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  • Night elf priest iron-mans to level 90 with no greens, no talents, and no deaths

    by 
    Lisa Poisso
    Lisa Poisso
    12.21.2012

    It's a world first for night elf priest Lyssan of Vek'linash (US), who has bypassed death, gearing, talents -- all the conveniences of modern-day Azeroth -- to hit level 90 in the player-created WoW Ironman Challenge. A report like this would normally include the winner's class specialization and gearing, but not for this player, yet the Ironman's brutal ruleset prohibits not only those basics but also death itself. That's right: If you die during the WoW Ironman Challenge, you re-roll. Period. Here's a look at the grim core rules of the challenge: No items equipped other than white or gray items. No heirlooms. No talent points -- no specialization. You may train class abilities. No professions, primary or secondary, other than First Aid. No food or water above vendor-quality white items. No groups -- no BGs, no instances, no raids, no quest groups. No guilds. No enchants, scrolls, potions, elixirs, or glyphs. No outside financial or equipment assistance (including gold or bags from other characters). The Big One: If you die, ever, you delete that character and start over at level 1. The next closest participant in the Mists leg of this event is currently level 87. Kripparrian, the player-run hard-mode competition's former title-holder in Cataclysm at level 85, does not appear to have leveled in Mists of Pandaria. We'll have a full interview with the triumphant Lyssan next week, after she takes a well-earned holiday rest! (And if it were me, I think I'd go out and die a few times, just for sheer relief ...)

  • The Daily Grind: How much game time is just right?

    by 
    Bree Royce
    Bree Royce
    12.21.2012

    The comments on an article earlier this month made me realize that somewhere between "too casual" and "too hardcore" lies a vast, undefined region of acceptable gaming habits. In that comment thread, one gamer who admitted to playing Lord of the Rings Online for 40 hours a week for three years was picked on for spending as much time playing as you might expect out of a full-time job. In the same thread, several people made reference to "idiot casuals" who are ruining the MMO experience in World of Warcraft, the implication being that casual play alone makes one an idiot. Both of these comments prey on ugly gaming stereotypes: the guy who plays so much that he neglects the rest of his life and the guy who plays so little that he bumbles along incompetently at the expense of skilled players. I might be naive, but I don't think either one of these guys is the norm. I've always assumed that most people out there are playing as hardcore-casuals with reasonable levels of both competence and time invested. What do you think -- how much game time is "just right" to become skilled at MMOs without degenerating into the basement-dwelling-loser archetype? Is "just right" even possible? 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!

  • Wizardry Online launching January 16th

    by 
    Justin Olivetti
    Justin Olivetti
    12.13.2012

    Don't have enough vitamin hardcore in your diet? Then make a new year resolution to try out Wizardry Online. SOE announced that the permadeath-happy fantasy title will release on January 16th. Wizardry Online is the latest in the long-running Wizardry series and features many mechanics not typically seen in modern MMOs, such as the aforementioned permadeath and friendly fire. Massively previewed the title at SOE Live and more recently got to take it for a more extensive test drive. SOE will be talking about Wizardry Online's release date and other launch details in its webcast at 7:00 p.m. EST this evening. You can catch the webcast on Twitch.tv. [Source: SOE press release]

  • Wizardry Online adding tons of info to official wikia

    by 
    MJ Guthrie
    MJ Guthrie
    12.06.2012

    If you've had questions about some of the nuts and bolts of the upcoming free-to-play fantasy game Wizardry Online, the incoming update to the official wikia might just give you some answers. From controls and settings to shops and dungeons, this update will offer more information on a variety of game mechanics and features. Did you know that you can pick up the body of a fallen player to be deposited at the Quopaty Temple once you travel back to town and pay a fee to increase the odds of revival once there? Or that you'll need entry permits to enter dungeons? Or that shopkeepers will identify items for adventurers? You will when you read through the details of this substantial wikia update! You can also learn more about Wizardry Online by checking out Massively's hands-on experience. [Source: Sony Online Entertainment press release]

