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  • The Daily Grind: Do you want directed content in a sandbox MMO?

    by 
    Jef Reahard
    Jef Reahard
    05.04.2011

    XL Games' ArcheAge has been generating a fair amount of buzz lately, in no small part due to the fact that some starving sandbox fans are pinning their hopes on the upcoming Korean import. One thing worth noting, however, is that XL is positioning ArcheAge as a third-generation MMORPG that combines the best of the previous generations as opposed to a throw-back to the days of Asheron's Call or Ultima Online. To borrow a phrase, ArcheAge will be a "sandpark." What this means isn't completely clear, but we do know that the title will feature quests, lootable gear, and a class system of sorts (albeit one designed to provide a much larger range of player options than your typical themepark). ArcheAge's "sandboxiness" seems to stem from its deep crafting, housing, and farming/gathering systems, plus its flexible progression options. For today's Daily Grind, we're curious as to your thoughts on such an amalgamation. Are you looking forward to ArcheAge and other potential third-gen games like it? Put another way, do you want directed content in your sandbox? 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!

  • The Daily Grind: Do you think Marvel Universe is an MMO?

    by 
    Jef Reahard
    Jef Reahard
    05.02.2011

    So Gazillion is working on an adult-oriented Marvel game that's been described in some quarters as an MMO. One small catch, though, is that Marvel Universe Online won't be allowing players to create their own characters. While the final product remains to be seen, MMORPG fans are rightly skeptical. Aside from the obvious questions like "are there even enough Marvel superheroes to fill one MMO server" and "how many Spider-Men/Wolverines/Hulks will be visible at any given time," there are many warning bells echoing in gamers' heads. The biggest question in my mind is whether or not MUO should even be called an MMO. Its primary competition, DC Universe Online, attempted to stretch the boundaries of the genre by delivering a multiplayer console brawler with a (semi-functional) chat box -- but at least it still allowed for personalization. Marvel Universe Online is taking the feature-regression theme found in current-gen titles one step further by eliminating the ability for players to actually make a character. Today's Daily Grind offers two questions for your early-morning consideration. Do you think Marvel Universe Online is an MMO, and if so, what has happened to MMO design such that we're now to the point that character customization is simply another item for the scrap heap (along with crafting, housing, etc.)? 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!

  • The Daily Grind: Do you care if players get free max-level characters?

    by 
    Jef Reahard
    Jef Reahard
    04.24.2011

    Poor Dave Georgeson. All he wanted was a bit of discussion regarding the possible (not definite, nor even probable) implementation of free level-90 characters as an enticement for returning to EverQuest II. What he got was a 16-page (and counting) thread full of whining about how it's grossly unfair to those who've "worked" for their levels. Never you mind the fact that Guild Wars has had a similar system in place for the last six years, or that Age of Conan started giving away free levels (and, essentially, free max-level characters if you subscribe long enough) in 2010. Georgeson ran afoul of that segment of the MMORPG-playing population that loves to grind, and the only thing that certain grind fans seem to enjoy more than the treadmill is forcing other players to partake of it with them. What about you, Massively folk? Are you outraged that some folks consider the grind an unfortunate (and disposable) fact of MMO life, or are you content to live and let live? Do you care about free max-level characters? 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!

  • The Daily Grind: Are graphical upgrades a waste of dev resources?

    by 
    Jef Reahard
    Jef Reahard
    04.08.2011

    You all know the adage, so say it with me: gameplay > graphics. While most of us appreciate pretty pixels, high resolutions, and slickly mo-capped animations, many of us would also point out that these bells and whistles pale in comparison to fun game mechanics and the staying power of a well-designed MMORPG. Recently, both Aion and Age of Conan decided to tweak their visual engines, despite the fact that both games are less than three years out of the gate and easily the cream of the current MMO graphical crop. Funcom's proprietary Dreamworld platform already provided realistic character renders and animations (and AoC's terrain graphics are no slouch, either), while Aion's ethereal aesthetic was augmented by a peerless character creation system that allows players to create life-like approximations of actual people in exacting detail. While we'll stop short of complaining about progress, we do have to wonder why dev time and resources were diverted from content production (or grind reduction) and devoted to overhauling what were already some of the best-looking MMOs on the market. For today's Daily Grind, we'd like to get your take on the upgrades -- are they welcome, or do you feel that dev resources could've been better spent elsewhere? 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!

