain old Mike burned some space dust in EVE Online and cast many spells in RIFT. I decided to look at Nadirim because it's been a while and gave the Rise and Shiny treatment to Remanum. Be sure to bookmark our livestream MV Guide, a sort of TV Guide for our livestreams. That way you can blame only yourself when you miss one of our awesome streams!

  • SOE answers Vanguard free-to-play questions

    by 
    Beau Hindman
    Beau Hindman
    03.27.2012

    With the recent announcement from Sony Online Entertainment that Vanguard: Saga of Heroes will be going free-to-play sometime this summer, questions immediately began to surface. How will it effect current players? Will it be anything like the other free-to-play titles that SOE runs? Well, we were as curious as anyone else, so we fired off a few questions to SOE in the hopes of snagging some more insight into the transformation. We received our answers from Andy Sites, Director of Development, and the ever-familiar Salim Grant, Creative Director. It's an exciting time to be a Vanguard player, but will putting a free title on a game that has struggled in the past make any difference? Time will tell. In the meanwhile, click past the cut to check out what SOE had to say!

  • MMObility: A few bad design apples ruin the whole bunch

    by 
    Beau Hindman
    Beau Hindman
    03.23.2012

    The MMORTS genre is easily one of my favorite genres. There's so much potential in a game that is essentially a giant, endless boardgame with thousands of players. An epic scale occurs in even the smallest of titles because players control not only one or two grand heroes but entire armies that swarm from sprawling cities. Though many of Massively's readers might not hear a lot from the genre, I believe this genre to be one of the most popular out there. Browser-based access doesn't hurt, either, and generally the MMORTS titles I find do a great job of covering their design bases. You know I have to play Devil's Advocate, however. Despite the fact that the genre is packed full of potentially wonderful gaming sessions, there is so, so much that needs to improve. The negative stereotypes exist for a reason, and I want to shine a light on a few of the more popular titles to show just how one or two bad design and business decisions might reflect poorly on the entire genre.

  • 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.

  • Rise and Shiny: Lime Odyssey

    by 
    Beau Hindman
    Beau Hindman
    03.18.2012

    Lime Odyssey is an Anime-themed free-to-play MMO brought to us from publisher Aeria Games. It features three unique races and... oh, forget it. You already know this probably. The game has a lot of buzz behind it, and Aeria is known to put out some great titles. I knew that when I was invited to check out the alpha for a first impression of Lime Odyssey, I would find a game that was high-quality and beautiful and ran well. Sure enough, I did find that game. There's something magical about so many Korean titles. Many of them sport some of the most refreshing and original artwork and music, and the engines that many of those titles use is perfectly fit for almost any machine. Yes, there are the three races to choose from, the great Anime graphics, the neat crafting system, and combat systems and much more. My only regret is that I was able to spend only a few days in the game.

  • Previously on MVTV: The week of March 10th

    by 
    Beau Hindman
    Beau Hindman
    03.18.2012

    This week was another exciting week for livestreaming. If you missed it, don't worry! I'm here to show off some of the best moments from the previous week. Of course, you could always bookmark our Livestream guide so that you never miss a show again! This week we have some EVE Online action with Mike, followed by his adventures in RIFT. Richie is back in Guild Wars for some adventures in Kryta. I took a tour of some amazing art spots in Second Life to show just how wonderful the world is for artists and other creative people, then I finally finished my One Piercing Note quest in RuneScape (with the help of the chat room, of course!). Are you curious about Lime Odyssey? I was allowed to be the very first person to stream it live during alpha. I have to say, it sure is a polished alpha. I thought I was playing a released title. Lastly, Psykopig checked out Age of Conan and made us all laugh... he's good at that!

  • MMObility: Utilizing Windows 8 to help with MMO chores

    by 
    Beau Hindman
    Beau Hindman
    03.09.2012

    Not so long ago, I told you about my acquisition of an Inspiron Duo netbook, a 10-inch device that was not only a small laptop but also a touchscreen tablet device. It is a very sturdy device, and the flip-around screen works well. The main problem with the device was that it came with Windows 7 while only sporting a dual core processor and two gigs of RAM. The other main issue was that the 10-inch screen has a 1366x768-pixel resolution, meaning that it was often uncomfortable to read on it or play games unless I zoomed in. Recently Microsoft released the Windows 8 public preview, so I downloaded it after reading that it was really geared for tablet or touchcreen devices. Sure enough, the same 10-inch netbook that was not getting a lot of use around here suddenly became faster and much more friendly to the eyes. It's perfect timing, as well, especially since I will be starting my "chores" experiment in which I see whether scheduling my gameplay each day will help me with an issue I have been having.

  • 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.

