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  • Storyboard: We are (among) the champions

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    01.20.2012

    The night before I started writing this column, I finally managed to clear Chapter 1 in Star Wars: The Old Republic with one of my characters. I overcame great obstacles, beat back horrible odds, and defeated a great menace to the galaxy. I was hailed as a hero by the authorities in charge, and while it had been at great cost to myself, I was now more than worthy of respect, accolades, and the gratitude of a galaxy unaware of how close it had been to almost insurmountable danger. But then I finished the quest. This problem is not unique to Star Wars: The Old Republic at all, though. By the end of my career in World of Warcraft, I had slain several unique individuals dozens of times on multiple characters, including several kills that were noted by NPCs as being once-in-a-lifetime achievements. Final Fantasy XI made me a pivotal figure in historic events that I could then jump right back into any time I had a friend doing the same quest. And let's not even get into the chronological strangeness that can erupt in Lord of the Rings Online. What's to be done when there's an ongoing story that your character is part of and not a part of?

  • A Mild-Mannered Reporter: The story's the thing

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    12.21.2011

    Story is important in the superhero genre. For most people, stories are what originally makes the genre interesting over the more ubiquitous fantasy or science fiction options. And for every superheroic comic with lackluster execution you can point to, there's something else you can point to that provides some fascinating new takes on the archetypes and ideals. OK, maybe that correlation isn't quite one for one, but the point is made. Stories are a big deal, and as a result, the way story works in City of Heroes is worth examining, especially since another game has recently come out with an emphasis on storylines. So, doubly relevant. If you're only going to read the introductory blurb here, though, I can bottom-line it for you without the rest of the column -- the approach is pretty schizophrenic. The game has some moments of brilliance and some moments of idiocy, and there are also some near-choked with a general apathetic vibe. It's kind of what you'd expect from a story told by hundreds of people over seven years. The times when it's on, sadly, are somewhat scattershot, which makes it hard to say, "This is worth playing just for the story."

  • Issue 3 of Whiteout available for Champions Online players

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    12.05.2011

    No job ever goes quite right, no matter how well you plan it. It's as true in Champions Online as it is anywhere else, and it's certainly the case in the latest installment of the Whiteout series. After all, the first two issues made it plenty clear that heroes would have their hands full dealing with a downed alien spacecraft, but now things are going from bad to worse for the Steelhead soldiers and the player characters. It seems there's another player involved in the game who hopes to get in on the wrecked ship... As with previous installments of the series, the new issue can be played by any character over level 11 and provides special rewards in addition to the usual mission benefits. But if you've already played through the mission, you can take a look at the game's latest Art Corner, which shows off the design of the mechanical antagonists plaguing the newest mission installment (and the subsequent ones as well, most likely).

  • EVE Evolved: The new player experience, part 2

    by 
    Brendan Drain
    Brendan Drain
    11.13.2011

    Two weeks ago, I began an experiment to look into EVE Online's new player experience from the perspective of someone who has never played the game before. I convinced my friend Kajatta to try the game for the first time, with his only prior knowledge being the same stories, videos and screenshots that anyone will have seen before signing up to give the game a shot. In the first part of this investigation into the new player experience, Kajatta delivered a harsh first impression of the user interface and character creation. A common story I've heard when I'm talking to current EVE players is that many didn't really get into the game the first time they played. As happened to Kajatta, some found adapting to the UI and control scheme a jarring experience and were put off as a result. It was usually the second time they played EVE that seemed to make the game stick, whether that was restarting a new character immediately or giving the game a second try up to a year later. Could it be that EVE is most likely to appeal to new players the second time they play it? To put this theory to the test, this week Kajatta took a fresh second stab at EVE Online and played through all the career agent content. But has his first attempt provide the equipment necessary to scale EVE's famous learning cliff, or did the UI and control scheme prove as impenetrable a barrier as ever? In this week's EVE Evolved, Kajatta delivers his verdict on whether EVE is better the second time around and delves into the Cash Flow For Capsuleers combat missions.