  • Wizardry Online explains permadeath specifics

    by 
    Justin Olivetti
    Justin Olivetti
    11.29.2012

    Our knowledge of SOE's upcoming Wizardry Online is growing by leaps and bounds. A little later today, the official wiki will be rolling out a huge info update that will include specifics on many of the game's systems, including the ever-so-popular permadeath and PvP. Some of the interesting tidbits that we've learned include the fact that resting in inns is essential to leveling you up, enemies can and will attack specific parts of your body, the game has a pretty traditional skill tree, and you'll be unable to move if you exceed your carrying weight capacity. Permadeath can happen only if your character meets several criteria: You've reached soul rank two or higher and you've failed two revive attempts in a row. Likewise, the game's free-for-all PvP might not be as harsh at it initially sounds. If you're killed in PvP, you have a much greater chance of being revived, and player killers (PKers) will become criminals who can have bounties placed on their heads. If you're curious about Wizardry Online, why not read our hands-on with the title?

  • Yup, you're dead: Hands-on with Wizardry Online

    by 
    Mike Foster
    Mike Foster
    11.27.2012

    Wizardry Online, an upcoming fantasy-based MMO from Sony Online Entertainment, is a "hardcore" MMO. I know this because the word "hardcore" shows up on the game's official beta sign-up page no fewer than three times (once in all caps). The website promises that thanks to Wizardry Online's "insane difficulty," my "greatest challenge" will be found somewhere in its universe. Perhaps in one of those "complex mazes" packed with "unrelenting mobs." Now, I'm not one to back down from a challenge. In fact, I love a good fight, especially if it can potentially end in my suffering an embarrassing and expensive defeat. So I hopped into the brutal world of Wizardry Online to tempt fate and see just what this game was all about. As it turns out, it's about dungeons, permadeath, and missed opportunities to make either worthwhile. %Gallery-125949%

  • Rise and Shiny: Salem

    by 
    Beau Hindman
    Beau Hindman
    11.25.2012

    Before I get to the part where I rant about one of the strangest exchanges I have had with an independent developer -- and I mean that in a fun, gasp-y sort of way -- I will cover the basics to give you an idea of how Salem the MMO works. You know, just in case you have never been privileged enough to witness the glory that is hardcore PvP, full loot, and permadeath. Yes, I'll cover permadeath; don't worry. The game is set in that funny time period when people wore Pilgrim hats, ate turkey, and killed bears. I have to admit that I was never expecting a game set in this time period or one influenced by early America, but I asked Bjorn Johannessen, Creative Director for the game, about the design choice during the livestream that is always embedded in this column. If there is one livestream of mine you need to watch, it's this one, for many reasons. Warning: It might not be safe for work; cursewords appear on the screen. You know, because it's hardcore. %Gallery-171695%

  • Wizardry Online revealing class and chat info this evening

    by 
    Justin Olivetti
    Justin Olivetti
    11.21.2012

    If you have more questions about Wizardry Online than have been answered to date, hopefully you'll start to fill in those gaps come this evening. The devs are preparing to release a post on the official Wizardry Online Wiki that will shed some light on the various classes as well as the in-game chat system. The classes set to be revealed are the melee Fighters, healer Priests, hard-hitting Thieves, and ranged Mages. The studio is giving each class a difficulty and survivability rating, as well as the alignment and requirements to roll one. It looks as though Wizardry Online will handle its game population through automatic world instances called channels. New channels will be created when the number of players demand it, and players can choose a specific channel, a type of channel, or the first available channel upon logging in. Keep an eye on the wiki for the dev blog to go live at 6:00 p.m. EST tonight. [Source: SOE press release]

  • Wizardry Online is the subject of next SOE webcast

    by 
    Shawn Schuster
    Shawn Schuster
    10.30.2012

    Wizardry Online is a peculiar beast. One one hand, you have the familiar IP of Wizardry to bring in any and all old school fans, and on the other hand, you have that infamous feature known as permadeath. SOE is looking to take the Wizardry franchise and make it into a seriously hardcore MMO next year with beta now in full swing. But we're sure you have questions about the game, aside from those answered in our own recent in-depth coverage. Luckily for you, SOE will be hosting a live webcast with Senior Community Manager Eric "Piestro" Cleaver interviewing Senior Producer Todd Carson and Senior Global Brand Manager Omeed Dariani. It all goes down this Thursday, November 1, 2012 at 7 p.m. EDT on SOE's Twitch.tv channel.

