paragon-studios

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  • One Shots: The last superhero

    by 
    Justin Olivetti
    Justin Olivetti
    12.24.2014

    I've been holding onto this screenshot for the better part of the year for a time when the world entire would need a jolt of City of Heroes to get it through the next day. I think that today is that day. Behold! A superhero! Reader Michelle said that she was still traumatized by the game shutting down: "This particular screenie was of my last 50. He was a Fire Armor/Electric Melee tank named Demolition Companion. He was a clockwork that the Resistance attempted to reprogram but didn't complete, so he was broken (hence why he was on fire all the time) and very, very dangerous. In this shot he's standing in the sewers ready to wipe out some Resistance scum. (He was one of my only Loyalists.) I wish I'd gotten to RP him more." Want to be featured in a future edition of One Shots? Send your favorite MMO screenshots to oneshots@massively.com, and don't forget to include your name, the name of the game, and a description of the scene. Large, colorful, UI-free shots that tell a story and really show off the game make for the best images. Look ma, we brought back One Shots!

  • NCsoft might allow players to resurrect the City of Heroes IP

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    09.02.2014

    There's good news for City of Heroes fans to celebrate now, even if it's not a finished thing yet. Nate Downes, President of Missing Worlds Media, has posted about a project wholly unrelated to City of Titans and yet entirely tied to it: the quest to resurrect the City of Heroes IP. He explains a story that began in September of last year, starting with a few contacts within NCsoft who led to the ultimate goal of resurrecting the last version of the game as well as licensing out the IP to its spiritual successors. The proposal currently on the table before NCsoft would allow the game's spiritual successors to drop the "spiritual" portion of their title, enable a restoration of the game's servers for the last update (albeit with no saved character data), and create the potential for a "transition" server between the original game and its successors. While it's far from a done deal, it's the best news that the former residents of Paragon City have heard since the lights went dark -- there may be brightness on the horizon.

  • Players allegedly negotiating with NCsoft to buy City of Heroes

    by 
    Justin Olivetti
    Justin Olivetti
    08.18.2014

    Instead of spending gobs of volunteer development time and money on City of Heroes knock-offs, wouldn't it be better to simply acquire the real deal? That's the thought behind a fan effort to purchase the rights to the superhero MMO from NCsoft, while proving to the publisher that the team has the talent and capability to handle the property. According to a poster named Ironwolf on the Titan Network message boards, progress is being made on this front. Ironwolf wrote the following on August 13th: "I did contact the team yesterday and got this reply back: Things are moving along. We should have things worth showing fairly soon, made a great leap forward yesterday." The efforts to purchase City of Heroes started in early March, according to a timeline on the same thread. On March 12th, Ironwolf noted, "Got letter back from [former NCsoft executive] Chris Chung -- it showed that is WAS possible to buy the game." On April 5th, he wrote that the general range of the price is "very doable." [Thanks to Duane for the tip!]

  • Perfect Ten: The MMOs that influenced me greatly

    by 
    Justin Olivetti
    Justin Olivetti
    05.31.2014

    Every one of us has an "MMO resume": a list of titles that we've played, whether briefly or extensively. Some of those are just games, casual flings that meant nothing. But others can take a more meaningful role in our lives, influencing how we experience and view MMOs. I would scarcely say that my resume is one of the most robust you'll ever see; I'm sure plenty of you have played more than I. However, I like to think that I've had a journey over the course of a decade or so that's shaped who I am as a gamer. Since it's my birthday today, I'm going to share 10 of those influential MMOs with you and what they've done for me. You're going to get me cake.

  • The Daily Grind: Is there an MMO you're too wary to play?

    by 
    Bree Royce
    Bree Royce
    04.29.2014

    Ever since City of Heroes was abruptly and unjustly sunsetted, I've toyed with the idea of giving Champions Online another spin. It can never be everything City of Heroes was to me, but it has a lot of the same ideas behind it, and it's closer in spirit and gameplay to my beloved CoH than the admittedly few other superhero options on the table. But Champions Online has been so spottily supported by its developers over the last few years that I have a nagging suspicion I'd just be wasting my time, that the game is locked into a cycle of decay that will only frustrate me in the long run if I invest too much time, money, or emotion into it. And that's enough to keep me away. How about you -- is there an MMO you'd like to play but that just makes you too wary to actually jump back in? What specifically is holding you back? 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!

