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  • Some Assembly Required: Six essential ArcheAge videos

    by 
    Jef Reahard
    Jef Reahard
    07.06.2012

    Now that we know ArcheAge is in fact heading West at some point, I no longer feel bad about discussing the game at every opportunity. Prior to E3, any mention of XL's sandbox and its ginormous feature list felt a little like twisting the knife, you know? Happily, though, that's no longer the case, and I've spent the last couple of days gorging myself on some of the best ArcheAge footage the web has to offer. Some of these clips you may have seen already; some may be new to you. All are worth a(nother) look, though, if only to see just how much gameplay is coming your way courtesy of the genre's most exciting new sandbox.

  • Some Assembly Required: Desert homes of Vanguard's Qalia

    by 
    MJ Guthrie
    MJ Guthrie
    06.22.2012

    Player housing. Now there's a topic you don't hear from me much. Oh, come now, I talk about other topics, too... sometimes... once in a while! You have to admit, it's hard not to talk about housing. It's by far one of the best canvasses for showcasing player creativity available in MMOs. And Vanguard has top-notch player housing. Back at the inception of Some Assembly Required, I took you on a tour of housing on Vanguard's island of Kojan. Of the three continents, Kojan was an easy first choice; from the very beginning I wanted a house there to soak up the unique flavor of the area. However, Kojan is by far the smallest continent with the fewest housing plots; contrast its six housing isles to the 22 chunks with housing available on Qalia and you can see that more opportunities abound to find the perfect home-sweet-home in the land of Arabian nights. By the sheer volume of plots involved, you can see that touring Qalia is quite the undertaking! Not one to shirk my duties of bringing demonstrations of player creativity to you, I forged ahead to highlight the advantages of Qalian living and compile this gallery of amazing ingenuity -- including a Foosball table!%Gallery-158807%

  • Some Assembly Required: City of Heroes' Mission Architect

    by 
    MJ Guthrie
    MJ Guthrie
    05.25.2012

    The few. The proud. The quest writers. At the best of times, the fruits of their labors guide us along in our progression of a local or global story, immersing us in the world. Even the nefarious "kill 10 rats" versions can be mini stories that pull players in when done well. But how many of us have ever had a "I could do better than that" moment or have simply wanted to live out a personal story or share in a customized grand adventure with our friends? Someone wished upon the right star because with features like the Mission Architect in City of Heroes you can do just that. I am just going to come right out and say it -- the quest builder is one of the greatest boons ever for player-generated content in MMORPGs. Besides housing, it is the feature du jour for the creative crowd; I honestly can't see how any game can actually go without one. During this latest round of Choose My Adventure, I had the opportunity to check out the system in City of Heroes and revel in the creativity of others as well as try my hand at developing missions. And I tell you, it is addicting. Feel like trying your hand at shaping some stories for heroes (and villains) to star in? Stick with me, kid, and you'll be directing your own missions in no time.

  • Perpetuum expansion coming May 30th, bringing terraforming, new land masses

    by 
    Jef Reahard
    Jef Reahard
    05.20.2012

    A couple of weeks ago, we told you about Perpetuum's new player-build settlements functionality and its new test server. Now, the devs at Avatar Creations have even more exciting news: an expansion! It's called Gamma Frontier, and Avatar calls it the biggest expansion since the game went live over 18 months ago. Player corporations will be able to build home bases, launch industrial projects, and colonize the new Gamma islands (not to mention defend them from invasion-minded players). The expansion also features extensive new terrain-shaping abilities. Avatar has given players full control over the land, including the ability to form hills, dig holes, and level the surrounding terrain as they see fit. Due to complications with pre-existing systems and landmasses, the terraforming capabilities are available only on the new Gamma islands (24 in total). Click past the cut to see a brief video of terraforming in action, then head to the Perpetuum website to read all the expansion details. [Source: Perpetuum newsletter]

  • Some Assembly Required: I saw the wilds of Salem (and lived to tell about it)

    by 
    Jef Reahard
    Jef Reahard
    05.18.2012

    I spent an hour romping through the woods of Salem last Friday with Seatribe head honcho Bjorn Johannessen. The tiny indie company (current dev population: two) is hard at work on its followup to Haven and Hearth, an acquired taste of a sandbox game notable for its no-holds barred approach that includes permadeath and the ability to summon (and kill) criminal characters -- even while their lulz-loving puppet-masters are offline. Publisher Paradox bills Salem as "the crafting MMO," and boy it's not kidding. Over the course of this particular dev tour, I saw crazy amounts of tradeskill functionality, all kinds of cool world-building stuff, and ultimately, more than enough reasons to spend time with the game when it launches later this year.

