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  • 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.

  • EVE Evolved: Mission-running ship design

    by 
    Brendan Drain
    Brendan Drain
    07.05.2009

    In last week's first instalment of this guide, I explained the basics of mission-running in EVE Online and how to find your best agent. In this second part of the guide, I get into the nitty gritty details of essential ship designs for mission-runners. Choosing an appropriate ship and fitting it adequately are arguably the two most important factors in mission-running. While having a weak mission strategy and poor support skills can cause a lot of bother, a poorly designed ship is almost guaranteed death on some of the tougher missions. With the advice in this guide, a little research and a good deal of practice, you'll be well on your way to becoming a mission guru. Read after the cut for a race-by-race break-down of EVE's most popular and effective mission-running ships, complete with links to some further reading and popular mission fittings.

  • The OverAchiever: Attack of the Glory of the Hero

    by 
    Allison Robert
    Allison Robert
    07.05.2009

    Mr. Daniels: This is punishment, gentlemen, not party time.Logan: Well, that would explain the absence of balloon animals. -- Veronica Mars, "The Girl Next Door." Heresy! A Veronica Mars quote rather than Firefly. Eh, who cares, it's a holiday weekend, so we're wild and crazy. We're continuing our march through Glory of the Hero, and today we're going to tackle the first of Wrath's "halls," the Halls of Lightning. Before we do, here's a round-up of what we've done previously in the OverAchiever: GotH series: Part I: Ahn'kahet Part II: Azjol-Nerub and Culling of Stratholme Part III: Drak'Tharon Keep Part IV: Gun'drak HALLS OF LIGHTNINGLightning StruckAs long as your tank and healer aren't in greens, this isn't an overly difficult achievement. Bjarngrim and his adds path around a series of 3 platforms and will pause at each, gaining a Temporary Electrical Charge that increases their damage. You simply need to pull Bjarngrim while he still has this buff. During the fight you can force him to lose it by killing his adds, and if you're still gearing up, that's a more reasonable option than trying to survive the damage. The abilities of note here are Mortal Strike, which is a fairly nasty hit in the range of 15-16K, and Whirlwind, which can two-shot melee DPS.

  • Massively webcomic: Grinders - Gender Equality

    by 
    Lemuel Pew
    Lemuel Pew
    07.03.2009

    City of Heroes continues to fulfill items on the long list of player requests, next up being the option to change your height and gender, the only to pieces to the costume editor left static. While I think it's neat you'll finally be able to make that Mr. Hyde knockoff you've been waiting to build, Grinders today reflects other possible gameplay options.On a side note, I wonder what this'll do to the character gender debate. Now in CoH, your character doesn't need to have a gender, just a costume slot does. You could make a character that is in fact five distinct characters. Food for thought.Have a funny story of your own? Submit your tale complete with a screenshot to lemuel@massively.com. The best will also probably involve boobies in some form or another. Or just put in the comic.%Gallery-63060%Lemuel Pew is a webcomic artist and MMO player with the attention span of a guppy. Between sketching gamers in cartoon form and making glib social commentary, he draws an online comic called Blank It. Feel free to watch his Twitter at your own risk.

  • Raph Koster speaks on Metaplace's new functionality and the state of virtual worlds

    by 
    Seraphina Brennan
    Seraphina Brennan
    07.02.2009

    Metaplace introduced the world to a brand new technology two days ago -- the ability to embed a fully functional virtual world into any website or forum, anything that can handle HTML.This upgrade allows Metaplace to act like a more enhanced version of Google's old Lively service. All you need to do is make a world, take the embeddable HTML code from it, drop it into your website, and you now have a full virtual world running in flash right inside of your blog post or forum thread. The world can be edited to your whims through the Metaplace builder, letting you create whatever you want to create inside of your space. Think of it like Second Life Lite.We had more than a few questions for Raph Koster, the founder and creator of Metaplace, about this new upgrade for his virtual platform, so we caught up with him to pick his mind on Metaplace and virtual worlds at large.