  • City of Titans updates trailer for City of Heroes' 10th birthday

    by 
    Justin Olivetti
    Justin Olivetti
    04.28.2014

    Today would have been City of Heroes' 10th anniversary, believe it or not. And while fond memories and colorful screenshots are all that remain of the former superhero MMO, the spiritual successor City of Titans is being built to fill in the void that was left behind. Missing Worlds Media, the team behind City of Titans, released a new version of the teaser trailer for the Kickstarter project on this solemn occasion. It mostly consists of concept art and unpainted models being plunked down to make a city, but if you're looking to the future for your superhero fix, it might be an early glimpse at your future home. Give it a watch after the break. [Update: Not to be outdone, Heroes and Villains also released new work-in-progress screenshots of its own spiritual successor to CoH in honor of the original's anniversary.]

  • Working As Intended: Change for change's sake in World of Warcraft

    by 
    Bree Royce
    Bree Royce
    04.25.2014

    MMORPGs struggle to meet two contradictory goals: They want to provide stability, permanence, a world you feel you can always come home to, and they want to provide dynamism, change, a world that always has something fresh and new. Lean too hard to one side -- change too much or too little -- and the backlash from fans and former fans and future fans can be overwhelming. That's something Blizzard has never learned. With World of Warcraft, Blizzard is constantly chasing different demographics to maximize its playerbase, and those different demographics typically want different things out of the game, be they veterans or returnees or hardcores or casuals. Most of the game's expansions have retooled combat and classes and specs in some way, but in Cataclysm, and now again in Warlords of Draenor, the class revamps have been so far-reaching that they actually manage to turn off both veterans and returnees. Gamers, it seems, are willing to tolerate only so much dramatic change to their precious characters before rebelling. This is a lesson City of Heroes could have taught World of Warcraft had Blizzard been listening.

  • The Game Archaeologist: The danger of expecting lightning to strike twice

    by 
    Justin Olivetti
    Justin Olivetti
    04.12.2014

    It's no secret that many of the more successful Kickstarter projects over the past few years have heavily capitalized on player nostalgia, brand names, and former dev gods who are back for another round. The formula for drawing in the big bucks seems to be the following: Take something players hugely loved back in the day, dangle the concept of a sequel (spiritual or otherwise), and promise some measure of iterative improvement. I once wrote about how we really can't go back again to recreate a particular game experience because it was usually a confluence of several factors that were related to where the industry was then and where you were then. I'm not saying that there isn't value to retro gaming, playing classic MMOs, or involving the past in future development! But there is a danger in how we as gamers become so beholden to our nostalgia that we dare lightning to strike twice -- and we're paying big bucks to see that happen. But can we? Will it?

  • SOE's Georgeson on City of Heroes and the future of EQ

    by 
    Jef Reahard
    Jef Reahard
    04.02.2014

    IGN has released another snippet of its recent interview with EverQuest franchise lead Dave Georgeson. Earlier today Georgeson talked up his enthusiasm for virtual reality, while this latest cut focuses on EverQuest, EverQuest II, and City of Heroes. Yeah, you read that right, as apparently the late great superhero title was one of Georgeson's personal faves. "Everybody who plays any MMO never wants it to die," he says. "You invest a little bit of your soul in an MMO, you spend a lot of time in it and so on and so forth, so of course you never want one of them to die." As for EQ and EQII, Georgeson says that SOE has "no intention of ever shutting those games down."

  • MMO Mechanics: Predicting the future of MMO game mechanics

    by 
    Tina Lauro
    Tina Lauro
    02.28.2014

    I've been thinking heavily about the future since our parent network's budget cuts were announced, so I decided it would be very apt to pen my last edition of MMO Mechanics with that same train of thought. The industry has changed remarkably over the last decade with trends like the free-to-play revolution and innovations in everything from loot distribution to quest design. In my previous article, I looked at the trend toward using procedural generation and what that might mean for the future of MMOs. In this article, I'd like to give a better overview of where I think the genre is headed in the coming years and what that means for game mechanics. My predictions are based on market patterns and technology developments, including the great indie revolution, the effects of declining subscriptions on investment, and upcoming virtual reality technology. Pie-in-the-sky fantasy or an accurate predictor of things to come? Let me know what you think.