  • SOE Live 2012: Getting to know Wizardry Online

    by 
    Karen Bryan
    Karen Bryan
    10.20.2012

    There's probably no better way to sum up Wizardry Online than with the phrase, "Be careful what you wish for." If you've been yearning for a game with permadeath, you have reason to celebrate. At this year's SOE Live, the Wizardry Online team showed off the game, and it's every bit as hardcore as promised. If you're looking for an old-school challenge, you'll want to check out the highlights below.

  • The Daily Grind: What's a hardcore feature you'd like to see more of in MMOs?

    by 
    Justin Olivetti
    Justin Olivetti
    10.17.2012

    While there's a lot to be said about the virtues of user friendliness and consequence-lite gameplay, I think it's important not to throw out the entire library of hardcore features just because games happened to be too grindy or corpse-runny way back then. Through titles like Day Z, EVE Online, and WURM Online, players have shown an affinity to features that promote a more realistic sense of world. For some, that creates a sense of immersion that no fancy graphics could ever accomplish. So let's boil it down to just one feature today, one hardcore feature that you'd like to see more of in MMOs. Would you use your one wish to grant every game a permadeath server for those who prefer that lifestyle? Could you see getting into an MMO where you had to monitor your avatar's hunger, thirst, and stamina constantly? Does the idea of a character aging and scarring make you thrill for the journey? Let us know your idea for a great hardcore feature that would spice up MMOs! 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!

  • Rise and Shiny: Mortal Online

    by 
    Beau Hindman
    Beau Hindman
    10.07.2012

    There are so many issues and subjects to cover this week, thanks to the limited time I spent in Mortal Online, a free-for-all PvP sandbox by Star Vault. I've played my share of MMOs that are similar to Mortal Online, games like EVE Online, Darkfall, Ultima Online, Wurm Online, Salem, and others. Essentially the idea is to set players loose in a massive, open world that is closer to "realistic" than standard themepark MMOs. Players might spend time farming or fishing or hunting down other players or mobs. It's generally a good idea to prepare yourself for a lot of running around, hiding, and slowly figuring out what to do when playing a FFA PvP sandbox. Games like Mortal Online provoke questions like "Why is nudity an option at all?" and "Why is there stamina (and other realistic features) alongside magic and no permanent death?" I've learned to forget those questions and just take each specific FFA MMO as it is. Mortal Online stands alone in many ways. Unfortunately, being known as a buggy mess is one of those. I've played many buggy MMOs in my time but have enjoyed myself immensely in some of them (remember, I hosted an early Vanguard: Saga of Heroes podcast!), so I wasn't scared of jumping into an MMO that was supposed to be rough to say the least. What did I find? Well, I found a ton -- and I mean a ton -- of bugs. But I also found a pretty cool community (yes, I just said that) and some grand adventure. Let me break it down. %Gallery-167722%

  • Some Assembly Required: The newer-is-better fallacy

    by 
    Jef Reahard
    Jef Reahard
    09.28.2012

    There's this idea that old-school MMO players don't know what they want. I've an inkling that the folks espousing this idea have little experience with the old-school games they purport to be evolving beyond. This doesn't stop them from claiming that old-schoolers are in love with a time period instead of a game, though, which in turn intimates that old-schoolers' minds are too muddled to know exactly what they do and do not prefer. Regardless of how you feel about old vs. new, sandbox vs. themepark, or world vs. game, it's easy to see that conflating someone's personal preference with nostalgia results in a perspective that's of limited usefulness at best.