  • Perpetuum putting player-built settlements on new test server tomorrow

    by 
    Jef Reahard
    Jef Reahard
    05.10.2012

    Avatar Creations is hard at work fleshing out its Perpetuum sci-fi sandbox. The game has garnered a small but dedicated fan following since its 2010 launch, and those fans are finally getting some test server functionality as of this Friday. If you're not terribly excited by buggy test code, you should be excited by the opportunity to try out the long-awaited PBS feature. PBS, or player-built settlements, are exactly what they sound like. They're also a part of Avatar's bid to strengthen Perpetuum's control and capture mechanics, which should give players and clans something to fight for beyond bragging rights. Be sure you have an active sub if you want to check them out on the test server tomorrow. Avatar also says that you'll also want to set up a separate installation (i.e., don't load the test client over an existing Perpetuum install).

  • EverQuest II producer talks May updates, player-made dungeon tweaks

    by 
    Jef Reahard
    Jef Reahard
    05.04.2012

    May is shaping up to be an interesting month for EverQuest II fans. Producer Holly "Windstalker" Longdale has given us a new blog entry that talks about new testing tools, NPC quest-update functionality, and of course, the usual optimizations and bug-fixing that follow any large game update. Also of note is the upcoming ability to take your own avatars into the game's Dungeon Maker utility. Initially, content creators and fans could select only from pre-made avatars when running through player-made dungeon constructs. Last December, EQII devs introduced the ability to run player-generated content with players' own avatars, but the update wasn't quite ready for prime time. It still isn't, according to Longdale, but she does say that substantial progress has been made. Look for the new "level agnostic" gameplay on the test server soon, and look for more analysis of EQII's changes in tomorrow's Tattered Notebook.

  • Latest Xsyon patch adds player-made quests, tweaks skill gains

    by 
    Jef Reahard
    Jef Reahard
    05.03.2012

    What's new in the world of Xsyon? Quite a lot, according to Notorious Games' latest patch notes. The new update has overhauled many of the sandbox survival MMO's systems, including extensive skill tweaks, increased stat gains based on actions, and stat readjustment functionality. Players may also create quests for one another. Doing so rewards both the quester and the creator with XP upon successful quest completion. Overall experience gain has been adjusted to reward players per action and via quests, which should lead to a marked reduction in the grinding necessary to gain skills. These are just a few of the improvements, too. Have a look at the patch notes for the full list.

  • CCP analyzes EVE's Jita player event

    by 
    Jef Reahard
    Jef Reahard
    05.02.2012

    If you warped into EVE Online's Jita merchant hub last week, chances are you didn't make it out alive. If you were plying your trade elsewhere in New Eden, the much-hyped "Burn Jita" campaign likely didn't even register on your radar. It registered on CCP's, though, as shown by the company's latest EVE-focused dev blog. As per usual, there are a bunch of pretty graphs and plenty of tech-speak. There's also some verbiage related to TiDi (time dilation), which is CCP's way of dealing with massive concentrations of players in its single-shard universe. It's worth noting that since the devs had advance warning of this particular player-run event, they were able to beef up EVE's server infrastructure to handle the increased load. You can read all the technical details on the game's official website.

  • Some Assembly Required: Ten years warp by for Vendetta Online

    by 
    MJ Guthrie
    MJ Guthrie
    04.27.2012

    If I were to start describing a game where players have zipped about one persistent universe as one of three factions in customizable ships vying for wealth and territory by mining, dodging hostiles, fulfilling missions, blasting one another to bits, docking at stations, blazing trade routes, and pirating for the past 10 years, you would say... Vendetta Online, of course! Perhaps the longest-running epic space-based sandbox MMORPG, the game hit a milestone last week that few others can boast: It turned 10! Although its major retail distribution was in 2004, Vendetta Online marks its anniversary as the day it was spotlighted in Penny Arcade during the game's completely open and public alpha (which means it basically launched since everyone could dive in and play) and the population exploded! A truly multi-platform MMORPG, Guild Software's game can be played on Windows, Mac, Linux, and even Android, giving pilots the freedom to log in when and where they may, even to surreptitiously check the markets or maybe sneak an event in while at work via a smartphone. After all, who wants to miss an event just because employment gets in the way? Luckily for those of us without an Android, Vendetta Online celebrated its decennial anniversary with some developer-run in-game events over the weekend. Always willing to join the party, Some Assembly Required strapped into a shiny new ship and blasted right into the thick of things in order to share in the festivities.