  • Field Journal: A strong CoHmmunity

    by 
    Matthew Gollschewski
    Matthew Gollschewski
    02.27.2014

    Last week a package arrived for me, sent by the incomparable Beau Hindman. He had been clearing out some of his old gaming paraphernalia, and when he happened on his old City of Heroes disks, something spurred him to offer them freely to anyone in the team who wanted them. I gratefully accepted. Ever since they arrived, they've dominated my thoughts, despite some highly dramatic events in the time since, weighty and uplifting alike. It's a game that just keeps inspiring acts of generosity and kindness. I started playing CoH on the very day it went free-to-play, but it struck a chord with me nearly instantly. I soon found it had an amazing community on top of everything the developers were responsible for, and that's when I fell in love. It went from "that old game probably no one plays anymore" to "the best MMO I have ever played" to "the cancellation that broke my heart" in all too short a time. Fortunately, the example set by the incredible community and its determination to carry the torch helped to mend my coronary fractures. As much as there is to learn from all aspects of MMOs, the single most important element will always be community. I can think of no finer example to look to than CoH.

  • MMO Mechanics: Procedural generation is the future

    by 
    Tina Lauro
    Tina Lauro
    02.26.2014

    MMOs are infamous for the exorbitant amount of both time and money that is required to make a fantastic end product. Much of this effort and expenditure goes into producing very specific content such as leveling zones, quest chains, and dungeons. The classic themepark MMO in which all the rides are carefully engineered and maintained is compelling for a time, but the content therein tends to take longer to create than it does to exhaust. This invariably leads to redundant content that ends up on the scrapheap once it has been enjoyed for a time. Procedural generation corrects much of this redundancy by providing essentially limitless variations of content, adding replayability and variety to the usual MMO repertoire. It also opens up some unique mechanics, like Elite: Dangerous' planned procedurally generated galaxy that is a full-scale replica of the Milky Way. In this week's MMO Mechanics, I will look at how the genre is evolving because of how accessible procedural generation techniques have become to developers. I'll also explore how this might affect the future of MMOs by examining the mechanics that upcoming titles will incorporate.

  • World of Warcraftless: What would the world look like without World of Warcraft?

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    02.05.2014

    This year is a big one for World of Warcraft. It's the 10-year anniversary of the game's launch, meaning players have been able to enjoy themselves in Azeroth for quite a while. The franchise itself is turning 20, meaning it's almost old enough to legally drink. And whether you like the game or not, you can't deny that it's had a huge impact on games in general -- not just on MMORPGs but on the very landscape of what games are and how we think about them. So it's kind of natural that we'd start asking if we'd all be better off without it. You live with the same title dominating the industry for a decade, so it's only natural to think about what it'd be like if it weren't there. Personally, I think that's a kind of loaded question that also overlooks a far niftier option. Asking whether we'd be better off first requires one to figure out what the world would look like without World of Warcraft, and for my money that's much more interesting. So let's look at just that. What sort of scenarios might have unfolded if World of Warcraft had never come to pass at all?

  • The Soapbox: Novel content trumps novel mechanics

    by 
    Matthew Gollschewski
    Matthew Gollschewski
    02.04.2014

    Action combat. Interactive conversations. Public quests. Voxel worlds. There are many game mechanics that developers of massively multiplayer online games crow about when promoting their games because these are the things that make their games stand out from the pack. Even if they're not the first to do it, they'll proclaim that they're doing it bigger and better than their predecessors. I don't have a problem with any of this. It's when the developers and their ardent fans gloss over the importance of the actual content these mechanics are applied to that I get annoyed. Mechanics are just a skeleton, and they can't do anything at all without some meat on the bones. Content matters, and good, fresh content will keep players interested long after the novelty of unusual mechanics has worn off.

  • A Mild-Mannered Reporter: 2013 in review for superheroes

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    01.08.2014

    2013 was the first year in which City of Heroes didn't exist. The masses of hero fans cried out in anticipation of a new game but found nothing. All there was to be found was a deafening silence and three other games that scratched similar itches but didn't quite manage to hit the same heights. But we've talked about that as much as it can be discussed, and quite frankly I'm more interested in the now. We've got three titles that are still duking it out, trying to find their voices, and so forth. And then we have the header of Plan Z, which covers several different projects but at the same time serves as an interesting look at the community as a whole. So in the wake of a quiet December, let's look back at 2013 for the major titles and for the hopefuls. It was a year in which quite a bit happened, not all of it good, but it was still one that might have a big impact on the future of the superhero MMO field.