  • Chinese MMO market gravitating toward hardcore and competitive titles

    by 
    Matt Daniel
    Matt Daniel
    09.18.2012

    China has something of a reputation in the online gaming world as the land of many MMOs, but it looks like things may be changing soon. Gamasutra reports that a study by Niko Partners, an Asian game-market analytics firm, shows that "Chinese players are showing an increased demand for hardcore browser-based web games." According to the study, PC game revenue in China has grown by 37% in 2012 while online game operators' revenues have increased by 26%. The disparity in growth between the two suggests that the Chinese online gaming market is losing steam. Interestingly, Gamasutra notes that the only outlier in the data is Tencent, operator of a number of traditional MMOs as well as the wildly popular League of Legends. That studio has managed to grow significantly. Niko Partners notes that this growth is a direct result of non-traditional titles like the MOBA it publishes in China. As Niko rep Lisa Cosmas Hanson noted, "For several years Niko has cautioned that the repetitive theme of cultural mythical history MMORPGs in China was beginning to bore gamers, and that new types of games would be necessary to revive waning demand for those games." If you consider the size and importance of the Chinese online gaming market in the grand scheme of the industry, this paradigm shift could be a look toward the future of the MMO genre.

  • The Daily Grind: Do you view MMOs as disposable entertainment?

    by 
    Jef Reahard
    Jef Reahard
    09.04.2012

    Emotions were running high regarding City of Heroes last week, and for good reason. NCsoft inexplicably pulled the rug out from under its community by announcing the imminent closure of one of the more feature-rich games to ever grace the MMO genre. There was an outpouring of disbelief, sympathy, and shock, both here at Massively and around the blogosphere. There were also a few folks who simply didn't get it. One comment even likened MMOs to television shows and suggested that both are inconsequential ditties unworthy of your long-term devotion or emotional attachment. What about you, morning crew? Do you view MMOs as throw-away entertainment, or do you get involved and attached to the game and its community? 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!

  • Blizzard clarifies the raid finder's role in gearing progression

    by 
    Olivia Grace
    Olivia Grace
    08.23.2012

    Blizzard blue Taepsilum posted today on the EU forums regarding the role of the raid finder as a key part of the gearing ladder. It has been regularly mentioned how the raid finder in Cataclysm became a vital part of gear progression, offering items that were an upgrade from Firelands normal gear and -- with procs and set bonuses accounted for, as well as the half-tier increase in item level for drops from Spine and Madness -- upgrades from Firelands heroic gear. I posted a while back about the purpose of the raid finder and how while it was intended as a means for folks who didn't have access to a raid team to see content, it became a rung on the gearing ladder. Well, it seems that Blizzard is taking steps to change that. Matt Rossi posted earlier with more information on the loot changes, and Taepsilum's post only serves to add weight to the notion that the raid finder will be adapted to serve its intended purpose. This shift was mentioned yesterday on the Q&A with the Devs at Gamescom, but it bears repeating for all the raid finder naysayers out there. When Blizzard knows millions of players will see content, it makes it easier for them to justify allocating resources to it. It's really hard for Blizzard to justify putting the huge resources to design a raid into something a fraction of players will experience. WoW Insider had a message direct from Lead Encounter Designer Ion Hazzikostas in which he restated this point: The existence of LFR justifies the creation of more raid content for casual and hardcore players alike. See Taepsilum's post after the break.

  • SOE alters ProSiebenSat.1 deal to include EQ, Vanguard, and Wizardry Online

    by 
    Justin Olivetti
    Justin Olivetti
    08.17.2012

    After months of insisting that the deal with ProSiebenSat.1 was locked in, SOE announced that it is expanding the library of titles that the European operator will take over and run for the region. In addition to the MMOs and other titles included with this past February's announcement, ProSiebenSat.1 looks to take over EverQuest, Vanguard, and Wizardry Online as well. All in all, it gives ProSiebenSat.1 the exclusive license to operate these titles in 40 European nations. SOE President John Smedley said that this is nothing but good news for European gamers: "ProSiebenSat.1 is the ideal partner for us to reach an even broader audience in Europe. We are confident that the combination of the media power provided by ProSiebenSat.1 and our expertise in developing high-quality online games will appeal to players in a new and captivating way, creating the perfect prerequisite for achieving great success with our games in Europe."

