mmo-narrative

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  • Chaos Theory: Nine of The Secret World's best videos

    by 
    Jef Reahard
    Jef Reahard
    09.13.2012

    What say you to the idea of a feature film based on The Secret World? It's a pretty cool thought, however unlikely, amirite? Yesterday, someone linked me to one of those mash-up YouTube fan trailers that purported to be a teaser for a Secret World movie, and it was so well done that I spent portions of the day collecting as many pro-quality TSW trailers as I could find. Most of these I'd seen already. Some are fairly obscure, though, and given the bad news swirling around the game these last few weeks, I figured that today's Chaos Theory ought to take a step back and celebrate some of the awesome that stems from the TSW's chewy narrative center.

  • Chaos Theory: The Secret World's bright (player-driven?) future

    by 
    Jef Reahard
    Jef Reahard
    09.06.2012

    Apologies for not following through with part three of my crafting guide this week. I fully intended to do so, but a couple of interesting things happened over the past few days that merit some discussion. First off, Ragnar Tornquist published what can only be called a defiant state of the game letter. The Secret World's creative director engaged in some rabble-rousing penmanship that managed to inspire a metaphorical fist-pump from yours truly, even though I've been covering games long enough to cast a cynical eye toward similar rally-the-troops developer rhetoric. Tornquist admitted that TSW's competition is stiff, in particular new releases like Guild Wars 2 and Mists of Pandaria, but he didn't shy away from singing his game's praises. More importantly, he reiterated what early adopters have known for a while now: The Secret World is that increasingly rare MMO horse of a different color, and despite financial and personnel losses, Funcom knows it has a winner on its hands and is fighting to keep it.

  • The Soapbox: Nobody's hero

    by 
    Jef Reahard
    Jef Reahard
    03.23.2012

    Disclaimer: The Soapbox column is entirely the opinion of this week's writer and does not necessarily reflect the views of Massively as a whole. If you're afraid of opinions other than your own, you might want to skip this column. We're not heroes, at least in the ubiquitous Hollywood sense. We're teachers and janitors and businessmen, and we may occasionally be heroic in the eyes of our kids or our colleagues, but rarely are we celebrated beyond a tiny circle of family and friends. Games can meet this emotional need, at least temporarily, and that's a major reason they've become such a booming business over the last couple of decades. We get to be Kratos for a couple of hours, or fem-Shepard or a thousand other pixelized pariahs -- until we set foot in an MMORPG, that is. Software companies sell pre-packaged heroism in ways that book publishers and filmmakers can only dream of, and it doesn't really matter that it's fake heroism or impersonal heroism crafted on an assembly line and shipped out to millions of consumers. Shouldn't it matter, though, when it comes to MMORPGs?