  • Rise and Shiny: A bit of Wakfu, a smidge of Spiral Knights, and some Lime Odyssey

    by 
    Beau Hindman
    Beau Hindman
    03.04.2012

    This week in Rise and Shiny, things did not go as planned. This sort of thing actually happens often enough to almost be a problem: I pick out a title or am tasked with taking a look at a certain game, but communication lines are crossed and the game I was supposed to give a first impressions-style look at closes down its beta in the middle of the week. Like I said, it does happen, enough to force me to plan out my articles on a month-long calendar. Even then, things can change. So instead of talking about the game I said I was going to be this week, Seven Souls Online, I decided to go over the three games that I gleefully jumped into over the last few days. This will not be a typical first impression-style piece but instead will hint at the specific adventures I had while playing these games. These wonderful, wonderful games.

  • 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?

  • Rise and Shiny recap: Dark Ages

    by 
    Beau Hindman
    Beau Hindman
    02.26.2012

    Some games grab you from the moment you see them. Sure, I get grabbed a lot, but I know when a game appears to be different or interesting. As I watched Adventure Mike play Nexus: Kingdom of the Winds on MassivelyTV over the last few weeks, I knew that I had to play it. But wait! Mike was playing it himself and doing a good job of exploring the game for the viewers. I couldn't just take that first impression from him and claim it as mine! So I looked up KRU Interactive, found out its cool history with Nexon games, and decided to try Dark Ages instead. It looks similar to Nexus, so I thought I would be in for a great time. The very first thing that I came across after logging into the game was a description of waking up in an inn room. It was a mysterious beginning, and I loved how the moment reminded me of how often our characters are just thrown into a world without much of a cutscene or explanation.

  • Previously on MV TV: The Week of February 18th

    by 
    Beau Hindman
    Beau Hindman
    02.26.2012

    It's time again to look back on the previous week of MassivelyTV and dig up the greatest moments that we could find! The best thing about this column is that if you have missed the earlier week's streams due to real life hassles, you can now sit back in the comforting arms of the weekend and watch hours and hours of livestreaming action -- only the choicest cuts picked by the staff. And this week we have some goodies for sure. Starting off, Richie jumped back into Guild Wars, Mike acted like a newb in 0.0 space in EVE Online, and Adventure Mike stole a time machine and visited Nexus: Kingdom of the Winds once again. Plus we saw more Guild Wars action with Adventure Mike, RuneScape on my Thursday stream, and a bit of Zentia! Make some popcorn, sit back, and click past the cut. Well, click past the cut and hit play first, then sit back. Unless you have a wireless mouse, then you can... well, you get me.

  • MMObility: Let's make a mobile MMO, part four

    by 
    Beau Hindman
    Beau Hindman
    02.24.2012

    So here we are at the last part of a four-part mini-series in which Dave Toulouse, indie developer of games like Golemizer and Star Corsairs, and I have attempted to make a working mobile MMO. I started the series with the hopes of fostering discussion over design as well, and we have gotten some great conversations going in the comments section! I think many MMO gamers dream about game design at some point, and some go beyond that point and actually create a game. It can be tough, as this series has shown, just to get the basics down. Well, here we are at the last. I wanted to go over some of the best ideas the readers had, cover what we were able to do with the actual game, and debate how much further it would need to go to be considered officially "done."

  • 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.

  • Rise and Shiny recap: Fiesta Online browser version

    by 
    Beau Hindman
    Beau Hindman
    02.19.2012

    Fiesta Online is getting pretty long in the tooth. Heck, it's a game I have played and returned to several times over the years, and I've never quite stuck with it. Don't get me wrong -- the game is quite nice-looking for its style and always seems to have a ton of players on, but there are a lot of titles I would love to be spending time with. Unfortunately, I have to pick and choose, and a game like Fiesta Online will normally land on the list of games that I play very infrequently. I had a great time recently when I toured some high-level content with the developers and was more excited to hear about a browser version of the game coming out soon. Why would a browser version matter? I have predicted (and I am still sticking by this prediction) that most MMO content will be delivered via the browser within five years. The truth is that most MMO players probably play a browser game already, especially when you consider games like RuneScape, Dark Orbit, Battlestar Galactica Online, Club Penguin and scores of others, but I mean to say that the browser will become the accepted way to get your MMO content. Yes, one day we will look back, giggle, and say, "We used to download and install massive files just to play a game!" So how does Fiesta Online's browser version perform, and what is the point of having one in the first place?

  • MMObility: Let's make a mobile game, part three

    by 
    Beau Hindman
    Beau Hindman
    02.17.2012

    Last week we continued our discussion about how to make a mobile game, and the Massively readers offered up some great input. I wish I had the space to write up every single comment, but instead I will pick some of my favorites and we can discuss it from there. Unfortunately, real life has pushed development on the game back just a bit. Dave Toulouse, my indie developer partner-in-crime in this series, not only has two games of his own to run, Star Corsairs and Golemizer, but is now dealing with my silly emails. So while last week's column got some great ideas in the comments section, we were really only able to switch out the artwork, name the game, and add a tad bit of lore. Fear not, fair readers! I will break down the development that is still planned on being pushed into the game over the last week, and it's important to note that Dave and I plan on coming back to the experiment over time. I'd like to update the game and continue discussion since it has been so interesting so far! In the meanwhile, click here to go to the official game page!

  • 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.