  • World of Darkness creative director talks design and the MMO mainstream

    by 
    Jef Reahard
    Jef Reahard
    04.24.2012

    A new interview at Gamasutra posits that CCP is gunning for mainstream success with its upcoming World of Darkness MMO. The EVE Online developer has cornered what's left of the hardcore sandbox market, so now it's looking to marry EVE's emergent gameplay with more familiar MMO staples. "The way to drag people in will be traditional themepark-style PvE play. Once players get into the setting, they'll see the appeal of the sandbox play," says WoD creative director Reynir Hardarson. Despite the concessions to mainstream accessibility, EVE's influence on World of Darkness will be more than superficial. "The live-action roleplayers of the Vampire the Masquerade tabletop game play this way," Hardarson explains. "It's really about politics and power plays." Why don't more MMO developers try their hand at sandbox mechanics? Hardarson says designing for emergent play is difficult because you can't test it. It's worth it, though, because MMOs that hand-hold and limit players to a linear path miss the point. "I'm not a five-year-old. If I want to go in the cave and I want to die, that's my problem," Hardarson says.

  • Vendetta celebrating 10-year anniversary, prepping new content

    by 
    Jef Reahard
    Jef Reahard
    04.20.2012

    Ten years is an eternity in the game industry, and MMOs that manage to hang around for a decade or more are few and far between. One such title is Vendetta Online, which originally released on April 20th, 2002 and is still going strong today. Guild Software is hosting a couple of celebration events this weekend. The company has also announced that its massive 1.9 patch is coming later this year, followed by an even more massive expansion in 2013. Vendetta is unique among MMOs for its twitch-based space combat and extensive trading, mining, and exploration gameplay. Large space battles, dynamic territory control, and player-generated content systems round out the feature set, all of which is coded and maintained by a four-man dev team. The single-universe game server is accessible from a number of different platforms that include Windows, Mac, and Linux operating systems. In March 2011, Vendetta became the first PC MMO to jump to mobile platforms, and it spent several weeks as the number one paid app on Android devices. Check out the game's official website for more info, and don't forget to sign up for the trial while you're there. You can also read Massively's latest game impressions in Some Assembly Required. [Source: Guild press release]

  • Some Assembly Required: Can Darkfall and The Repopulation end the sandbox drought?

    by 
    Jef Reahard
    Jef Reahard
    04.13.2012

    It's not often that we use this space for news recaps. Generally MJ and I have a particular topic (or game) in mind for Some Assembly Required's biweekly rotation. This time, though, I figured we should highlight some of the recent goings-on with a couple of pertinent sandbox titles simply because Massively news posts don't offer enough space to expound on anything other than the basics. Join me after the break, then, for a rundown on what's new with Darkfall and The Repopulation.

  • Some Assembly Required: Revisiting Origins of Malu

    by 
    MJ Guthrie
    MJ Guthrie
    03.30.2012

    Many moons ago when the air just started to cool from summer's heat (aka, last September), Some Assembly Required had the opportunity to talk shop with a new outfit that is developing a promising new sandbox MMORPG, Origins of Malu. And you know me: Sandbox is the magic word! As skeptical as I knew I should be, I still came away from that interview with renewed hope that a game with some of the features for player-generated content could exist again. Back then, Burning Dog Media made the bold statement that it would absolutely release its flagship game in 2012, with a target of early 2012 to boot. But as the first quarter of the year quickly drew to a close with scant information available, it became pretty clear the game is still a ways off. In the realm of games, no news is not necessarily good news... and we definitely hit a drought in news. Now that drought has ended. In our second exclusive interview, we spoke with Michael Dunham, Producer, Jason Mitchell, Senior Developer, and Dave Cruikshank, Art Director, to learn what's been going on behind the scenes and get the scoop on more details about those very features that have sandbox lovers salivating.