  • The Daily Grind: Would you try an MMO with "realistic" combat?

    by 
    Jef Reahard
    Jef Reahard
    03.19.2011

    Combat has become the bread and butter of MMORPGs. Whether we're talking about the latest AAA themepark implementation, a newfangled (and purportedly) skill-based approach, or the various flavors of indie sandbox, combat is generally all that the majority of MMO devs and players really care about. It's strange, then, that even with such a laser focus on one particular aspect of gaming, the lion's share of the implementations are largely the same. Sure, there's variation in terms of skill naming and other superficial details, but at the end of the day, MMO combat boils down to long, drawn-out slug-fests to see whose numbers are the best. This bears no resemblance to real combat, which, due to various factors, often happens in the blink of an eye (and often results in victors with "inferior" skills or equipment). In MMO terms, one shots -- or even mildly quick victories -- are often labeled "overpowered," "unbalanced," and "unfair." I've often wondered why that is, and why a genre that obsesses over efficiency and violence as much as ours does neglects to try a more realistic approach. Fast, one- or two-hit combat is not without precedent in gaming. Bushido Blade springs to mind as just one example, and every time I roll an MMO assassin that is unable to actually assassinate anyone, I'm reminded of the shortcomings of massively multiplayer combat. What about you, dear reader? Would you play an MMO with quasi-realistic combat, or are you married to the current paradigm? 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!

  • The Daily Grind: Have you ever bought gold?

    by 
    Brendan Drain
    Brendan Drain
    03.12.2011

    Practically every MMO ever made has some kind of currency-based trade system, and if that currency takes time or effort to acquire, you can bet someone somewhere will pay hard cash to shortcut the process. Although most game EULAs forbid the practice of buying currency for cash, players are often unaware that they could be banned if caught. Websites selling virtual currency are often linked to shady dealings such as harvesting credit card details, key-logging buyers' computers or even just not delivering purchased goods. The effects are often felt in-game too, as methods used to generate currency for sale often include abuse of exploits, farming limited resources using bots, and hacking accounts. Developers of subscription MMOs have fought against the RMT (real money trade) business using a variety of strategies. In late 2009, CCP Games banned 6,200 accounts linked to botting and RMT in one day as part of operation Unholy Rage. RuneScape developer Jagex took an even tougher stance, putting severe restrictions on the movement of gold between players. This week, we heard the news that a leaked client database from an EVE ISK-selling organisation had named hundreds of EVE Online characters as buyers. While many of the characters named were temporary accounts created to receive ISK anonymously, life has been made very hard for all characters named in the leak. So have you ever bought gold, ISK or any other MMO currency? If so, what were your reasons for buying it, and what would you do if your character were suddenly exposed as a buyer or banned? 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!

  • The Daily Grind: Are you a keyboard luddite?

    by 
    Jef Reahard
    Jef Reahard
    02.25.2011

    So controlling your MMORPG characters with console peripherals is apparently the new hotness. Whether it's because of the brawler-style button mashing of DC Universe Online, the controller-friendliness being programmed into TERA, or the various Kinect-flavored projects in the works, the traditional keyboard/mouse setup is looking anxiously over its shoulder right about now. Where this leaves those players who prefer the gameplay depth and control complexity afforded by the keyboard and mouse is anyone's guess, but there's no doubt that as MMO design is shifting increasingly towards action-heavy lobby games, control schemes are following suit. Today's Daily Grind is all about your comfort level with a console-style controller. Do you like the feel of a gaming peripheral with an MMO? Does it depend on the MMO? Are you a keyboard luddite? 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!

  • The Daily Grind: Do you like cross-server dungeon finders?

    by 
    Jef Reahard
    Jef Reahard
    02.24.2011

    There's little doubt that World of Warcraft has brought a lot of change to the MMO space in a few short years. One of the more recent Blizzard innovations is the dungeon finder tool, a cross-server matchmaker that throws together ad-hoc groups for the game's 5-man instances. Released in early December of 2009, the mechanic has proven to be a boon for casual players who are pressed for time or are looking to power through content. The dungeon finder doesn't earn universal high marks, however, and players who use PUGs to recruit for their guilds (or those who simply like to make new friends) are often put off by the disposable (and largely silent) nature of many dungeon finder groups. For today's Daily Grind, we'd like to know how you feel about the wham-bam-thank-you-ma'am-don't-talk-to-me-just-kill-the-boss mentality that's showing up with greater frequency in current-gen MMOs. Do you blame the dungeon finder? Do you care? 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!

