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  • Rise and Shiny recap: Cloud Nine

    by 
    Beau Hindman
    Beau Hindman
    02.12.2012

    You know, I haven't been as head over heels in love with the graphics of a game in a long time as I am with Cloud Nine. As I get older, I find myself disliking more realistic graphics and tend to enjoy cartoony, or even better, stylized graphics that do not quite push into cartoony territory. It's not like I'm trying to relive my youth; I just take a game more "seriously" when it attempts to look less serious while actually being pretty serious. I'm talking about games like Free Realms or Ryzom or Glitch: games that are cartoony and not ultra-realistic but do boast some serious gameplay or even lore behind the art. I love that. So when I first logged into Cloud Nine, you can imagine how I felt.

  • 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.

  • Winner of Mabinogi's Merchant of Venice contest highlighted

    by 
    Beau Hindman
    Beau Hindman
    02.07.2012

    If you are familiar with the Mabinogi-hosted contest from November called The Merchant of Venice, California, then you know that the popular free-to-play developer and publisher Nexon asked players to participate in order to win a free trip to the company's California studios to play, relax and discuss the new content. The event celebrated the release of the Merchant of Venice update. The addition gave players the ability to literally transport goods across the lands of Mabinogi. Players gain levels, earn in-game cash that can be used to buy special items and weapons, and gain access to better items to be traded. All expansions in the popular free-to-play title are free. Sayre, a player from the Mari server, was invited to meet the developers, tour the office and even give some advice about how to make the game better. He received a free Alienware computer, 500 USD in cash and three nights in a hotel right on Venice Beach! In order to qualify for the contest drawing, players were required to have reached merchant level 9 in each of the game's towns. Click past the cut to watch an exclusive preview of the tour!

  • Rise and Shiny recap: PlaneShift

    by 
    Beau Hindman
    Beau Hindman
    02.05.2012

    As with many of the games I choose for this column, I am a bit lost as to how long the game has been in existence, what sort of time has passed since the game first began to allow players into its world, and what the exact state of the game currently is. With PlaneShift, a game that seems to have existed since I was 12 years old and has remained in some sort of testing or beta phase since then, I am even more unclear. Really, it shouldn't matter, but I can see the importance of knowing whether the game you are about to play is in testing or has even been released yet. Without those key words, a player can become confused. Is this quest broken, missing parts, or just poorly designed? Is the game world empty because it's midnight or because the testing crowd is on at different times? I've heard from developers who keep their games in a beta state for years and years, and it usually means that they simply want a sort of explanation as to why the game feels incomplete. I say release it already and perhaps you'd attract more players anyway.

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

    by 
    Beau Hindman
    Beau Hindman
    02.03.2012

    I thoroughly enjoy reading your comments, especially when the discussion turns to game design or suggestions for development. I decided it was high time that I sat down and experienced, even if just a little, how the design process goes. I've had plenty of peeks at different studios, but I wanted to know what it is like to actually make a game from basically beginning to end. So for the next four weeks, I will be doing something special. I invited indie developer Dave Toulouse, maker of Golemizer and Star Corsairs, to help me in this journey. If you'd like to find out more about Dave, you can visit his official website, follow him on Twitter, or even read an interview I did with him a while ago. He really is the epitome of the indie spirit, and I am so thankful that he volunteered to do this with me. The goal is to start with a basic idea and framework, and using input from our discussions and from reader comments, assemble a very basic working mobile MMO. So let's get started!

  • 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.

  • A Vanguard fifth anniversary year-in-review

    by 
    Beau Hindman
    Beau Hindman
    01.30.2012

    It's that time again -- time to look back on a year of Vanguard: Saga of Heroes and see what changed and what stayed exactly the same. The game is now five years old, and the last year has been relatively exciting for the community. Vanguard is just one of those titles that seems to want to last forever. The playerbase is loyal, mature, and truly dedicated to this aging title. Will the players' efforts pay off? We took a look back on the last year to see what the larger announcements were. There were some surprises and even updates (yes, actual updates to the game), something that is still affecting the community. While other games might publish monthly or even weekly updates, the Vanguard players are the camels of the greater MMO community and have learned to live off very little development fuel. Bear in mind that as I type this, an update is being played through on the test server.

  • Rise and Shiny recap: Urban Rivals

    by 
    Beau Hindman
    Beau Hindman
    01.29.2012

    I would like to start off by saying that Urban Rivals, a multiplayer collectible card game, is not an MMO. While I always try to play MMOs for this column, occasionally my "grab a random MMO, one that was recommended by a reader a while ago, and write about it" method needs some tweaking. I don't always get a chance to vet a game mainly because I want to go through the very first stages of play while streaming live on Mondays, so sometimes less-than-Massive games squeeze through. File this under Not So Massively. Other than that, I found some neat design in the game. I didn't find anything that would just blow us away as gamers, but it has some cool ideas and artwork all the same. There's also the mobile version of the game to consider -- a universal app for the iPhone or iPad that allows for gaming anywhere.