  • Why I Play: EVE Online

    by 
    Jef Reahard
    Jef Reahard
    03.28.2012

    I can't for the life of me convince my friends to sign up for EVE Online. In their defense, the game can feel like a job at first. There are no skinner box particle effects or angelic choirs signifying your latest achievement, nor does anyone shower you with virtual confetti as you graduate from the newbie island. For these reasons and others like them, CCP seems to have topped out somewhere around half a million active subs at the game's high point. EVE is seen as unfriendly in some ways, but in actuality it's the friendliest MMO around if you're an imaginative sort with the desire to direct your own in-game destiny. Could the tutorials be better? Sure. Could PvE missions be more engaging? Absolutely. Does either of these failings, or numerous others, detract from what is the genre's premier emergent experience? Nope.

  • Some Assembly Required: Is The Secret World a sandbox?

    by 
    Jef Reahard
    Jef Reahard
    03.16.2012

    I'm more excited than I thought I would be for The Secret World. After playing it at last week's Game Developer's Conference and getting a preview of the game's crafting system, I think it's safe to say my anticipation went up a few notches. The real-world setting and horror-fantasy elements have always been appealing, but a general lack of info throughout 2011 -- coupled with Funcom's decision to add a cash shop to a subscription game -- conspired to knock The Secret World down a few pegs. Now I'm almost willing to forgive the business model faux pas because it seems like the game will feature significant sandbox elements. Is it a sandbox, though?

  • The Soapbox: The inevitable Mass Effect MMO

    by 
    Jef Reahard
    Jef Reahard
    03.13.2012

    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. I don't know about you, but I've yet to play Mass Effect 3. This is not by choice, mind you, and now that I've returned from the wilds of last week's GDC, it's time to settle in for another 30-hour tour with Shepard and company. What does this have to do with MMOs? Well, nothing really, except that BioWare hasn't exactly closed the door on a Mass Effect title. On the contrary, the company's dynamic doctor duo have hinted at the fact that this, ahem, theoretical game would need to be somewhat different from the firm's maiden MMO voyage. At this point I think an ME MMO is inevitable, so join me after the cut to discuss whether BioWare can really break the mold with its second effort as well as what that effort could look like.

  • Some Assembly Required: Six must-haves for creative expression

    by 
    MJ Guthrie
    MJ Guthrie
    03.02.2012

    Creativity. It is expressed in so many ways in so many mediums. Art, literature, architecture, music, performance... I love it all, conventional and unconventional. Heck, I revel in it! Why do you think my work and recreation include gaming? Wait, gaming?! You betcha! Beyond the artistry of the developers, MMORPGs offer outlets for player creativity in a variety of ways. I am not ashamed to admit that the primary reason I delve into MMORPGs is not for the gameplay but to explore and experience the creative expression of others (and to express some of my own as well). In fact, finding and sharing that very creativity by championing and highlighting player-generated content is precisely what Some Assembly Required is about. Between (or in lieu of) the hacking, the slashing, and the plundering, players seize proffered tools in myriad virtual realms to build works of art, pen masterpieces, construct edifices, compose melodies, and take the stage, all within the pixeled confines of a virtual world. Unfortunately, not all games have adequate tools for such creative expression. While inspired players can make do if they must, having supporting features exponentially enhances a game (and positively affects retention). Thankfully, some games provide a few standard-setting features that -- in my opinion -- should be included in every game on the market. Here are six of those must-have features.

  • Some Assembly Required: A look at Vendetta Online

    by 
    Jef Reahard
    Jef Reahard
    02.17.2012

    The setup is pretty familiar. It's an MMO, it takes place entirely in outer space, and your avatar is your spaceship. There's a lot of trading, a lot of missioning, and PvP if you want it -- possibly even if you don't. Crucially, there's freedom to go your own way and precious little hand-holding. It's clearly inspired by Elite, and there's a fair bit of the X series in there as well. Nope, I'm not talking about EVE Online but rather Vendetta Online, an indie sandbox MMORPG that actually has more in common with classic space-trading sims than it does with CCP's New Eden.

  • Some Assembly Required: Salem dev talks permadeath, griefing, and skill-based gameplay

    by 
    Jef Reahard
    Jef Reahard
    02.10.2012

    Hello, sandbox faithful, and welcome to a special interview edition of Some Assembly Required. We recently had a chance to pitch some questions to the team behind Seatribe's upcoming Salem title, and creative director Björn Johannessen was kind enough to answer them. Salem is being advertised by publisher Paradox as "the crafting MMO," but it's also rife with throw-back mechanics including a huge amount of player freedom and a permadeath/punishment system similar to the one in Johannessen's Haven & Hearth.