  • The Daily Grind: Do you roll on the test server?

    by 
    Jef Reahard
    Jef Reahard
    02.23.2011

    Ah test servers. They run the gamut from not-ready-for-prime-time mess to "hey cool, content previews." Test shards feature everything from stand-up fights to bug hunts and quite a lot of shenanigans in between. Just about every MMORPG has one, and many game developers publicize the venerable PTS in order to sweet-talk players into providing free testing services for upcoming patches, expansions, and fixes. A few test servers change the game experience quite radically (Aion's double XP PTS springs to mind), while others are replicas of the live shards and even allow you to port over your existing avatars. For today's Daily Grind, we'd like to know your feelings on test servers, and specifically, why you do or don't use them. Do you do it to help out? Are you more interested in getting a leg up on the next patch? Do you avoid them altogether or do you roll on test servers? 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!

  • The Daily Grind: When does in-game armor go from sexy to stripperific?

    by 
    Jef Reahard
    Jef Reahard
    02.11.2011

    So a discussion popped up around the Massively offices the other day regarding MMORPG armor (or the distinct lack thereof when it comes to some titles). A question was raised as to why some games get away with sexualizing female gear while others are raked over the coals for demeaning women, pandering to men's baser instincts, and generally setting the cause of feminism back by decades. Take today's header image for example. Guild Wars (and its upcoming sequel) are rarely bashed by the skimpy armor police, yet the game does accentuate the female form more often than not. Aion contains some of the racier outfits in the history of the genre, but you rarely see people complaining about it (especially the considerable number of real-life female players who deck out their Daevas in said gear). TERA, on the other hand, is the current whipping boy when it comes to sexy armor in MMOs, as numerous comment threads (likely to include this one) illustrate. For today's Daily Grind, we'd like to know what causes some revealing armor sets (or the games that feature them) to be deemed A-OK while others are decried as offensive. In a nutshell, what line does armor have to cross before it goes from sexy to stripperific? 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!

  • The Daily Grind: Should devs prioritize player requests?

    by 
    Jef Reahard
    Jef Reahard
    02.09.2011

    A couple of recent threads on Funcom's Age of Conan forums got us to thinking about MMO development priorities and how (or if) they're affected by playerbase desires. Leaving aside the more outlandish requests from the eternally dissatisfied vocal minority that lurks in the shadows of o-boards everywhere, most games feature an intelligent community filled with suggestions that would, on paper at least, expand the game and its playerbase. For whatever reason, though, it's rare that even the smallest requests are acknowledged, let alone implemented. Lacking development experience ourselves, we can only guess that this is because of time constraints, budget constraints, or visions of a game that leave little room for branching out. Ultimately, we're left to wonder if some MMOs wouldn't be better served by heeding a few of the wishes of their more reasonable players. As one poster succinctly stated: We asked for PvP and got Bori. We asked for a Priest of Mitra/Herald of Xotli revamp and got a Ranger/Guardian revamp. We didn't ask for horse racing or graphical engine upgrades (the former was recently implemented in AoC while the latter is currently Funcom's top development priority). For today's Daily Grind, we'd like to know your take on the situation in general. Should MMO devs prioritize customer requests? 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!

  • The Daily Grind: What aspects of DIKU MMOs make you laugh?

    by 
    Jef Reahard
    Jef Reahard
    02.06.2011

    So I'm blowing up Triroan in Aion's Theobomos Labs dungeon the other night. He's a big nasty that drops decent equipment for 50ish Daevas, and my six-man group was running the instance for the umpteenth time in the hopes of helping out some of our gear-poor compadres. Beating Triroan with a great tank in your party is one of the most boring things in the game if you're a Sorcerer, as all you have to do is stand in the back of the room and nuke the living hell out of the boss while the plate class holds aggro. This got me to thinking how silly a lot of DIKU mechanics really are from an immersion standpoint. Sure you can argue that you suspend your disbelief simply by virtue of flinging fireballs or sprouting wings, but the fact that a giant monster ignores the people doing him the most harm to focus on the heavily armored guy who couldn't top a DPS chart if his life depended on it just makes me chuckle. DIKU is clearly the language of MMOs, as just about every game that comes out nowadays is indebted to it in a big way. It's an old and incredibly flawed system, though, and so we ask you, Massively mobsters: What other DIKU holdovers seem silly, far-fetched, or otherwise cackle-worthy to you? 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!