  • Sanho previews CloudFTP at Macworld | iWorld 2012

    by 
    Megan Lavey-Heaton
    Megan Lavey-Heaton
    01.28.2012

    Sanho had its Kickstarter-funded CloudFTP at Macworld | iWorld 2012 this year, and the project has generated a lot of excitement. Sanho's Daniel Chin originally sought $100,000 in funding through Kickstarter, but wound up with more than 2,700 backers and more than $262,000 by the time the pledge drive ended three weeks ago. CloudFTP is an adapter that turns any USB storage device into a wireless file server. It can share files with any WiFi-enabled device and will back up data to cloud storage on the Internet. It creates its own ad-hoc wireless network to share data, and it can be accessed from a web app, iOS app (there's one for Android as well) or via FTP. CloudFTP is expected to ship in early February to Kickstarter participants and will cost $99.95 retail. Check out the video below to discover CloudFTP can do.

  • MMObility: The best Glitch apps and websites

    by 
    Beau Hindman
    Beau Hindman
    01.27.2012

    Glitch is a wonderful game, but it can be a bit confusing. The sheer number of items, places, and ingredients can make navigating the world of Ur difficult. I decided I needed some assistance living in the world of the giants. It took but one post on the forums before the helpful community overwhelmed me with choices. The developer of Glitch, Tiny Speck, made sure that players and third-party developers can have a go at making applications or websites that connect to the game's information and characters. I had no idea how many people had created some sort of app or website so far! I started to try them all out, and as of the time of this writing, I have barely scratched the surface. There are apps or websites for almost anything you can think of. I have already found some that I really like, and I wanted to share them with you. Feel free to let me know which ones you like, and why, in the comments section.

  • 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.

  • Rise and Shiny recap: Thirst of Night

    by 
    Beau Hindman
    Beau Hindman
    01.22.2012

    I love my MMORTS games, for sure. I've had to work on my ability to look at them with the freshest eyes that I can possibly muster, mainly because I see so many of them. It really is a genre of details. The gameplay in different titles is often almost exactly the same, but little details will set them apart. Thirst of Night, a new MMORTS by Kabam, tries hard to set itself apart from the pack, but does it do enough? I also have to consider that, for many players, these experiences I go through every week are brand-new experiences. For a good number of people, the games I cover are their first or second ones. While it is hard for me to fathom, I have to keep that in mind. So while I saw a game this week that was lacking and tired in some areas, I know that those same areas would be pretty exciting to a new gamer. Like I said, I'm working on it.

  • Free for All: A second look at Fallen Earth's free model

    by 
    Beau Hindman
    Beau Hindman
    01.18.2012

    I used to be head-over-heels in love with Fallen Earth. I was on an immersion kick and had even designed a set of rules that dictated how my character would "live" in the world. Fallen Earth provided me with a lot of great tools to become immersed, and it was the type of game that really stuck out from the pack. Of course, it also sported uglier character models than Lord of the Rings Online and was more brown than a bakery at the earlier levels, but it was neat. I gave up on the title after a while and became too busy with other games to return. Then, the free-to-play version of the title came out. I still ignored it because of scheduling, but recently I have been returning to it. I am finding a lot of bugs and an overall lack of polish that I had forgotten about, but it's still a really cool game. So how does the free version stack up to the subscription model? How free is it? Let's take a look.

  • Massively tours Fiesta's new Expedition to Adealia

    by 
    Beau Hindman
    Beau Hindman
    01.15.2012

    Who doesn't love checking out a game's new content? I love it, for sure. So I was more than happy to sit down and ride along with the developers of Fiesta as they showed off their new expansion, Expedition to Adealia. The tour wasn't all rainbows and kittens, that's for sure. I found myself surrounded by towering monsters, crazy children brandishing giant knives, and massive, fire-breathing boss-monsters. It was fun, but I had no idea this cute Anime title could be so hardcore! Luckily for me, my hosts had the ability to heal or resurrect me when needed. I didn't do too shabbily, though, and I shot arrows like bullets, bringing down every mighty beast I came across. It was fun, yes, but a real slaughter. Well, for the monsters at least. And for those of you who'd like to host your own dance party in the game, Outspark was kind enough to provide Massively with plenty of goodie bag codes to give away. To get this free item, head to the redemption page and enter the item code MassivelyFiesta. You have until the 31st of January to redeem it. Journey on to see just what I found during my tour of the Adealia expansion!

  • Rise and Shiny recap: Wakfu

    by 
    Beau Hindman
    Beau Hindman
    01.15.2012

    In June, I drove down to Austin, Texas, to once again participate in GDC Online. I do it every year if I can, and I love it. It's a smaller event when compared to the larger E3s and other conventions, but it is more personal and up-close. My favorite speaker at this last event had to be David Calvo from Ankama Games. When he first came out barefoot, I was honestly worried that the chat would be all about goofy, "deep" design techniques that had no real use in practice. In the end, his talk was deep but was really just asking developers to have fun and try new things. Yes, I know: new things. Crazy, huh? If Wakfu is any proof, those design theories are put to practice every day at Ankama. Wakfu, for me, is a breath of fresh air in so many ways. Even though I am somewhat used to the design and art style, thanks in large part to playing the previous title Dofus, I still find myself loving how simply complex much of Wakfu is. There are issues that come with complexity, however.