  • Raph Koster speaks on Metaplace's new functionality and the state of virtual worlds pt. 2

    by 
    Seraphina Brennan
    Seraphina Brennan
    07.02.2009

    Metaplace is quite large now, with well over 30,000 worlds created. How does Metaplace avoid spreading the population out too thinly, as, after all, these are social worlds? Is that a challenge for you guys? It is. It is a challenge. Many of our worlds are empty at any given time. Many of them are people's "apartments" or "personal spaces." Everyone gets a world when they start out in Metaplace, and a large majority of them are unimproved. What we've found out is that people really congregate in the well done worlds. Because of that, we've spent a lot of time on searching algorithms to find the worlds that people consider to be the best and the worlds that are the most populated at that point in time and then bring them up top to the user. We're also working on expanding our support for events, so when something interesting is going on in Metaplace all users will get a notification. This way they can click the link and go and check it out quickly. Yet, sometimes great worlds get lost for a time, but then they get rediscovered as people re-find them. "Virtual worlds need to make that jump to become "ordinary," in a way" We've also included a new feature, called the golden egg. This allows veteran users to market their worlds to others by purchasing this new item. The egg, which is 25,000 coins, can be placed in your virtual world for others to find. Once they find it and click on it, they get 500 coins as a present and are also given the location of another world that has a golden egg. Every world that has a golden egg in it is also listed in the golden egg world list. There's also a golden egg in Metaplace Central that "kicks off" the quest, so to speak. Where do you see virtual worlds going in the future? One of the big questions at the last convention I attended was, "What's next?" In some ways, we've already accomplished a lot of the dream. A lot of the things that people expected out of virtual worlds have come true. We have mass marketed virtual worlds that aren't extremely popular, but, you know, popular enough. We've reached a level of penetration in entertainment that's quite high. But they haven't jumped to total mainstream acceptance yet. I think that's the next step. Virtual worlds need to make that jump to become "ordinary," in a way. Having them become a key part of the web would be a key part of that. It's always been a mistake for us to think that virtual worlds will swallow the web. I don't think that's the way things are going. But I do think we'll be seeing a much tighter integration between virtual worlds and the rest of the Internet. I really think Metaplace is kicking the ball forward, in regards to that. So what's the future for Metaplace, specifically? We're always focusing on making it easier for users, in addition to hosting building classes so people can learn how to build new worlds. We also have a roadmap on our forums that contains a list of proposed features that anyone can check out, all of which is scheduled to come out in the next few months. We're still in the early days -- second month of open beta with a very soft launch -- and we're gonna keep building on what we got and make it easier for everyone to have a virtual world of their own!Thanks for your time, Raph!

  • Redefining MMOs: Terminology

    by 
    Brendan Drain
    Brendan Drain
    07.02.2009

    As we look back at the past several years of the MMO scene, we see a genre that has gone through significant evolutionary leaps. With those pioneering days of text MUDs and blocky graphics behind us, today we enjoy professionally developed games with impressive development teams and massive budgets behind them. The genre's depths have been thoroughly explored and we've even categorised the features we've come to love and expect from our favourite online retreats. Every part of the genre, from the types of gameplay available to the terminology we use, has been routinely evolving and redefining itself over time.With professional MMO development soaring and a whole new generation of promising titles on the way, we stand on the cusp of what could be the next big evolutionary leap for online gaming. In the coming weeks and months, Massively will be examining how the MMO genre has been redefined during the current generation of games and where it's headed in the next. If you have something important to say on the topic, feel free to post a comment on page 2 or even write your own "Redefining MMOs" blog post and leave a comment with the URL.In this introductory article, I ask why we use the terminology we do when talking about MMOs and if perhaps it's starting to change.

