mechanics

Latest

  • New video shows off the role system of Darkfall Unholy Wars

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    10.19.2012

    The large-scale revamp to Darkfall is on the horizon, but players looking forward to Darkfall Unholy Wars have gotten information in drips and drabs regarding how the game will play after the revamp. Luckily for those players, an official development blog has recently been posted detailing the new version's system of roles while showing off a bit of the gameplay in a new video. Every player will choose a role, and will then choose two schools from within that role: one as a primary and one as a secondary. Both schools have four abilities and an Ultimate ability, but the Ultimate is only available from the primary school. The secondary school abilities will also be a bit more restricted in their use. Want to see some of this in action? Then check out the video just past the cut, showing off some of the abilities of the Baresark school from the Warrior role. If you like hitting things with a large weapon, it's your sort of school. [Thanks to everyone that sent this in!]

  • MMO Blender: A real-time Farmville MMO minus the Zynga

    by 
    Beau Hindman
    Beau Hindman
    10.19.2012

    Let's talk about FarmVille for a minute. Yes, I mean the Zynga-produced FarmVille, the one that helped social gaming become what it is today. There are a lot of things that have been said about the game, like "it's not even a game" or "it preys on gamer's addictive natures" and all sorts of sufficiently evil-sounding things. Say what you want about the evil monster that is Zynga and make all the jokes that you can about FarmVille and other social titles, but I want to tackle it from a different view. Let's look at it as the sandbox game that it is and use that example to invent a brand-new MMO, although I'm sure ours would not meet with even a fraction of the success that FarmVille has. FarmVille is arguably the most popular sandbox title in the world. We've defined "sandbox" a million times on this site, but it's easy to see just how open and flexible FarmVille is. Is it limited to the confines of its unique set of tools and designs? Of course, but so is every sandbox. FarmVille has successfully introduced the wonders of sandbox gaming to people who might never give a similarly described game a chance.

  • MMO Blender: Eliot swings for internet spaceships

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    10.12.2012

    Honestly, EVE Online always depresses me. I know some of you really love the heck out of EVE Online, and that's great. The problem isn't that the game is bad but that it's a game which holds basically zero interest for me except for the fact that it's a game about spaceships that you play on the internet. That part interests me because it's almost a textbook description of the things that I find interesting. Throw in some giant robots and psychological horror and I'm completely sold. Move on to open PvP, corporate warfare, and shuffling through spreadsheets while playing the ore market, and you've lost my interest. This isn't a lamentation on the fact that games exist that aren't meant to please me. No, this is a lamentation of the fact that I want another internet spaceships game. I want my spaceships on the internet, but I want them to be my kind of spaceships. And so with all due respect to the existing contenders, I'd like to talk about my version.

  • The Mog Log: Reacting to FFXIV's relaunch information

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    10.06.2012

    Not so long ago I was getting upset at a lack of hard information on Final Fantasy XIV's relaunch. (All right, I was getting upset at a lack of hard information on stuff to make people currently long gone care about the game, but that was tied into a lack of hard information.) Over the last two weeks, we've received a lot of hard information on the relaunch. Well played, Naoki Yoshida. Well played. Metacommentary aside, we've actually gotten some useful bits, chiefly in the form of a fully translated Letter from the Producer LIVE and an update on what's happening with items and money when the relaunch happens. There's a lot of information to hit there, so I'm just going to take it piece by piece and cover what I see as the highlights. I wouldn't say that this information really fixes some of the communication concerns I've had, but it certainly mollifies me for the moment.

  • Hyperspace Beacon: The SWTOR Terror From Beyond experience

    by 
    Larry Everett
    Larry Everett
    10.02.2012

    Last week, BioWare launched its fourth major update for Star Wars: The Old Republic, Terror From Beyond. This new game content also happens to be the fourth operation (or raid) for the game. Eight to 16 players battle their way across the planet Asation, hoping to close or destroy a rift in hyperspace that has opened on this ancient Gree world. Along the way, many strange creatures and beings from other worlds attempt to stop the strike force from reaching its goal. Just like the other operations (Karagga's Palace and Explosive Conflict), Terror From Beyond continues the story of the Dread Masters. With each new addition to the story, the goal of these six Sith lords becomes more and more clear. Mechanically, this operation consists of five boss fights and a fairly linear path to the ultimate goal, a swirling vortex about a kilometer away from the starting point. Thankfully, none of the boss mechanics is a simple tank-and-spank ordeal, and the trash mobs along the way might cause a bump or two as well. This weekend, my guild ran this brand-new endgame addition to SWTOR in story-mode to get a taste of what it has to offer. I'd like to break down the experience into three major categories: aesthetics, boss mechanics, and overall impressions.