  • Free for All: The still-satisfying world of action MMOs

    by 
    Beau Hindman
    Beau Hindman
    01.11.2012

    Look, I'm a red-blooded American gamer. I even call it 'Merica. So it should be no surprise when I feel like getting down with a melee-based chop-'em-up or have the desire to leap, jump and bounce my way through countless levels. In other words, action. We 'Mericans love our action games. I have my particular favorites, for sure, and within that list are my favorites of favorites that get the nod for different reasons. Honestly I'm not into action-based games just for the challenge. I don't need to make repeated attempts at downing a boss to have fun. I enjoy the immediate response that an action game gives me. I love to click the mouse button and see my character's sword swing or gun fire. It's satisfying. Of course, action games can have their drawbacks. Not only do they tend to produce a euphoric haze that can only be described as "stoner glare" and an open-mouthed state of hypnosis, but they can take a toll on delicate, drum-beaten wrists like mine as well. I take the good with the bad, I guess. Click past the cut and I'll let you know my favorite F2P action MMOs.

  • Rise and Shiny recap: The Kingdom of Loathing

    by 
    Beau Hindman
    Beau Hindman
    01.08.2012

    The Kingdom of Loathing is no new kid on the block. The hand-drawn indie hit has been around for nine years now. There are fansites and 24-hour radio stations dedicated to the game, and there are even conventions hosted in its honor! Needless to say, the game has a following. I knew that I would be stepping into a huge puddle of "snark" when I decided to take a look at the game this week. I knew darn well that I would be tested, that my limits as someone who cannot stand to chat with anyone who answers everything with the equivalent of "your mom" would be pushed and pushed hard. I had a feeling. Surprisingly, I found some really charming aspects to the game. Unfortunately, the game didn't seem to share my enthusiasm for its quaint design. Because it's existed for nine years, I expected to find some fine-tuned stick figure gameplay, but the game seemed content with sort of rehashing the same stuff over and over. Of course, since this column is all about playing a game enough to form only a first impression, I did not reach the higher levels and might have missed something. I just wish the game would have been more confident in its delivery.

  • Sanho's bantam CloudFTP puts USB storage devices online, streams on battery power and sheer will

    by 
    Darren Murph
    Darren Murph
    01.07.2012

    Pogoplug, as they say, just got served. Sanho -- the same geniuses responsible for the HyperMac -- is introducing yet another intelligent box here at CES 2012. The diminutive CloudFTP is a battery-powered file server that takes popular USB devices (thumb drives, hard drives, etc.) and then streams 'em to up to three different devices or serves vanilla files to any WiFi device within range. Better still, it's capable of syncing data with iCloud, Dropbox, Box and a slew of other online cloud storage devices, and it'll churn out files for a solid five hours before needing a recharge. There's an ARM9 microprocessor inside to handle the ins and outs, and considering that it measures just 2.95- x 2.28- x 0.87-inches while weighing 3.8 ounces, it ought not weigh you down too badly when traveling. It'll ship next month here in the States for $99.95, which is $30 higher and a month later than we heard back in November of 2011.

  • Free for All: A surprising evening of roleplay in RuneScape

    by 
    Beau Hindman
    Beau Hindman
    01.04.2012

    Roleplay is often treated as the odd cousin of the MMO family. You know the kid I am talking about... your Aunt comes to visit and your mother tells you to hang out with him, and he ends up vomiting in your room. (Did it only happen to me?) The truth is that the odd cousin is often just misunderstood and generally a lot of fun. It might take a small leap of faith and perhaps some time, but roleplay can be a very rewarding experience. RuneScape might not seem like a prime spot for roleplay. I hardly even heard of roleplay in the community, but I knew that the playerbase was made up of individuals from all age ranges. I thought of trying to find a good roleplay clan or trying to attend a roleplay event or two, but I didn't find the time to investigate. It began to look like roleplay was not something that happened in the game. That was until last night. I stumbled upon some sort of spontaneous roleplay session, and it was mostly thrilling. I even interviewed a few players to see how the whole thing worked. Click past the cut and I'll tell you what I found out!

  • The Soapbox: Bigpoint's cash-shop policies and why they are OK

    by 
    Beau Hindman
    Beau Hindman
    01.03.2012

    Disclaimer: The Soapbox column is entirely the opinion of this week's writer and does not necessarily reflect the views of Massively as a whole. If you're afraid of opinions other than your own, you might want to skip this column. I have been tasked with explaining to Massively readers why I am OK with Bigpoint's very public policy on selling "advantages." I imagine that this will not be an easy task. After all, we gamers aren't much different than the rest of humanity in the way we tend to care about things that have little or no effect on us. We all have an opinion on "selling power," but I think it's high time that someone attempts to explain why it really isn't always power that Bigpoint is selling -- and why it would be fair even if it were. I will attempt to stick to the specific topic of Bigpoint's policies, but much of what I say will probably apply to any game developer that sells practically anything for real world money. Yes, I am talking about those wonderful collector's editions and favorite cash-shop mounts. They all fall under the same category that Bigpoint's ships or special drones do. Click past the cut and I'll explain why.