  • The Secret World's Dragon Week reveals faction backstory, mission details

    by 
    Jef Reahard
    Jef Reahard
    10.19.2011

    Dragon Week continues for Funcom and fans of The Secret World. The latest series entry takes the form of a dev journal that hints at the faction's backstory and teases a Dragon ranking mission from the game itself. The Dragon is based in Seoul, South Korea, and is so secretive that even its own members don't appreciate the full extent of its power. The organization operates under the belief that "seemingly insignificant events can trigger cataclysmic change," and players will find the Dragon recruitment process a bit different than that of the game's other two factions. Potential recruits are paid a visit by silent Dragon monks, then unceremoniously deposited in a Seoul neighborhood with no apparent exits. If the recruits manage to find the Dragon headquarters, they're rewarded with more info about the faction and their own destiny. There's more, including details on that mission we mentioned earlier, but you'll need to head to MMORPG.com to read it. [Thanks to Acidbaron for the tip!]

  • Wurm's epic cluster coming October 28th

    by 
    Jef Reahard
    Jef Reahard
    10.04.2011

    Onetwofree's latest news blurb features some good news for fans of the the firm's long-running Wurm Online sandbox MMO. The game's new epic cluster is officially set to debut on October 28th, and lead developer Rolf Jansson is among those psyched about the launch date. "The epic code is something I've been working on for several years, and it feels really good to finally release it," he says. Epic's aim is to "provide the players with a full circle of purpose and something really big to strive for," according to the Wurm website. The cluster features warring gods duking it out on the moon of Valrei, and players who complete missions (and multi-mission arcs called scenarios) will set dramatic events in motion. What kinds of dramatic events? The release mentions terraforming events tied to volcanoes as well as the chance for players to become demigods and possibly even full deities complete with their own religion and a stake in the celestial battle royal.

  • The Secret World shares details on sharing stories

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    09.29.2011

    While it's not the poster child for story in MMOs, The Secret World is putting a big emphasis on giving players an engaging and in-depth story to enjoy as they unravel conspiracies and search for the truth. A new developer diary by Ragnar Tornquist explains how the story is woven into every element of the game, from the simple introduction of quests right down to the mechanics of fighting enemies. Tornquist emphasizes that the entire setting of the game is in many ways based solely upon storytelling, on myths and urban legends and half-remembered stories of youth. One of the development goals for the game is to keep players digging, investigating the story and piecing it together. According to the diary, every mission opens with a fully voiced and motion-captured cinematic, and aside from the main story missions, players can tackle these challenges in any order, allowing for players to have unique stories as they make their way through the labyrinth of half-truths. It's an interesting look behind the curtain, and it should give players looking forward to The Secret World a few more ideas to be excited about.

  • Wasteland Diaries: PvE like a boss

    by 
    Edward Marshall
    Edward Marshall
    09.23.2011

    Fallen Earth PvE can be anywhere from laughably easy to downright frustrating. I guess that's a good thing since you get a gamut of difficulty levels, but much of the leveling span leans toward the easy end of the scale. I tend to get bored with PvE combat fairly quickly in MMOs (not just Fallen Earth). Other people love to struggle against the environment. Some even refuse to do anything remotely akin to PvP. I'll only throw the term "carebear" at those who think all PvPers are maladjusted psychopaths. I'm not talking about them; I'm talking about regular hardcore PvEers: players who would rather play against the NPCs than against other players. Many of my posts center around PvP. If I didn't PvP (and since I'm not a big roleplayer), I doubt I would still be playing Fallen Earth. That's just what I spend most of my time doing in the wastelands. So I tend to write a lot about it. But all PvPers have to PvE. PvE has its own set of challenges for the player. Granted, these challenges are quite static, and once you find a way to overcome them, you are done. But they are challenges nonetheless, and knowledge is power as much in PvE as it is in PvP. In this post I will give you some tips and tricks that might help you get through that next tough mission. Much of this stuff is common sense, but it may not occur to you until it's too late. So click past the cut and let's get started.