  • What audiences should Mythic have targeted with Warhammer Online?

    by 
    Brooke Pilley
    Brooke Pilley
    07.01.2009

    This is an original opinion piece written by someone who has been following Warhammer Online since November 2007. Comments are open on page three.Many people claim WAR is a total fail-whale of an MMO. I can see sides of their argument, but I don't believe it's completely true. The "fail" perception mostly comes down to the expectations that were set by Mythic and EA and then never fully delivered upon. It's no secret they were aiming for 500k+ subs and then missed the mark (by about 200k), but it got me wondering... Who is/was WAR's target audience? Was their potential audience actually big enough to support their aspirations?Let's go back. Waaaaaaaaaaay back. Let's pretend we were a fly on the wall in a Mythic/EA/Games Workshop boardroom as they were discussing the original vision and design direction for WAR. One of the first steps you take before developing any product is to define your target audience or demographic. Knowing your audience gives you better direction and allows you to focus your efforts and design decisions more clearly.

  • Massively speaks with Sparkplay Media's CEO on Earth Eternal

    by 
    Seraphina Brennan
    Seraphina Brennan
    06.30.2009

    With Sparkplay Media's first game, Earth Eternal, going into beta, we got the chance to sit down with the CEO of the company, Matt Mihaly, and pick his mind on a variety of things related to setting up shop in the free to play genre.Matt's no stranger to the massively multiplayer space, holding a strong background as the CEO and founder of Iron Realms Entertainment, a company dedicated to creating multi-user dungeons (MUDs) including Imperian, Aetola, Achaea, and Lusternia. If that wasn't enough, Achaea was one of the first games to introduce the sales of virtual goods, making him one of the pioneers of the base that free-to-play games now stand on.So what's his thought process behind Earth Eternal? What are some of the things we can expect from the MMO that's sporting over 22 races? Hit the continue reading link, and find out!

  • EVE Evolved: Mission-running - the basics

    by 
    Brendan Drain
    Brendan Drain
    06.28.2009

    Agent missions are one of EVE Online's most popular pastimes. While EVE is most often lauded for its open-ended gameplay, player-determined markets and PvP action, a significant portion of the game's players use missions as their primary income source. There is something comforting about missions that seems to draw players in. For many, running missions and upgrading their ship with the ISK becomes the focus of their achievements and their primary measure of progress. The ability of mission-running to provide a direct translation of effort into a stable ISK income offers us a reassuringly linear work-to-reward scheme in a relatively risk-free environment. Missions and exploration are EVE's primary PvE experiences and new missions are released with each major expansion to help keep the game fresh for casual players. There are even several epic mission arcs planned for the future, long sequences of storyboarded missions much like the quest chains you might find in other MMOs. In this multi-part guide, I will thoroughly examine the profession of mission-running, from the basics to ship fittings and finally some tips and tricks for maximising your performance. In this first part of the guide, I look at the basics of mission-running from mission types and rewards to agent standings and how to find the best agent for you.

  • Massively webcomic: The Haves and the Have-Nots

    by 
    Lemuel Pew
    Lemuel Pew
    06.27.2009

    I suppose I should legally declare that Grinders is not paid by Sony to do comics about Free Realms, but on a completely unrelated note, I do so enjoy flossing my teeth with hundred dollar bills.Have a funny story of your own? Submit your tale complete with a screenshot to lemuel@massively.com. The best will be put under a microscope and checked for the latest strain of Murloc Flu. Or just put in the comic.%Gallery-63060%Lemuel Pew is a webcomic artist and MMO player with the attention span of a guppy. Between sketching gamers in cartoon form and sporting a fancy tophat and monocle, he draws an online comic called Blank It. Feel free to watch his Twitter at your own risk.

  • More reactions to BioWAAAGH!

    by 
    Brooke Pilley
    Brooke Pilley
    06.25.2009

    We've been keeping our eyes on various blogs and forums discussing yesterday's big news that Mythic and BioWare are being restructured under EA's new MMO/RPG gaming division and that Mark Jacobs is no longer working for EA. Here's a summary of what we've found so far.Many people are under the false impression that Mythic and BioWare have merged. One of Mythic's developers made this clarification: "We're still Mythic Entertainment, an Electronic Arts Studio, as we have been. I've posted this elsewhere, but we're not 'merging.' We are still a completely separate entity within EA, just as Bioware is, simply now grouped under the same MMO/RPG grouping and reporting to one person, collectively."