  • The Repopulation's September update discusses housing and grouping

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    10.01.2012

    If you're wondering what's been changing for The Repopulation through the month of September, look no further than the just-released September update from the developers. Last month saw the introduction of two major features for the game: instanced housing and a new auto-grouping system. The latter is fairly straightforward, allowing players to automatically group with others when entering an engagement area instead of competing with other solo players for content. Instanced housing, on the other hand, is meant to cater to solo players and those who aren't interested in open PvP via the nation wars system. While your own personal housing lot won't have as many options as the full city interface, it will provide an option for players who do still want to enjoy some of the fun of building up a settlement. The past month has also seen updates to the game's armor system, loot distribution mechanics, and missions. If you want to know all the particulars, take a gander at the full rundown.

  • MMO Blender: Eliot's online brother from an offline mother

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    09.28.2012

    We don't need to go online to have a good time, oh no. Obviously Massively's writers like us some online games. I am no exception to the rule. But I also started playing video games back when the internet existed only in its most nascent form. I started out by liking video games, period, and the online component came much later, with a lot of benefits, to be sure, but I still love some offline action just as well. I don't feel the need to bring every game into the online arena. There are games that just don't work as well in a multiplayer environment. But there are also a lot of offline games that translate quite well to an online space, and I'm not just talking about ones that play like MMORPGs stripped of the first three letters. Today's MMO Blender is taking inspiration only from games that do not have a primary online component. Let's see about making a nice big MMO from single-player offline offerings.

  • MMO Blender: Using older MMOs to build a perfectly paced world

    by 
    Beau Hindman
    Beau Hindman
    09.14.2012

    One of the issues I have with so many modern AAA titles is that when I play them, I immediately feel forced through a series of noisy and chaotic moments. I know that these tutorials are supposed to make me feel as though I am stepping into a sort of world-on-fire, but to me it just feels like a mess. RIFT is a great game, truly, but every time I want to start a new character or try the game out again, I dread going through the annoying tutorial. It's so demanding. It grabs my hand and pulls me through a linear series of non-discoveries. Now, this might just be my fading gamer memory, but I distinctly remember how it felt to be dropped off in the middle of nowhere in an MMO. While there are a few modern titles like Wurm Online that basically do the same thing, the mystery and immersion of those first few levels in most major MMOs has been replaced by sheer noise. I don't like it. Good pacing is a wonderful thing. If it's tweaked just right, players feel immediately invested in a world even while feeling completely lost. I'd like to make this week's dream MMO using those older-game designs. It's time to slow down.

  • MMO Blender: Karen's kid-friendly game with grown-up appeal

    by 
    Karen Bryan
    Karen Bryan
    09.07.2012

    I regularly explore the good, bad, and the ugly in kid-friendly MMOs, so I was eager to have a turn with the MMO Blender to see if I could concoct a game that would be appealing for kids but also have some features that should be standard in grown-up MMOs as well. There are a lot of MMOs out there that are aimed at a young audience, but I think the industry sometimes holds back and opts to make a game that's safe. The result of going safe, though, is that it's also not that compelling. Let's take a look at a few features that would make a (nearly) perfect kid-friendly MMO, one that might even be appealing to adults.

  • The Summoner's Guidebook: Breaking down the skills to win in League of Legends

    by 
    Patrick Mackey
    Patrick Mackey
    09.06.2012

    Although seasoned League of Legends veterans might suggest otherwise, LoL is a hard game with a lot of complexity. Even though the Summoner's Rift metagame (and to some degree the Dominion metagame as well) is fairly solidified, expert players tend to take the numerous skills to win for granted. This week I'm going to go over a basic rundown of the things that help you win and separate you from the noobs who just play mindlessly. Even the players who exhibit poor skills in one area might perform well in another, and it's easy for us to assign blame due to any poor performance at all. This means we really need to focus on our weaknesses and get them up to speed. Experts will find this kind of thing a no-brainer, but there are plenty of players who have no idea about all the things they need to perform better. This week, we'll cover all the major skill areas and why they're important.