  • The Daily Grind: Do you play multiple MMOs at once?

    by 
    Jef Reahard
    Jef Reahard
    02.05.2011

    If MMO rehab centers existed, chances are some of us would no doubt be joining Charlie Sheen on the long road to recovery. Earlier this week I found myself "playing" not one, not even two, but three MMORPGs simultaneously, and the absurdity of that particular moment would have been somewhat sad were it not for the fact that I'm now profiting from it. When I say "playing," though, I really mean "was logged into," since even the most skilled multi-taskers would have trouble coordinating multiple MMOs without the help of macros or bots. So, while I ran a few faction missions in Age of Conan, I also toured Metropolis kiosks with Booster Gold and indulged in a bit of Atreian AFK-crafting, the better to satiate my desire to progress as much as possible in as many places as possible. I'm also guilty of keeping a second game open purely for the purposes of chatting whilst playing something more interesting, and while this could be a biting commentary on the repetitive nature of MMOs in general, cross-game UI and mechanical familiarity is appealing. What about you Massively readers? Do you "play" multiple MMOs at once? Why or why not, and if so, which ones? 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!

  • The Daily Grind: What game can you never truly leave behind?

    by 
    Jef Reahard
    Jef Reahard
    02.04.2011

    Play MMOs long enough and you'll eventually come to realize that there's one game out there with your name on it. It may be your first, it may be the one you played the longest, or it may be a combination of those two variables (or countless others). One thing's for certain, though: You'll never truly get it out of your system. Whether he's comparing each new game to "the one," rolling his eyes when "next gen" titles fail to incorporate innovative aspects of said older game, or returning home as he inevitably gets bored with new and shiny, eventually almost every gamer comes to realize how much a particular title meant to him (and ultimately shaped his MMO worldview). For this morning's edition of The Daily Grind, tell us which title sticks in your craw, refuses to let you move on, or otherwise informs your MMO-related opinions and discourse. In short, what game can you never really leave (and is that a good thing)? 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!

  • The Daily Grind: Do betas affect your enjoyment at launch?

    by 
    Jef Reahard
    Jef Reahard
    01.31.2011

    MMO betas get a lot of press these days, and whether you feel they've devolved into pre-release marketing campaigns or are serving their original testing purposes, one thing almost everyone can agree on is that open betas (and even some late-stage closed betas) offer a pretty accurate representation of the game you'll be playing at release. This can lead to premature burnout (or at the very least, a bit of boredom once the game goes live), and this phenomenon is particularly noticeable if you play a lot of themepark games where there's a very definite character progression path and an optimum route from zone to zone. Titles like RIFT can build a lot of positive buzz by inviting tire-kickers in to "test" early and often, but the strategy could conceivably backfire if folks feel they've played their fill prior to release. What about you Massively folk? Do you scale back your beta activities so as not to spoil a game's launch, or do you go all out and play a beta as you would a live game? 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!

  • The Daily Grind: Are you a chat Luddite?

    by 
    Jef Reahard
    Jef Reahard
    01.25.2011

    So DC Universe Online's voice chat is broken, according to many of the commenters on this and other MMO-centric websites. Ironically, even if the game had no voice chat at all, it would be less broken than the abject disaster that serves as the superhero title's text chat interface. While the game is enjoyable enough in most respects, I scratch my head as to how a development firm with SOE's considerable expertise could scrimp on something as vital as in-game text chat. The cynic in me says that it's because the PS3 version takes priority, but whatever the reason, DCUO's social tools (at least on the PC) are in dire need of someone who cares. That brings up an interesting point regarding voice chat vs. text chat. While third-party programs such as Mumble and Ventrilo have been the norm for "serious" MMO guilds for years now, it's only recently that games have started incorporating voice chat (and players have started expecting it). Sure, voice can be vital for raids, PvP, and challenging endgame content, but is it really necessary (or desirable) for most of the things we do on our way to the level cap? Today's Daily Grind is all about your stance in the voice vs. text chat debate. Are you a chat Luddite? Do you refuse to play a game without voice chat? Inquiring Massively minds want to know. 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!

