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  • Introducing Das Tal, a PvP sandbox where players make the rules

    by 
    Justin Olivetti
    Justin Olivetti
    03.14.2014

    If your fun's been stunted by a sad lack of free-for-all PvP sandboxes, then might we suggest you're not looking very hard? Let us give you a start in this direction, at least, as Fairytale Distillery announced its upcoming project, Das Tal. Das Tal is a "fast-paced" sandbox that includes open PvP, full looting of players' corpses, a classless character system, and a constant struggle over resources and player settlements. Probably the most interesting aspect of this MMO is that each server will eventually reach a "climactic end event" and then restart, allowing players to vote on the rules and features for the next iteration. Das Tal is on Steam Greenlight, is currently in the pre-production stage, and will most likely be doing a fundraising campaign at some point. We've got a teaser trailer for you with the creepiest voice-over ever after the break. [Thanks to Skurvel for the tip!]

  • Hands-on with Albion Online's alpha

    by 
    Andrew Ross
    Andrew Ross
    12.19.2013

    Ever miss the old MMO days when crafting had meaning? When your friend could join up with you and on day one you could both go somewhere pretty cool, and just having that extra person could make things a smidge easier? Wish you could go back to those days without dealing with mindless grinds? Sandbox Interactive's Albion Online is perhaps something you should look into. In fact, those are the very reasons I signed up for the alpha back when I first heard about it. And now that I've played around with it a bit, I've been pleasantly surprised with my experience, though there are a few things newcomers will want to watch out for. For starters, Albion's alpha is an actual alpha, not a retitled beta for marketing purposes. If you're going to play any future alpha phases, know that they'll be rough, unfinished, and non-functional in some areas. There's no actual character creation at the moment. Heck, there isn't even a female option (sorry ladies!). You can change your portrait, but that doesn't change the way your character looks. Because it's an alpha, I'm going to only lightly cover what I couldn't play and focus more heavily on those I could.

  • Nerd Kingdom details TUG's death mechanics

    by 
    Jef Reahard
    Jef Reahard
    05.29.2013

    Nerd Kingdom has outlined its preliminary goals for death and death penalties in its TUG sandbox MMO. The devs are aiming at something that's prickly enough to discourage players from using it as ad-hoc transportation between spawn points and yet forgiving enough to avoid frustration. In a nutshell, your avatar's soul will vacate his body upon death, and it will do so in the form of a wisp. Wisps will gradually regain enough energy to reenter the avatar and awaken it, and doing so necessitates progressing through four distinct phases. Reviving your avatar in its optimal state is thus dependent on timing, and the importance of reviving in a weak state vs. a fully recovered state will vary depending on your chosen game mode. Nerd Kingdom is enabling corpse-looting in TUG's survival mode, but the devs are also intent on designing plenty of camping deterrents into the system. You can read all about these, as well as the rest of the death mechanics on the TUG Kickstarter project page.

  • The Daily Grind: Has a death penalty ever made you quit a game?

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    04.09.2013

    Kids these days have no idea. Back in the day, death wasn't a slap on the wrist. I remember one night in Final Fantasy XI I had been pushing to level on my White Mage all week. I stayed up far later than I should have, eked out the last bit of experience I needed to level, waved goodbye to the party I had kept awake far too long to earn that last level... and then I got something trained onto me and died. Causing me to lose that level. I didn't quit the game. But I strongly considered it. Death penalties in more recent games are usually far more lenient, but there are still games that treat death as a real throat-punch to the player. Has a death penalty ever made you quit a game, either because you got killed at one point and just lost too much, or because you just didn't want to deal with that sort of irritation any longer? 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!

  • Terrible twos? A look at Darkfall on its second anniversary

    by 
    Jef Reahard
    Jef Reahard
    02.25.2011

    It's hard to believe that two years have passed in the lands of Agon, but passed they have, and Darkfall is celebrating its second anniversary this week. Aventurine's FFA PvP sandbox title has turned out to be one of the more resilient MMORPGs in recent memory, surviving a disastrous launch and a lingering (and undeserved) reputation as a haven for parolees, sociopaths, and griefers. It's also managed to grow its dev team, release three expansions, and carve out a respectable niche for itself in an increasingly competitive massive industry. What's the secret to the game's success? Can Aventurine become the next CCP and ride the coattails of a non-linear MMORPG to indie greatness? Is Darkfall, purportedly the hardest of the hardcore PvP games, really a fantastic PvE sandbox in disguise? Join us after the cut for some thoughts on these topics as well as a peek at the highlights from Darkfall's first two years.