  • DC Universe Online's update 18 goes live

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    09.05.2012

    If you're hoping for a bunch of new content with the latest update to DC Universe Online, you'll be disappointed. If you're hoping for a better system of player rewards and more challenging encounters, you'll be quite pleased. Game Update 18 ushers in several changes to the game's challenges, alerts, and duos, providing players with both a smoother set of progression content and a more unified system of rewards. Aside from reorganizing several pieces of group content into clearer progression tiers, the update unifies reward currencies into Marks of Triumph. Reward items are all purchased via Marks of Triumph, with higher-tier items requiring a correspondingly larger number of Marks. Players will also receive a weekly award box the first time they clear a Tier 1 through 3 challenge within a week; these award boxes contain both Marks of Triumph and a random level-appropriate item. For more details on the particulars of these revisions, take a look at the full update list, or just log in and start playing.

  • MMO Blender: Eliot's Copernican dream

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    08.31.2012

    When I tried Kingdoms of Amalur: Reckoning for the first time, I fell in love. Not with the story, and not with the art, but with several elements of the actual game itself. The idea of having all of that brought into the MMO space filled me with a lot of excitement, but I had a feeling that we'd never actually see it come to pass. For those of you who missed out on what happened with 38 Studios, possibly because you read the internet on some bizarre time-lapse system, here's the deal: We're never going to see Project Copernicus come to pass. Oh, sure, we might wind up with something that vaguely resembles that game, but odds are low. More likely the franchise is going to be sold off by the state of Rhode Island for a pittance, and if the game ever resumes production, it'll bear only the faintest traces of its origins -- some art assets and little else. I'm not shedding tears over the world, though. In fact, I'm not going to shed tears at all because I think there's something to be built upon from the ideas of that single-player game, ideas that could make for an excellent MMO. And like any good gestalt, it reaches out to be something much more than the sum of its parts.

  • Dark Age of Camelot calls for the guards with a new patch

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    08.22.2012

    So you've captured a Relic in Dark Age of Camelot. The challenge is finding a spot to keep it, since it's obviously a big draw for enemy players. But the latest patch makes it a little bit easier to defend your captured Relics in non-Relic Keeps by adding in special Relic Guards. These defenders spawn in the same keep as a captured Relic to aid its defense, but they also spawn at lower levels as the number of total Relics controlled by a given realm grows. The patch also brings along major changes for Maulers and Realm abilities, both of which should change existing player strategies significantly. Last but not least, the patch adds several new resist tokens to existing realm vendors and tinkers with values for the existing resistance spells. All in all, these changes should help shake up the existing balance of power in the game and force new strategies to come to light.

  • Mortal Online is due for an Awakening

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    08.20.2012

    Awakening is the latest free expansion for Mortal Online, and it's available on the live servers today. What does that mean? It means that the game will benefit from a new GUI, a new AI system for NPCs, a new region, and a whole lot of new options for players to enjoy the game. Some of the UI changes include an easier system for making use of workbenches, the addition of slash commands and macro functionality for abilities, and a new method for determining the direction of strikes in combat. Players will also have access to new combat skills, new out-of-combat skills, and a rebuilt taxation system. The update also contains several bugfixes, but the patch notes warn players that the large update will be a bumpy ride at first. Players are asked to petition the customer support team only when absolutely necessary. But even with the likelihood of bugs, there's a lot for Mortal Online players to appreciate in this expansion. [Thanks to Chris for the tip!]

  • MMO Blender: Larry's roleplay sandbox

    by 
    Larry Everett
    Larry Everett
    08.17.2012

    I can't say that I represent every roleplayer in the MMO space, but I have been a part of MMO roleplay communities going on eight years now. I think it's safe to say that I have a pretty good handle on what roleplayers want out of MMOs. Fortunately, there are existing game designs that can give us what we are looking for. When developers stop giving roleplayers new content, we -- unlike other gamers -- start to create our own. In fact, the vast majority of us don't rely on the game developers to give us any story content beyond the backdrop of the world our characters are living in, but that's not to say there aren't tools developers can give us that help with our level of immersion. Let's explore what makes a great sandbox for an MMO roleplayer.

  • Guild Wars 2 clarifies guesting, world transfers, and regions

    by 
    Elisabeth
    Elisabeth
    08.16.2012

    The launch of Guild Wars 2 is drawing ever nearer, which means there's an ever-diminishing amount of time to disseminate information to the writhing hordes. A news post today shed light on some of ArenaNet's policies and technomagics that go into supporting the game's accessibility. To begin with, there are three main regions recognized by the game: North America, Europe, and Other. Digital versions of the game are automatically entered into the correct region based on the purchaser's location, while physical retailers give out a serial code to register in account creation. Players must register a code that matches their location (a customer in Europe has to register a European code), but after that one-time check, they can access the game from anywhere in the world. Home worlds are automatically displayed by region, but players can opt to join the servers of another region. Once a home world has been chosen, all characters on an account belong to that server, and a gem transaction has to be made to switch to a new home world. That won't be implemented at launch, however, in order to facilitate the spread of a stable and healthy population across all servers. At launch, transfers between worlds will be free. After the populations have settled, world transfers will be restricted to a once per week and cost gems. At the same time, the guesting feature that allows players to visit their friends' worlds will be implemented. Check out the news post for all the gory details, or hit up the Guild Wars 2 knowledge base if you've got some burning tangential questions.