  • Caravan security missions marching to Final Fantasy XIV

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    09.15.2011

    The list of features being added to Final Fantasy XIV in patch 1.19 just keeps growing. Not only will players be able to ride on the back of a chocobo, but a new set of missions for caravan defense will let players beat marauding fiends away from those selfsame yellow birds. And there are even Grand Company seals to be obtained in the exchange, which just sweetens the deal for players investing time and effort into the system. Each of the Grand Companies will have a different caravan to protect and will enlist the aid of full members in ensuring the caravan's safety during its march from an aetheryte camp to one of the nearby hamlets. Monsters will attack the caravan in turn, sometimes driving off birds and sometimes outright damaging the cargo, and it will be up to players to feed, calm, and protect the chocobos laden with supplies. Once the caravan arrives at its destination, players will receive seals based on how much cargo actually made it to its objective -- a chance to earn more currency and get some nice experience out of the event.

  • Face of Mankind revamps mission system, hints at combat and economic tweaks

    by 
    Jef Reahard
    Jef Reahard
    09.12.2011

    A couple of weeks ago we told you about the resuscitated Face of Mankind MMO. Well, maybe resuscitated is a bit of an extreme word since the sci-fi sandbox title never really died, but it is under new management and making a bit more noise than it has in years past. Nexeon Technologies has just sent out another email blast to former players detailing the game's latest update, and the new patch contains a pretty extensive mission system overhaul designed to "create an experience full of roleplay and player freedom." We've linked to the patch notes below, and you'll also want to check out the new Face of Mankind developer blog on the game's official website. The first entry contains some exciting hints as to the game's new direction, including bits about the combat system, the economy, and the factional structure.

  • City of Heroes explores the process of making missions

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    08.09.2011

    It's been a little while since the last installment of City of Heroes' developer dispatch newsletter, the Intrepid Informer, due in no small part to the upcoming hybrid business model domination the news sphere. But the second part of the series on designing missions for the games has just recently been posted, giving players a look behind the scenes at the process that goes into crafting compelling arcs for players to enjoy time and again. Penned by Matt Miller, the installment explains some of the thought processes that go on during mission development. For example, as Miller explains, the main reason that level bands restrict available enemy groups is simply plausibility -- if you're still seeing Hellions at level 50, it implies that the Rikti are essentially equivalent to punks in red jackets. Miller also talks about the importance of finding little quirks to help the mission feel unique and memorable, an important element in a game that allows you to flash back to older missions at almost any time. It's sure to be an interesting read for longtime fans interested in seeing how the team goes about taking a broad concept and turns it into a playable arc.

  • Perpetuum dev blog talks player influx, bug fixing, and new features

    by 
    Jef Reahard
    Jef Reahard
    07.15.2011

    Avatar Creations has come up with a new Perpetuum dev blog, and it looks like the little sandbox that could has turned a bit of a corner when it comes to server stability and accommodating its expanding community. Avatar's Dev Calvin explains how the team had to allocate most of its resources to dealing with an influx of EVE Online refugees. The scramble was a successful one, but "the development plan for the first two weeks [of July] was ruined," he writes. Going forward, Perpetuum players will be seeing the long-awaited storyline PvE missions in short order, as well as tweaks to beta outposts and a large helping of what Avatar calls "industrialist love." Calvin does point out that new features will be taking something of a backseat to bug fixes, though, so a little patience is in order. "The influx of players brought light to a lot of glitches, imbalances and dysfunctional mechanisms in the game, so instead of rushing forward and pushing out new features in the next few weeks, we are taking a step back and making everything that is available in the game better," he said.

  • Tibia summer update features new world quests, tutorial

    by 
    Jef Reahard
    Jef Reahard
    07.07.2011

    Quick, name a few of the world's oldest MMORPGs! Now, name a couple that are still running. Chances are most of you chimed in with Ultima Online, EverQuest, or maybe even Meridian 59. You're correct of course, but there's another title that released in 1997 that's still going today. That title is Tibia, and the 2-D fantasy game from CipSoft GmbH has just announced a world-changing summer update. World quests are "highly complex missions which can only be accomplished if dozens or even hundreds of Tibia players cooperate," according to a new press release. The new quests add another level to Tibia's conflict-driven dynamic that sees players and guilds war with one another for years at a time, as the battlefield will now extend further into the open world and likely result in competition for quest objectives. Tibia is also offering a new quest line for newbs. The comprehensive tutorial series leads new players through various gameplay tasks and offers a concise yet thorough introduction to one of the genre's longest-running titles.