  • The Daily Grind: Is the sub fee preventing you from playing DC Universe Online?

    by 
    Jef Reahard
    Jef Reahard
    01.24.2011

    Superheroes have been generating a lot of discussion around these parts of late, and SOE's DC Universe Online is the primary reason. Whether you side with the folks who view the new title as a worthy genre competitor or those who label it MMO-lite and move on, it seems like most gamers have an opinion one way or the other. Interestingly, SOE chose to go with the traditional monthly subscription model for DCUO, flying in the face of the F2P bandwagon that's gripped the industry over the past year. Ostensibly the sub fee will cover ongoing content updates -- which SOE has repeatedly said will come on a monthly basis -- in addition to the usual costs of maintaining and improving a large-scale online service. All that said, comment threads here and elsewhere have featured gamers who write off DCUO because a) it requires monthly payment and b) it doesn't have a free trial. For this edition of The Daily Grind, we're curious where you stand on the issue. If you're not playing DC Universe Online, is the sub fee the primary culprit? 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!

  • The Daily Grind: How often do you respec your characters?

    by 
    Jef Reahard
    Jef Reahard
    01.23.2011

    Ah respecs. My DC Universe Online character had barely strapped on his spandex underoos before I felt the need to head to the Watchtower and redo his power and skill sets. Such is the nature of a new MMO and a relatively complex character development system. It's not just new titles either. I've lost many a gold coin to the respec gods in Age of Conan, and thankfully Global Agenda's neural re-mappings are free of charge. Whether it's gameplay changes, new strategies that compel us to alter our approach, or a forum post that illustrates just how wrong we've been doing it, respecs are an inescapable fact of MMO life. The more adventurous among us may not even need a reason other than the fun to be had in experimenting with different builds, skills, and abilities. For today's Daily Grind, we want to know about your respec habits. Do you revamp your avatars at the drop of a hat or do you prefer to tough it out and make do with a preferred build? In short, how often do you respec your characters? 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!

  • The Daily Grind: What motivates your faction choice?

    by 
    Jef Reahard
    Jef Reahard
    01.20.2011

    Most MMOs have some sort of factional component, even if the mechanics and options aren't directly identified by a "faction" label. Whether it's heroes and villains in DC Universe Online, Alliance and Horde in World of Warcraft, or the Albion, Hibernia, and Midgard trifecta from Dark Age of Camelot, creating a character in an MMO usually requires some sort of alignment choice. Often this choice boils down to a good or evil stereotype, and while roleplayers and lore enthusiasts may argue that "the Horde isn't evil" (or similar arguments from other games and factions), the fact remains that the Horde's visual palette is filled with imagery and concepts that have signified evil throughout much of human history. In today's Daily Grind, we'd like to know why you pick particular factions, and if the visual or lore-centric baggage they carry influences your decision. Do you usually roll characters that are good? Evil? Neutral? Why? 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!

  • The Daily Grind: Does livestreaming make you more or less inclined to play an MMO?

    by 
    Jef Reahard
    Jef Reahard
    01.19.2011

    Livestreaming and video game, er, videos, are all the rage these days. Whether it's through YouTube channels filled with game "playthroughs" or Massively's own livestreaming endeavor, technology advances have made it possible to experience your favorite games without actually playing (or purchasing) them. While this can be a boon to folks who never have enough time to play all the interesting games coming out, it can also take away from the experience a little bit by relegating a form of participatory entertainment into something more akin to the passive experience you get via viewing films or television. From a business perspective, widespread adoption of livestreaming could conceivably affect game sales, especially as the video quality gets better and gamers grow into real-life responsibilities that eat away at their free time. Today's Daily Grind is all about enjoying video games vicariously. Does livestreaming make you more or less inclined to invest time and money into gaming? 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!