  • MMO Blender: Eliot's superior superheroic romp

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    08.10.2012

    I like superheroes. So I'm not unhappy at the presence of several superheroic MMOs, but I am unhappy at how the games handle heroes. I think there's space for a game that does superheroes better than they've been done yet, one designed to be unmistakably about superheroics while still being a really great MMO. That means taking little bits and pieces from several other games and blending them into one unified whole, something that's more than the sum of its parts. The problem is that superheroes aren't just people with powers beating up other people with powers. There's more to it than that, and there are a lot of little elements that depend entirely upon the setting. Some stories just don't work in the Marvel universe, some don't work in the DC universe, and some need a completely different setting altogether. So let's look at this from the ground up while I show you my dream superhero MMO, one that would deliver exactly what I'd like to see.

  • MMO Blender: Larry's old-school 16-bit MMO

    by 
    Larry Everett
    Larry Everett
    08.03.2012

    In August of 1991, the Super Nintendo Entertainment System launched in North America, kick-starting what would eventually be the biggest boom in console roleplaying games. Granted, some of us had been playing RPGs on consoles like the original NES, but RPGs didn't see as big a console boom as they did on the SNES. In fact, console RPGs haven't seen the same level of popularity since the SNES. A quick jump over to VGChartz shows us that out of the top 50 games sold world-wide on any individual console, RPGs on the SNES dominated the NES, the Playstation, and even the Nintendo DS, boasting titles like Dragon Quest VI, Final Fantasy III, and Super Mario RPG. If you take into account some adventure games that should be considered RPGs, like Super Metroid and The Legend of Zelda: A Link to the Past, then you have arguably the best platform of all time for the genre. Nowadays, with online gaming and indie companies sprouting up all over the place, a 16-bit online RPG would probably sell really well, especially if it took some of the best elements from the classic console RPGs of the NES/SNES era. Isn't that right, Cthulhu Saves the World? Let's see what I can throw together from some of my favorite 8- and 16-bit games.

  • MMO Blender: Bree's big-budget sandbox

    by 
    Bree Royce
    Bree Royce
    07.27.2012

    Writing MMO Blender feels like getting three wishes from a magical lamp and having to think very, very carefully about what you ask for. You have to word it just right and ponder the consequences of each wish on the others because you just know that Genie's going to screw with you. If I were stronger, I'd reject the wishes (here, the 1000 words) outright, knowing they're a trap, but I just can't resist a turn at this column. I want a new sandbox. A good one, not one made by gank-obsessed fanboys on a shoestring budget. I don't think sandboxes are dead; I just know it takes money to make money, and modern indie sandboxes are forgetting that rule. Fortunately, I don't need money for this column. I'll take my MMO Blender wishes and build a sandbox that's more than just a pile of sand and an empty box.

  • MMO Blender: Matt's immersive cyberpunk monstrosity

    by 
    Matt Daniel
    Matt Daniel
    07.20.2012

    Let's take a look at the acronym MMORPG for a moment. If you're reading this site, you surely know what it stands for: massively multiplayer online role-playing game. Ever since World of Warcraft hit the big-time, MMOs have been cropping up left and right in more shapes and sizes than many would have ever guessed. Swords and sorcery: check. Spreadsheets and spaceships: check. Roman orgies: coming soon. But somewhere along the line, game developers have forgotten something. Before there were MMORPGs, there were just RPGs, played by folks gathered around the kitchen table armed with nothing more than pencils, paper, and their trusty dice. I'm not going to pretend that "I was there, man" because -- being a '90s kid -- I didn't get into pen-and-paper games until my teens in the 2000s. But even I know that those games put an emphasis on the "RP" part of RPG in a way that MMORPGs simply don't, and in some ways, can't. But I'm sure that I can't be the only one who still wants to escape to another world, to become fully immersed in that world and in my character. So in my Frankenstein's monster experiment today, I'm going to try my best to meld modern MMO features into an immersive fantasy roleplaying world. Won't you join me?