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  • The Daily Grind: Guilds as groups, not just chat?

    by 
    Krystalle Voecks
    Krystalle Voecks
    09.11.2009

    With the seeming trend moving more and more towards the single-player option of soloing through MMOGs, we've noticed that there's been a move away from guild content in many newer games. Apparently we aren't the only ones who noticed it as there is an excellent post out on Journeys with Jaye that delves into guilds and makes some bold statements about what MMOs are doing wrong - or right - in regards to guilds and what developers should look at doing. The question we'd raise is that considering the slant of games more towards solo content, are we seeing the slow death of guilds as anything more than a communal chat channel you share with friends? It certainly seems that in several newer games - short of raiding or the occasional (rare) group type content - much of the time people will be off on their own just talking back and forth. Do you think that guilds are moving into social-chat-only type structure, or do you think MMOs will change and begin to include more group/guild type content to get people playing together again? Where do you see guilds going in the newest generation of MMOs?

  • Interview: Xbox's Aaron Greenberg on the $300 Elite and all things Xbox

    by 
    Christopher Grant
    Christopher Grant
    08.27.2009

    Last night, just hours before the price cut announcement went out, we had a chance to talk with Aaron Greenberg – the often outspoken Director of Product Management at Xbox – about the new $300 Elite console, the company's Fall lineup in the absence of Splinter Cell Conviction, Netflix "exclusivity" (whatever that means), the (still!) outrageous price of the WiFi adapter, and whether we're ever going to see Hulu or Groups/Clan support in Xbox Live (those are two of our favorite questions for Aaron). Read on for the complete interview: Joystiq: Hey Aaron – so what do you have for us today? Aaron Greenberg: So this may shock you, but effective on Friday we are dropping the price of our Xbox 360 Elite console by $100, dropping that down to $299. At the same time, we are also reducing the price of the Xbox 360 Pro or Premium 60 gig SKU down to $249 -- that will be effective while supplies last. And this will essentially set us up as we head into holiday with a two SKU setup: the $199 white Arcade SKU and then the $299 120 gig Elite black console. The Elite price is effective Friday? Yes. The price drop goes into effect at retail on Friday. So of course we're totally surprised and had no idea this was coming, so any questions that might indicate I was prepared you should just take as good guessing on our part I think. Right, exactly. So you don't read your own site or anything I guess?

  • The purpose of Achievements, and how it's changed over time

    by 
    Mike Schramm
    Mike Schramm
    08.13.2009

    Moonglade has a good post up about the pros and cons of achievements. Nowadays, achievements are everywhere, but when they were introduced to the game a while ago, they were seen as a great way for Blizzard to integrate an idea that had really taken off on Xbox Live (and that an impending competing MMO, Warhammer Online, was implementing for themselves). They were mostly seen as a benefit for the solo player -- even if you hit level 80 and nabbed some awesome gear, there'd be some optional fun for you to have in the future.Since then, achievements have changed quite a bit -- I'd argue that they're actually more used in groups than in solo play, as raids check players for achievements when inviting them, and guilds use achievements to rate where their proficiency lies. There are certainly still lots of things for solo players to do (every holiday, achievements come to the forefront again), but titles and mounts have become the main goals there, not just optional points. As Moonglade says, instancing and checking up on what players have done seem to have become the main point of achievements. What was just a bragging competition on Xbox Live has transitioned to a real yardstick in terms of what a player focuses on in game and what they've done so far.Is that bad? I don't think so -- Blizzard has done with achievements what they've done brilliantly with all of the other features of their games: borrow them, polish them, and then make them better. If you look through that old thread, most of the talk was about achievements pushing people to keep playing the game, and that happened, but I think one thing Blizzard has done is use achievements as a way to see what people have done so far as well: what instances have you run, what quests have you completed, what titles do you have already? There's lots more value to achievements than what any of us originally envisioned.