  • Anti-Aliased: Virtual worlds as the great equalizer

    by 
    Seraphina Brennan
    Seraphina Brennan
    06.24.2009

    So apparently it's gay pride week. I, pretty literally, had absolutely no clue that gay pride week was this week, even though I was lucky enough to speak at Metaplace's Metapride diversity event. Yes, I'm just that oblivious to my surroundings, even when I'm directly participating in them.I know I don't hide the fact that I'm transgender, but I'm certain that not many people click on my author link here at Massively or really ponder the significance of my @sera_brennan Twitter username. That last sentence is probably the first time many of you long term readers even heard that I was transgender. (Although I remember someone wrote the site once and told them to correct all of the times in my author profile that I was referred to as "she" because it was obviously a typo.)I owe much to my online escapes, as they aid me in more ways than just providing a fun distraction. They give me the opportunity to appear as I truly feel inside, and let me interact with others without the stigma of being or appearing to be transgendered attached. Beyond just me, however, are hundreds of thousands, or perhaps even millions of individuals who have gained an advantage or some sort of insight thanks to virtual worlds.

  • EVE Evolved: Courier contracts used for theft

    by 
    Brendan Drain
    Brendan Drain
    06.21.2009

    Many of EVE Online's most prolific marketeers use courier contracts to collect together items from their region-wide buy orders but that's not all they can be used for. Courier contracts were originally intended as a way to pay another player to haul items for you securely using a standard collateral deal but if you know how, they can also be used for theft. Over the years, players have found ways to use courier contracts for profiteering, gambling, and even corporate theft. In EVE's Machiavellian universe, anything you can get away with is fair game. This includes twisting an innocuous game mechanic like courier contracts into a tool for theft and piracy.In this short article, I examine some of the more creative ways pilots have used courier contracts to steal and plunder their way to the top.

  • Massively webcomic: Grinders - Urban Adventurers

    by 
    Lemuel Pew
    Lemuel Pew
    06.19.2009

    Welly welly well. It's about time the MMO scene started seeing some real deviation. Grinders is more than proud to get revved up for Cities XL, and try out some more playstyles than just leather armor and pest control. Though, it'll be really interesting to see what similarities do come out of the game. It'll also make us rethink what an MMO is, because if 'lots of players' and 'online' are the only two sticking points, I don't think that it'll stay a genre of its own for much longer.Have a funny story of your own? Submit your tale complete with a screenshot to lemuel@massively.com. The best will he harangued for showing up the rest of them and upsetting the curve, but will be probably worked into the comic somehow. %Gallery-63060%Lemuel Pew is a webcomic artist and MMO player with the attention span of a guppy. Between sketching gamers in cartoon form and taking naps at his desk with his nose on the H key, he draws an online comic called Blank It. Feel free to watch his Twitter at your own risk.

  • 15 Minutes of Fame: The furry fandom

    by 
    Lisa Poisso
    Lisa Poisso
    06.15.2009

    15 Minutes of Fame is our look at World of Warcraft players of all shapes and sizes – from the renowned to the relatively anonymous, the remarkable to the player next door. Tip us off to players you'd like to hear more about.If you think "the furry fandom" sounds like a bunch of players who like playing Tauren, you'd be right -- to a tip-of-the-iceberg degree. This week's 15 Minutes of Fame looks at a often maligned, frequently mocked yet little understood hobby and lifestyle: the furry fandom, or furries. Furries (or "furs") are fans of fictional, anthropomorphic animal characters with human personalities and characteristics. Together, these furries form the furry fandom, a community of artists, writers, roleplayers and general fans of the furry art forms who gather on the internet and at conventions. Yes, these are cosplayers in fur suits – but there's a lot more to it, as this week's profile will show.Now, before we proceed: Yes, there's a segment of the furry community that's into erotic art. While the media have had the proverbial field day with this furry fodder, the sex-focused furs are by no means an especially representative segment of furry fandom. Even if they were, this profile is not headed there. Instead, let's head back to the WoW.com context of the furry fandom: a World of Warcraft player (and frequent WoW.com commenter) who expresses himself emotionally and spiritually through his furry persona.EDIT: As always, hateful, insulting and trollish posts will get deleted. You don't have to agree, but you can disagree without resorting to personal attacks. Multiple offenders will be banned, k thx ~ The Management