  • The Soapbox: The demise of the core gamer

    by 
    Beau Hindman
    Beau Hindman
    08.14.2012

    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. The MMO audience seems to be undergoing a change. It's been slow enough to pass as a typical shift in the market, and it might be. I'm no analytical expert, and I certainly do not have access to the inside of every game studio. What I do have is at least 13 years experience as an MMO fan. I've not only covered them but been obsessed by them for that time. I have always been interested in new titles, movements, and changes in the market. It's a hobby turned job turned fascinating social investigation. I think there are generally three types of gamer: casual, core, and hardcore. Feel free to correct my terminology in the comments section or in an email, but let the discussion that ensues be proof that the shift is real. It seems as if the great mass of MMO fans -- not shooter fans or MOBA fans or fans of mobile, single-player games but fans of MMOs -- has split itself in the middle and pushed to both sides. The fandom has become more extreme, moving to hardcore or to casually hardcore. The core gamer is a thing of the past.

  • The danger of assuming personal experiences to be universal

    by 
    Matthew Rossi
    Matthew Rossi
    07.28.2012

    Whether or not you can believe it, there are players right now who have not finished regular Dragon Soul. Some of them raid less often, some of them started later, some of them lost players, and some of them just raid more slowly than you. And yes, you may be a better raider or have a better raid group than they do, a more skilled collection of people. You also might have a better class comp or have gotten lucky on a few occasions when they didn't. Some groups lost key players at the worst possible time, had real-life issues to contend with, or simply started later than everyone else. Why do I bring this up? This forum thread on the EU forums, where Draztal ( who is rapidly becoming one of my favorite CMs) is constantly forced to deal with a mindset that does not seem to understand that each raiding group's experience is personal to that group and cannot always be extended to the game or all its players as a whole. Now, not every poster in that thread has that issue; there are some good ones in there, and you should read it. But it's a mindset I see over and over again. The game is large, and no two raid groups have the same experience playing it. Some raid groups loved tier 11; others were bored or hated the fights. Some raids had fun in Firelands; others found it repetitive or disliked the zone's tendency to be all one color. (I still say Bastion of Twilight had exactly the same problem, but that was alleviated by its being one of three raids at launch.) Some folks have enjoyed Dragon Soul; others dislike the mechanics or the use of Wyrmrest art assets. Having these differences of opinion is a fine thing and can be good for the game and its community -- when you acknowledge that they exist, and when you realize that your own strongly held opinion about the raid finder, heroic modes in raiding, or the superiority of this fight or that fight is rooted in personal experience to some extent and that experience will never be shared with everyone. That goes for things you love and things you hate equally.

  • The hardcore game is dead

    by 
    Matthew Rossi
    Matthew Rossi
    07.11.2012

    It is a concept long familiar to World of Warcraft players: the hardcore raider. The women and men who were on the cutting edge of raiding content, who had the absolutely best gear, who played the most and knew the most about the game. Back in classic WoW, I was absolutely this person. I raided. It was all I did, really. My tanking gear was so good that players would stop me in Ironforge to comment on it. We killed everything first up until a new guild came to our server, then we traded kills with them until the end of the original game and the launch of The Burning Crusade. Cut to the hunt for BC kills. A lot of people I knew were burning out. Some of the encounters were seen as having been tuned too high, while others lamented the loss of 40-man raiding and the shift to 25s, especially with Karazhan as the 10-man raid having caused a lot of guild drama. "Raiding is too easy now. You can go with 10 people to some raids. It's lost the epic feeling of 40-man raiding. Look at how much faster raiding goes now than it did. We used to struggle to learn each boss; now the only real challenge is in end bosses like Kael and Vashj. Gimmicks like legendary weapons and orbs have replaced knowing your role and class." What am I getting at? Nostalgia is poisonous. The people who bemoan how easy raiding is now are the same people who defended BC raiding from the old curmudgeon MC/BWL raiders who felt like the BC raid game had dumbed down raiding. It's always better in the past, because the past has passed and become perfected by memory. At the time no one would have said it was the pinnacle of raiding -- far from it. People were still going back to Naxx-40 at level 70 and still having a hard time running it. People sang its praises as the ultimate raid right up until it was removed from the game.