  • Drama Mamas: It's not you - it's them

    by 
    Lisa Poisso
    Lisa Poisso
    08.07.2009

    Dodge the drama and become that player everyone wants in their group with the Drama Mamas. Lisa Poisso and Robin Torres are real-life mamas and experienced WoW players -- and just as we don't want our precious babies to be the ones kicking and wailing on the floor of checkout lane next to the candy, neither do we want you to become known as That Guy on your server. We're taking your questions at DramaMamas (at) WoW (dot) com.You can't fix other people. "Good Intentions" discovered that hard truth last week, after writing in for help coping with the fallout of a BoP misloot that rendered him a social pariah. When it's other people's issues, attitudes and behavior that are causing the problem, sometimes the only alternatives are to grit your teeth and endure or to cut the line and move to another fishing hole.This week, we hear from a newly 80 player who can't seem to gear up fast enough for everyone around him. We also revisit the unfortunate scarcity of a particular WoW netiquette basic that continues to set one incensed player's teeth on edge. On to the drama!

  • Researchers study WoW to see how gangs form and fade

    by 
    Mike Schramm
    Mike Schramm
    08.06.2009

    We've seen WoW used for a lot of research, from epidemics to anthropological fieldwork, but this is probably one of the craziest and one of the most helpful (assuming it works) ways to use it. Psychologists at the University of Miami and the University of California, Irvine have been studying how guilds and groups form in World of Warcraft in the hopes that it'll help them figure out how gangs form in real life. It sounds like a wild idea, but following guilds and groups in World of Warcraft is much easier than trying to study spontaneous guilds in the real world, because you've got immediate access to data: when people joined and left and why. And the psychologists say putting data together like this will help, because it'll help answer questions about, for example, what happens when you decide to separate a group of people -- do they form their own groups again or do they stay separated?They say there are other connections as well: though killing dragons is far less heinous than killing innocent bystanders, Warcraft guilds form, grow, stick together, and fall apart just like gangs and even other groups all over the world do. No matter what kind of group it is, the researchers say that "group ecology" is the same everywhere, so studying the way we work in endgame raids can lead to ideas about what we're doing elsewhere. Very interesting.Unfortunately, they're full on potential but still pretty short on conclusions yet (listen, guys, all you have to do to break up gangs is ensure there's not enough loot to go around), but once again, Azeroth seems like a fertile ground for directly studying just how we players interact as humans.

  • The Daily Grind: Do you prefer leveling grouped or solo?

    by 
    William Dobson
    William Dobson
    07.28.2009

    While there are some MMOs that try to handle their progression differently, the bulk of them probably offer some form of combat-centric leveling. Killing large quantities of NPCs, doing quests and exploring dungeons is the norm. However, whether these things are done alone or with others is usually still left up to the player. These days games are very accommodating when it comes to classes having the ability to solo. Sure, some will be better than others, but for the most part soloing should at least be an option.What we'd like to ask you today is how you approach this choice. Do you like to join up with a band of fellow adventurers and take on harder content to get your levels, or even just tackle solo content faster together? Perhaps you have a regular group that negates the need for the often-tiresome "Looking For Group" process. Alternatively, you might enjoy the ability to log on and get straight into leveling on your own, without relying on others. Maybe you've been scarred by too many bad groups! For some, leveling solo is just a time thing -- you have no time to wait around for LFGing and the group formation process, which can sometimes take longer than you were planning to be online. To these folks we ask: when you do have the time, do you make use of it to group, or are you happier just soloing anyway?