  • MMO Mechanics: MOBAs vs. MMO battlegrounds

    by 
    Tina Lauro
    Tina Lauro
    12.18.2013

    It may feel as if MMOs have always existed as a core part of our gaming repertoire, but the genre made its indelible mark on the industry just over a decade ago. MMO titans like World of Warcraft, EVE Online, and City of Heroes shaped the mechanics we now use as markers and basic standards for the quickly growing genre, and those mechanics have been reiterated and reforged by the countless additions to the MMO clan that we know and love today. This new MMO Mechanics column aims to navigate the mechanical minefield that is the modern MMO through in-depth opinion pieces, comparative analysis, and a little bit of Irish wit, starting with a peek at what distinguishes MMO PvP battlegrounds from Massively Online Battle Arenas. If women are from Venus and men are from Mars, MMOs and MOBAs must be from different galaxies altogether. Despite the similarities between MMO PvP arenas and MOBA matches, the two take very different approaches to progression, persistence, and matchmaking. This leads to two very separate yet equally engaging ways to test the mettle of your character against the might of a human opponent.

  • One Shots: Breaking news

    by 
    Justin Olivetti
    Justin Olivetti
    12.15.2013

    This just in! We've received reports that caped crusaders are beating the ever-loving crap out of a villain literally 12 feet in front of us! Seriously, if we could just turn these news cameras a little to the right, you'd see the whole thing, but for now you'll just have to take our word for it. Sponsored by Doritos. Reader Sean submitted this particular gem: "I used to play quite a bit of Champions Online from closed beta through about four months after launch. Before the dark times. Before the patches. Here I am laying the smackdown on Foxbat during his 15 minutes of fame -- surely not what he had in mind." Ha ha! Surely not there, Sean! Now for a word from our sponsors, and by that we mean more excellent player-submitted screenshots.

  • The Soapbox: Seriously, we have enough fantasy MMOs

    by 
    Mike Foster
    Mike Foster
    12.03.2013

    Let's play a game. I'm thinking of an MMO that features magic, monsters, humans, and a vast fantasy world full of steamy swamps, grassy plains, and deep, dark dungeons -- can you tell me which MMO it is? If you answered RIFT, you're right. You're also right if you answered TERA. Or World of Warcraft. Or Guild Wars 2. Or Neverwinter. Or... you get the idea. We're people who play MMOs. Our hard drives are practically bulging with games featuring wizards and warriors. We've plunged our swords into millions of orcs and gnolls. We've looted more imaginary copper pieces than anyone could possible imagine. We've even slain so many dragons that you have to wonder why dragons even bother showing up anymore. It's not the gameplay but the setting that can make the whole exercise so soul-crushingly boring.

  • Heroes and Villains shares character creator details

    by 
    Justin Olivetti
    Justin Olivetti
    12.01.2013

    One of the applicants for the position of City of Heroes' spiritual successor, Heroes and Villains, has new details regarding its character creator to share as well as several pieces of concept art from the game. Players will start their journey in the character creator by picking an alignment (hero, villain, or freelancer) which will determine the type of stories that they'll experience. Apparently, alignment isn't permanent, but can be changed over time via actions. The next steps for a budding superhero will be to pick an origin, an archetype, power themes, non-combat skills, positive and negative traits, an optional secret identity, and visuals for the hero's body and costume. You can check out what some of the costumes and game locales may look like as well as the first shot of the character creator in the gallery below. [Source: Plan Z Studios]

  • One Shots: A lack of depth perception

    by 
    Justin Olivetti
    Justin Olivetti
    09.29.2013

    I don't know about you, but when I pick my mounts, I like to pick something that can manage depth perception. Reader Paul may be keen on this mount, but all I can think of is that his character's probably being led into a lot of bottomless pits, cacti, and stone walls. But who needs practicality when you've got awesome looks? Paul has nothing but the best to say about this Final Fantasy XIV creature: "It is simply because its the best mount I have ever come across in my entire career of mmo's. Also going by the census data that was released at the Tokyo Game Show, Roegadyn are somewhat of a rare race in the game, so I thought I would fly the flag for them too." We've got many more eyes for you in this week's One Shots after the jump. Enough, perhaps, to lend one to unfortunate souls like Paul who are perpetually in danger every time they take their ride out to the 7-11.