  • The importance of good audio in an MMO

    by 
    Brendan Drain
    Brendan Drain
    06.15.2009

    In recent years, there has been a dramatic increase in the development budgets of new MMOs. To stay ahead of the technological curve, a large portion of the budget invariably goes toward the graphics department. Studios produce impressive graphics engines and mountains of art assets in an effort to make their game one of the most visually impressive out there. Amidst all the fuss over graphics and gameplay, audio is often overlooked and underfunded. It's been shown that good music and sound effects can have a significant impact on the perceived quality of a game. This is something that some development studios recognise and support but many continue to neglect this vital part of the gaming experience.In this article, I examine the importance of good audio in an MMO and explain the underlying psychology involved.

  • EVE Evolved: EVE's economic underworld

    by 
    Brendan Drain
    Brendan Drain
    06.14.2009

    EVE Online's in-game economy has been the subject of intense study over the years. The markets of EVE react very effectively to accomplish goals with the same economic laws that apply to many real-life marketplaces. The game's developers CCP even hired a professional economist to analyse the in-game economy, advise them on problem issues and deliver interesting quarterly reports. The driving force behind EVE's markets is often assumed to be basic supply and demand but this isn't always the most potent component. In the hyper-capitalistic universe of New Eden, all bets are off and the only rules are those players enforce themselves with an iron fist. Cartels, market manipulation and theft run rife in EVE, with far-reaching consequences. In this succinct article, I examine the hidden forces pushing and pulling EVE's markets and show that EVE's economic sandbox comes complete with quicksand and land mines.

  • All the World's a Stage: The core layer

    by 
    David Bowers
    David Bowers
    06.14.2009

    This week's edition of All the World's a Stage concludes a three-part series on the layers of social interaction in roleplaying. Next week we will continue looking at how to roleplay one's professions. Good friends are stars in the sky of life, and especially as roleplayers, friends are absolutely essential to our hobby – our whole reason for playing WoW involves creative social interactions. Even if you never really know who a roleplaying partner is in real life, just roleplaying with him or her for a few minutes can create a memorable experience. Previously, we discussed how to roleplay when you first meet someone, as well as what to do once you've gotten to know them a bit more. The key in each case is remembering that roleplaying is a social experience first, and a creative one second – your character must conform to the rules of good socialization before he or she can succeed creatively. Even though at first this seems more limiting, in the end it will be more liberating, because through sociable characters, you can collaboratively create stories and experiences in a way that no other form of storytelling can. In fact, the closer you become to your group of friends, the more the possibilities bloom. The core concept characterizations you used to use to entertain strangers are still useful, but here they can take on a deeper meaning. You still listen to your friends and adapt your own character to theirs, but now they will listen to you, and adapt their characters to yours. The closer your friendships are, the more your exploration and creativity are truly mutual and cooperative, and the more you can try out new things that you've never done before.

  • Massively webcomic: Grinders - Hot or Not

    by 
    Lemuel Pew
    Lemuel Pew
    06.12.2009

    Sticking to the theme of horrible MMO ideas that shouldn't, but are, the Grinders thinktank has aimed its sights at the new Seventeen MMO. Though, I bet calling it an MMO is really starting to abuse the term, much like Virtual Laguna Beach and Habbo Hotel have caused us to do in the past. Still, I expect there will be a few fun-loving fuggos who will want to mix up the bubbly suburban content. You've been warned.Have a funny story of your own? Submit your tale complete with a screenshot to lemuel@massively.com. The best will he harangued for showing up the rest of them and upsetting the curve, but will be probably worked into the comic somehow. %Gallery-63060%Lemuel Pew is a webcomic artist and MMO player with the attention span of a guppy. Between sketching gamers in cartoon form and taking naps at his desk with his nose on the H key, he draws an online comic called Blank It. Feel free to watch his Twitter at your own risk.