  • Anti-Aliased: The reason why you hate Second Life and a few ways to fix that pt. 2

    by 
    Seraphina Brennan
    Seraphina Brennan
    07.09.2009

    Tip #1 -- Take the time to learn the UI The tutorial, while not the best thing in the world, isn't a bad introduction to learning how to navigate the user interface. It shows you the ropes (dryly) and lets you get in some practice before you're dumped onto the main grid. Take your time through it, listen to what it has to say, and then jump on into the world. For gamers, here's a couple of protips. Right click opens a radial menu, and holding it down does nothing. If you're looking to spin the camera, remember to use alt + click and hold. However, also remember that alt + click centers your camera on whatever you clicked on. If you want to orbit your avatar, alt + click and hold on your avatar, then move the mouse left and right to orbit and forward and back to zoom. Resetting your camera is the escape key. That's very handy. Clicking activates many, many things. Try clicking on objects, as you never know what might occur. If moving is too slow for you, try flying. Hold down E to start flying, then use E to go up and C to go down. Beware that you can't fly everywhere though... look at the top bar to see if flying is amongst the "banned symbols." It looks like a little man flying.Tip #2 -- Search is your friend If Second Life is the internet, then the search button is your Google. This little fellow is super handy for finding stuff that you want. Interested in finding a Star Wars group? Just type Star Wars into the group search box after you press the search button, and you're on your way to finding Star Wars fans like yourself. Do you want to buy a lightsaber? Open the "places" tab and type in lightsaber -- you're sure to find a few hits. You always know where to go when you master the search tool. Tip #3 -- Be social! You see the people over there? Talk to them! You like someone's avatar? Tell them! You looking for a specific sim? Ask questions! One of the most important assets you can have is to speak with the others around you. Find out new things, make new friends, and actually experience SL rather than just watching it on your monitor. If you want a good place to check out that's reliably filled with people, I recommend the city of Nova Albion. If you're new and you want more help with Second Life, then I recommend checking out all of the help options at New Citizens Incorporated. Tip #4 -- Know what you want Lastly, set a goal for yourself in Second Life. Don't just go in to wander, go in and search for something you like. Does roleplaying interest you? Search for some roleplaying sims. Games? You'll find a wide variety of independently created games in Second Life. There's even an MMORPG inside of SL! Clubs? Yeah... there's way too many clubs to really count in SL. If you follow these few tips, your time in Second Life will probably benefit greatly. Of course, if the system isn't your thing, then it isn't your thing. You can't enjoy what you don't enjoy. But if you were always on the fence with Second Life, perhaps now you can give it a "second look" (see what I did there?) with confidence. Colin Seraphina Brennan is the weekly writer of Anti-Aliased who thinks all games should be given a fighting chance. When she's not writing here for Massively, she's rambling on her personal blog, The Experience Curve. If you want to message her, send her an e-mail at colin.brennan AT weblogsinc DOT com. You can also follow her on Twitter through Massively, or through her personal feed, @sera_brennan.

  • Anti-Aliased: The reason why you hate Second Life and a few ways to fix that

    by 
    Seraphina Brennan
    Seraphina Brennan
    07.09.2009

    Second Life gets a really bad rap from the MMO community that's largely undeserved. I get to hear all of these slams like it's a usless waste of data, there's nothing to do, it's a bunch of sex sims, and how I should work on my "first life" before my Second Life. Har, har, har.But, like I said at the opening of this column, Second Life doesn't deserve those punches to the gut. The world of SL is pretty vast and has much to offer any gamer, regardless of what they like. It's important to remember that this system is not a game. It has no objectives and no overt goals, but it does have an unlimited supply of imagination and creative possibilities. It's not a place of "serious business," because something that's fun shouldn't be taken quite that harshly. Sure, you can make money, but you guys want to have fun, right?So let's talk about Second Life, the reason the masses hate the system, and how you can find something enjoyable inside of "the grid" even if you've tried it before and got some negative first impressions.