  • EVE Online's new agent finder detailed [Updated]

    by 
    Jef Reahard
    Jef Reahard
    06.21.2011

    Hey capsuleers, did you take the day off work to sample the wonders of Incarna? We hope not, because CCP has extended the downtime for EVE Online's latest update. If you did take a day, or if you're simply in need of some juicy New Eden-related reading material, you'll want to have a look at the newest CCP dev blog. The entry examines the new agent finder functionality, and CCP Punkturis has some interesting tidbits to share along with a few interface screencaps. The goal, as outlined in an earlier agent-related dev blog, was to simplify the convoluted mission-running system and allow players to more easily find agents of an appropriate skill level, faction, and activity. The new finder filters agents by faction standing and also sorts them by distance (meaning you'll get info on the closest contacts first). Players may also filter various agent-related searches like mission types, and you can read all the details and leave feedback at the official EVE website. [Update]: CCP's dev blog gnomes are apparently working overtime today, as the company has just released an extensive look at the making of Incarna's turret system renovation.

  • Information posted on Update 10 for Dungeons and Dragons Online

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    06.02.2011

    Looking forward to the next update for Dungeons and Dragons Online? Of course you are, at least if you're in the game; there's a lot of new content to explore as well as the continuation of the crafting beta, enough to make any adventurer look forward to what's around the corner. In addition to making the content available on the test server for players, the development team has posted an abstract of what can be expected from the pending update. Following on the heels of Update 9's story, the newest patch continues to challenge sanity as players are forced to invade Stormreach's insane asylum to rescue some sane inmates in danger of rather horrible treatments. Players will also be tasked with taking part in the feud between the Lord of Stone and the Lord of Eyes, culminating in a plot beneath the Tower of the Twelve that should challenge seasoned warriors. Dungeons and Dragons Online players intrigued by the update list should take the opportunity to preview the content on the test server now.

  • Funcom building a bridge between the real and the fantastic in The Secret World

    by 
    Jef Reahard
    Jef Reahard
    05.31.2011

    Funcom has released a new dev blog focused on The Secret World, and today's entry is penned by lead content designer Joel Bylos. Much like with yesterday's video teaser, the focus is on the game's environments, and in particular, its localization in the real world. Bylos, who also served as a content designer on Funcom's Age of Conan expansion before moving to The Secret World, says that the game aims to capture the essence of the modern era while adding a supernatural and conspiratorial twist to places you think you know. "Above ground, New York looks just like the New York you have visited in real life. If you really wanted to, you could find the exact same area depicted in the game on Google Maps. But beneath the streets sprawls the corporate-industrial juggernaut of the Illuminati, known only as the Labyrinth," Bylos explains. The dev blog goes on to mention the game's mission system as another tool for grounding the narrative in reality. Whether you're burning zombies, performing an exorcism with a vacuum cleaner, or chasing ghosts with mirrors, The Secret World looks to use the mundane as a window into the fantastic. Check out the game's official website for the full dev blog.

  • Secret World dev diary talks story, context

    by 
    Jef Reahard
    Jef Reahard
    05.30.2011

    Sleuthing for more story-centric info regarding Funcom's upcoming horror-conspiracy MMORPG? Look no further than The Secret World's latest video dev diary featuring commentary from designers Ragnar Tornquist and Joel Bylos as well as lead writer Dag Scheve. The trio highlights The Secret World's use of the real world as both location and character, with Bylos calling it "the greatest resource of all." The video shows a few new clips courtesy of the game's cinematics, but Tornquist is quick to point out that cinematics don't tell the whole tale when it comes to The Secret World's narrative. In spite of the fact that every character in the game is motion-captured and fully voiced, the story is "embedded into the world. You have to look for it, you have to search for it. The story is exploration and the story is discovery," Tornquist explains. Funcom also seeks to challenge gamers in ways that depart from the traditional MMORPG paradigm, and Bylos says that "we're not just asking them to click a mouse button over and over again, but to think about what they do." Put on your thinking caps and click past the cut for the full video.