  • Groupcrafting: The art of getting a group together

    by 
    Mike Schramm
    Mike Schramm
    06.19.2009

    Tales of the Aggronaut sent us this multipart guide he wrote on one of the things we all do in the game that might nevertheless be tough for a lot of people: actually getting a group together. It sounds like a simple thing (just ask people whether they want to group up or not), but as you probably know from experience, sometimes it can be pretty tough. So TotA set out, instead, to do a from-the-ground-up guide, from how to find and network with people in the game to how to build a group piece-by-piece.And I like it a lot -- he starts with a preamble with some general networking tips, including finding social channels to join (many guilds and realms have a few social channels constantly filled with folks LFG or interested in playing socially) and putting together a solid friends list, then goes on to explain how to communicate (probably a great read for anyone in any part of the game) and then how to actually build a WoW group, from core classes to splitting up class roles. Very impressive -- while most veteran players have probably heard or done this stuff before, it's nice to see a clear, concise guide that starts at the beginning.And it's even nicer to see a guide that emphasizes the social aspect of gameplay. Even here at WoW.com, we're all about gameplay tips, from profession insights to class balance discussion, but sometimes we overlook that to play a social game like World of Warcraft, you sometimes need to focus on social skills. As much as theorycrafting and gear upgrading can help, sometimes it's better to learn how to be friendly and social instead.

  • Great guild traditions and where they come from

    by 
    Mike Schramm
    Mike Schramm
    04.22.2009

    Neth wants to know your guild's traditions over on the forums. We've talked about funny guild moments and traditions before as well, too, but there seems to be a never-ending supply of them. There are as many different memories out there as there are guilds, and each one is a little different: even all of the guilds I've joined up with for any significant amount of time (there have probably been four, I think, in my WoW career? It's not that I'm a guild jumper, just that I've switched servers and factions a few times for various reasons) has had their own moods and well-known members and busy times and special things they do while raiding or leveling together.While it would be great if Neth was asking this to get some input on guild housing or the upcoming guild battlegrounds features, she's probably just asking to hear it -- it's definitely fun to look inside the other groups in the game and see what they do the same and different. For all of the drama that tends to attract our attention, the truth is that Blizzard's ad hoc ingame guild system has created some pretty strong ties between us. I like reading through that thread and seeing just what people have come up with just as much as Neth probably does.

  • Starting out in Vana'diel: Community, controls and cooperation

    by 
    Seraphina Brennan
    Seraphina Brennan
    03.19.2009

    Hello there adventurers! It's Thursday, and that means more tips for those of you who are new to Vana'diel.This time around we have some less documented topics to talk about -- the controls of Final Fantasy XI, how to get into groups and how to run groups, and answer one of the questions presented by reader Green Armadillo in last column's comment area.I know these topics may seem weird for a recurring feature that is suppose to be a guide to starting out in Final Fantasy XI. You would think I would be tackling more game play issues or tips on how to level. However, these topics play right into getting the most out of your FFXI experience. Knowing these things is going to help you tremendously in Vana'diel, so let's stop talking about it and get down into it.

  • GC: If you're OOM, tell your guildies to get out of the fire

    by 
    Mike Schramm
    Mike Schramm
    03.16.2009

    Ghostcrawler did battle with the forumites this weekend, and the topic of discussion was the recent mana changes. Players are saying that the changes (including the BoW and Mana Spring change last week) are basically forcing them to bring more healers along to larger raids, and GC in return expounds on the raid balance that Blizzard is aiming for lately. Interestingly, it's not the 5 healers / 5 tanks / 15 DPS that you might think it would be -- Ghostcrawler says that if they aimed for that makeup, bringing more healers would often make the fights inconsequential.He goes on to say that the way the fights are designed, you aren't supposed to run out of mana, as long as you're dodging the AoE and are geared up correctly. Making mistakes in gameplay digs into your mana reserves, and so when Blizzard nerfs mana regen, they aren't just trying to make things harder, they're trying to take away that extra breathing room that you get around errors. They don't want healers just healing through damage -- they want people trying to avoid it in the first place.And, if guildies won't get out of the fire, and your healers keep running out of mana because of it, it's time to weed out the ranks a bit. Finally, GC adds what we've heard before: those looking for a tough battle in Ulduar likely won't find it right away -- the instance is designed to be only a little harder than Naxx. But the hard modes are where the difficulty will really ramp up. If short, says GC, if you don't have enough mana on the easy modes, it's not Blizzard's design: it's the way you and your guildies are geared and playing.