  • The Game Archaeologist jacks into The Matrix Online: Jamming with Ben 'Rarebit' Chamberlain

    by 
    Justin Olivetti
    Justin Olivetti
    05.17.2011

    When we started into The Matrix Online month last week on The Game Archaeologist, one of the comments caught my eye. Massively reader stealthrider wrote: Please, please do a tribute to Rarebit. MxO was his baby, and no one took its death worse than he. He did everything for that game, much of it single-handedly. Everything from playing the canon characters and co-writing the story to fixing hundreds of bugs and even creating a new zone from scratch. Not to mention developing and implementing the story missions, new items, the RP item vendors, and pretty much everything else in MxO's final couple of years. He even implemented and moderated a player-created minigame as part of the official story. He retired from game development in the months before MxO's shutdown. He was that dedicated to this game that he couldn't work on anything else afterward. He's a god among developers, and he is as sorely missed as the game itself. I think this sums up how many Matrix Online vets feel about Ben "Rarebit" Chamberlain. So instead of a mere tribute, we drove the MassivelyMobile over to Chamberlain's house (read: send a polite email request), and he graciously said he'd be glad to reminisce with us. So hit that jump to find out the last word on MxO from the dev who held it together!

  • NASA concludes Gravity Probe B space-time experiment, proves Einstein really was a genius

    by 
    Amar Toor
    Amar Toor
    05.06.2011

    Well, it looks like Einstein knew what he was talking about, after all. Earlier this week, researchers at NASA and Stanford released the findings from their six-year Gravity Probe B (GP-B) mission, launched to test Einstein's general theory of relativity. To do so, engineers strapped the GP-B satellite with four ultra-precise gyroscopes to measure two pillars of the theory: the geodetic effect (the bending of space and time around a gravitational body) and frame dragging (the extent to which rotating bodies drag space and time with them as they spin on their axes). As they circled the Earth in polar orbit, the GP-B's gyroscopes were pointed squarely at the IM Pegasi guide star, while engineers observed their behavior. In the universe outlined by Einstein's theories, space and time are interwoven to create a four-dimensional web, atop which the Earth and other planetary bodies sit. The Earth's mass, he argued, creates a vortex in this web, implying that all objects orbiting the planet would follow the general curvature of this dimple. If the Earth's gravity had no effect on space and time, then, the position of NASA's gyroscopes would have remained unchanged throughout the orbit. Ultimately, though, researchers noticed small, but quantifiable changes in their spin as they made their way around the globe -- changes that corroborated Einstein's theory. Francis Everitt, a Stanford physicist and principal investigator for the mission, poetically explained the significance of the findings, in a statement: "Imagine the Earth as if it were immersed in honey. As the planet rotated its axis and orbited the Sun, the honey around it would warp and swirl, and it's the same with space and time. GP-B confirmed two of the most profound predictions of Einstein's universe, having far-reaching implications across astrophysics research. Likewise, the decades of technological innovation behind the mission will have a lasting legacy on Earth and in space." The GP-B mission was originally conceived more than 50 years ago, when the technology required to realize the experiment still didn't exist. In fact, the experiment didn't actually get off the ground until 2004, when the satellite was launched into orbit 400 miles above Earth. After spending just one year collecting data (and an impressive five years analyzing the information), NASA has finally confirmed something we always quietly suspected: Einstein was smart. Head past the break to see a more in-depth diagram of how the GP-B gathered its data.

  • Black Prophecy patch brings new missions, fixes

    by 
    Jef Reahard
    Jef Reahard
    05.03.2011

    Black Prophecy's first monthly patch is here, and today's update brings a bit of new content to the free-to-play sci-fi title -- as well as a number of smaller improvements. The content additions take the form of 10 new missions now available in the game's open sectors, and there are a variety of mission levels ranging from four to 35 according to the patch notes. Aside from that, Reakktor has made a number of performance tweaks, HUD and graphical fixes, and adjustments to everything from damage distribution across ship components to repair kit durability. You can learn more, as well as download the game, at the official website.