  • Introducing WoW Insider's Guild of the Month contest

    by 
    Mike Schramm
    Mike Schramm
    03.03.2009

    Think your guild is one of the best in all of the World of Warcraft? Have you dominated your server since vanilla WoW, or run a packed RP event every week for years? Are you leading one of the biggest guilds in the game, running group after group through Naxx without any drama or wipes? Think your guild is awesome? Prove it!WoW Insider is proud to present our brand new Guild of the Month contest. Each month, we'll be choosing a guild from the game who impresses us through performance in raiding, originality in what they do as a group, or just plain old community (because casual guilds need love, too). And the winner will not only get profiled here on the site as our Guild of the Month, but they'll also get a $100 gift certificate to Warcraft.Swagdog.com, where they'll be able to pick up custom-made guild shirts for the top members of the guild.To nominate your guild, just send a short message (no longer than 200 words, please) to guildofthemonth@gmail.com stating why your guild should be chosen as a winner. Make sure to tell us why your guild stands out from the rest -- you don't have to have conquered all of the raid content, but you do have to be doing something extraordinary and special with your little ingame community. Every month, we'll choose a winner from those entries, and profile them here on the site (so don't enter if you don't want to get profiled), as well as award them the gift certificate from the kind folks at Swagdog. More rules after the break:

  • Breakfast Topic: Most frustrating moment

    by 
    Allison Robert
    Allison Robert
    02.27.2009

    The vast majority of the time, WoW is just pure fun to play, and even nights spent wiping on a boss can be an oddly happy experience if you're running with a cool group of people and you feel like you're making progress. But we've all had that moment in a raid or a group where you realize that things have unstoppably taken a turn for the worse, and that there's not much (if anything) you can do about it.I've actually had two of these in recent memory: being within one perfect Kel'Thuzad kill of server-first Immortal and then losing a single player to the second Frost Blast, and then having to call a Sarth 3D kill because people seemed to find an array of new and interesting ways to get themselves killed. The silence in vent on both occasions was pretty awful, and that these two nights occurred back to back probably didn't help anyone's frame of mind. I've had a Hunter buddy previously describe her worst moment as triggering the old Karazhan pet bug -- wherein you could aggro almost everything in the instance due to bizarre pet pathing mechanics -- when she was a trial member with a new guild. A Warlock friend still cringes when he thinks about the night he accidentally looted the Champion gloves off Curator, and then having to keep the group there for two hours while we waited on a ticket (back before any of us knew how loot transfers worked). Sometimes you realize the night's just going to stay bad, and that it's time to get out of Dodge. What was your worst experience in this vein?

  • New dungeon maps on the patch 3.1 PTR

    by 
    Mike Schramm
    Mike Schramm
    02.24.2009

    MMO Champion has posted all of the in-game maps for the new Northrend dungeons. We'd heard a while back that they'd be added in, and though there was no mention of them in the 3.1 patch notes, sure enough, they're out on the PTR.They obviously use the same style as all of the other in-game maps, with labels of each area and concept art of the dungeon itself behind each layout. But here's something we didn't expect: each map has a skull placed where the bosses are, so with just a glance at the map you can see where the big bad guys are found. Right now, obviously, we know where they all are, but that will be interesting when maps of future instances become available.And right now, on the world map, areas get drawn in as you discover them, but we'd guess that these maps will be opened up as soon as you enter the instance (you don't discover parts of an instance, you discover the whole thing). It'll be interesting to see, next time we explore some new instanced content, just how these maps can affect gameplay. Patch 3.1 brings us Ulduar, dual specs, significant changes to all the classes, and more! We've got you covered from top to bottom with our Guide to Patch 3.1.

  • Guildwatch: Leave Tankserious alone

    by 
    Mike Schramm
    Mike Schramm
    02.18.2009

    No classier way to /gquit than that, really -- have a power outage in the middle of a raid, and then return just to tell everybody that you're gone forever. Good luck with that whole "life" thing -- tell us how it turns out.Lots more drama, downed, and recruiting news in this week's Guildwatch. Who knows: your guild (or server) might even be in here. Click the link below to find out.

  • The Silent Bob approach to group management

    by 
    Adam Holisky
    Adam Holisky
    01.26.2009

    The world of groups: pugs, raids, arenas, guilds, confederations, servers; all of it means one thing: you have to know how to get along with each other. A big part of getting along with one another in a successful group is knowing how and when to get information across. This communication is often times hard to do, even for the most seasoned communicator. How do you tell someone that their tanking is so awful you'd rather let the hunter's pet be the main tank? What do you say to a healer to get them to understand that healing means more than casting their biggest heal all the time? And what do you do with the DPS who always decides to pull for the group?Recently I've taken up a new way to deal with all these things. I call it the Silent Bob approach to group management.The approach is outlined by three simple steps.

  • MMOGology: Looking for incentive to group

    by 
    Marc Nottke
    Marc Nottke
    01.05.2009

    In a post-World of Warcraft world the concept of grouping while leveling has changed. Where grouping was once essential to survival in MMOGs, today it's an optional extra. As a result, leveling up can feel pretty lonely. In most MMOGs it's no longer necessary to group unless you're running an instanced dungeon or the rare quest geared toward a specific number of players. While I love the fact that I can play WoW on my own terms and my own schedule I feel like I'm missing out on the whole "massively multiplayer" thing. Isn't that the reason we play MMOGs to begin with? Why should we wait until end-game raid content to play together?Most people don't group while leveling because there's no real incentive to group. Soloing nets you more XP than grouping and most of the content is easy to take on by yourself. There's no waiting around for others, no sharing of loot, and no arguing about what to do when. So why bother? I'd like to see developers provide players with more incentive to level up together. In my opinion, MMOGs should always work to increase entertainment value when players work together. Read on to explore ways to achieve that objective.

  • Breakfast Topic: Calling it quits

    by 
    Elizabeth Harper
    Elizabeth Harper
    01.02.2009

    If you've ever played in a group or run a dungeon, then you know the nuisance and frustration of playing in a bad group. I'm sure most of us have been there -- a dungeon run that seems a never-ending string of wipes, a PVP group that's unable to stick together long enough to accomplish any objectives, and the inevitable repair bills that arise from a group of players that doesn't quite mesh. At this point in my healing career, I practically never group with people I don't know. Too many things can go wrong and any rewards that might come from running an instance aren't worth the sanity that would be lost by trudging onward after the fifth or sixth or seventh or eighth wipe. (And even sticking with people you know doesn't always lead you to pain-free groups -- I'll just say that Loken and I are never on friendly terms.) But a thousand complants about bad group experiences aside, when you're unfortunate enough to find yourself in a bad group, how do you know when to cut your losses and call it quits? Do you flee at the first sign of trouble? Hang in until the group leader calls it quits? Or do you have some other breaking point?

  • The Daily Grind: Tank, DPS, Healer, or other?

    by 
    Samuel Axon
    Samuel Axon
    11.30.2008

    The small group gameplay in many of today's MMORPGs is about the interplay of several archetypes that each offer something different to the dynamic -- tanks absorb damage so weaker classes don't have to, DPS classes dish out massive damage in short amounts of time, healers reverse or prevent damage done to party members altogether, and then there are a myriad of other classes that fill various other roles like crowd control.Seems a lot of folks fall comfortably into one role or another -- some even stick to just one through multiple games, always playing healers, for example. Do you have a strong preference for one particular group role, or do you try to vary your play experience? In either case, which role is most comfortable for you, and why? We're always interested to learn more about the psychology behind these games, so we're eager to see what you've got!