player-generated-content

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  • 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.

  • Captain's Log: Focus on the Foundry

    by 
    Terilynn Shull
    Terilynn Shull
    03.19.2012

    The Foundry is Star Trek Online's user-generated content tool, one that allows players to create their very own playable missions in the game. Those missions also become available as content to the rest of the playerbase. It's a tool that differentiates STO from most other MMOs and encourages fans to expand on the universe of STO and Star Trek in general. Join me as in this Captain's Log, I focus on the Foundry, some of its missions, and the community that keeps it going.

  • 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.

  • You (yes, you) can expand Firefall's gameworld

    by 
    Jef Reahard
    Jef Reahard
    02.09.2012

    Red 5 Studios is making a little marketing push for Firefall, and the first salvo takes the form of a new dev diary video starring CEO Mark Kern. If you're not familiar with the game, this clip is a great place to start. Kern explains how Firefall is really two titles in one, with the first game being a ginormous open world featuring loads of PvE content. The second game is centered around Firefall's e-sport components, which include ranked leaderboard matches ranging from 5-on-5 to 15-on-15. Kern also mentions the game's unique take on beta and launch. In basic terms, Red 5 implements feature sets, collects beta feedback, and iterates on down the line (as opposed to presenting a finished product for mass beta testing). This staged approach will also apply to the game's launch, and Kern says the game will be rolled out "organically" much like Google's Gmail service. Finally, content expansion in Firefall will be player-driven. Cross-server cooperation will be necessary to craft MRU units that will expand the playable area from 10 square miles to an entire globe. Kern also touches on the trendy games-as-a-service mandate, and he says that as long as players are around to support Firefall, Red 5 will be around to generate new content. Watch the full video after the break.

  • Some Assembly Required: Xsyon picks up speed

    by 
    MJ Guthrie
    MJ Guthrie
    02.03.2012

    Last year, I had the opportunity to meander around Xsyon for Choose My Adventure. Then, the game was still at the end of its beta phase. Now, with some time under its belt since release, the game continues to grow. And January has seen quite the growth spurt. I won't complain if the momentum that Xsyon has shown in the last month keeps up. Announcing multiple events and an architecture contest? Not to mention introducing new goodies? You go, game! Though it's small and indie, I am totally rooting for this title to succeed. Why? The main reason is that the game is reliant on player generated content: Instead of developers designing every aspect of the game, they built the world as a foundation and gave players the tools to go from there. This game is one of the few out there that offers many avenues for players to generate their own content and have a visible and lasting impact on the world around them. And just how is post-apocalyptic Earth shaping up with the players at the helm? This week, Some Assembly Required explores the once-ravaged land to highlight some of that generated content, from events (both player-run and developer sponsored) to small- and large-scale construction.

  • Xsyon hosting month-long architecture contest

    by 
    Jef Reahard
    Jef Reahard
    01.30.2012

    If you're a member of a tribe in Xsyon, you might want to check out Notorious Games' latest architecture contest. The event runs from February 1st to March 1st, and it's open to both small tribes (between one and five members) and larger groups (six or more members). Since it's an architecture contest, you'll obviously need to construct (or re-construct) your tribe settlement. Notorious will be judging your creations for originality, uniqueness, design, layout, and beautification. The dev team is remaining coy when it comes to contest incentives, but the latest Xsyon press release does say that "there will be a large prize for the winning tribe in each group."

  • Some Assembly Required: A Mortal Online interview

    by 
    Jef Reahard
    Jef Reahard
    01.27.2012

    I recently had the opportunity to fire off a few questions to Henrik Nystrom, and the Star Vault CEO was kind enough to provide some interesting insights into the firm's Mortal Online fantasy sandbox. Though Mortal is thus far renowned for its full-loot PvP ruleset, it's also got a number of nifty features that you may be unaware of, with more on the way. Join me after the cut for a lengthy discussion of the new Awakening expansion as well as a glimpse into Nave's future.

  • SOE VP talks microtransactions and the future

    by 
    Jef Reahard
    Jef Reahard
    01.24.2012

    If you're a fan of Sony Online Entertainment and curious as to how free-to-play and RMT will affect its stable of MMOs in the future, ZAM's got a new interview that's worth a read. The piece features Laura Naviaux, senior VP of global sales and marketing for SOE, and she shares an interesting nugget relating to digital currency and real-money player markets. "I think everybody gets excited about potentially being able to create user-generated content to sell it to their peers, etc. There are a lot of different ways to slice and dice that, and it's something that we're watching," Naviaux says. She also speaks to the success of EverQuest II thanks to its free-to-play switch, as well as some of the more popular cash shop items (mounts currently account for approximately 25% of the game's revenue). Finally, Naviaux acknowledges the challenges inherent in the business model going forward, and how they stem in large part from knowing how much is too much. "I don't think that anybody wants a game where you can outright buy power that makes the game unfair and un-fun, and that is a line we don't want to cross. But there are a lot of shades of grey in there, and that's something we want the players to determine," she explains.

  • Some Assembly Required: A look at EQII's dungeon maker

    by 
    Jef Reahard
    Jef Reahard
    01.20.2012

    So you're an armchair game designer, eh? Well, EverQuest II invites you to put your money where your mouth is -- at least as it relates to dungeon creation. While Sony Online Entertainment's venerable fantasy title is no stranger to player-generated content given its spectacular player- and guild-housing mechanics, this winter's Age of Discovery expansion upped the ante a little bit in the form of the new dungeon maker toolset. The system is a bit rough around the edges, but it's nonetheless a fantastic first iteration that adds a lot of fun and replay value to an MMO that was already chock-full of both.

  • Xsyon architecture gallery shows off unique player-made structures

    by 
    Jef Reahard
    Jef Reahard
    01.17.2012

    Xsyon's PR machine is shifting into high gear of late, and the post-apocalyptic sandbox title from Notorious Games has released another batch of screenshots. This isn't your typical 10-screenshot blast, either, but rather an entirely new gallery section on the official website devoted exclusively to user creations. Notorious is intent on showing off what it calls player architecture, as Xsyon is one of the few games on the current MMO market that actually allows for unique creations in terms of buildings, structures, and even town layouts. You can see a few of the choice shots in our Xsyon gallery below, but you'll need to head to the game's official website to see them all. [Source: Notorious Games press release] %Gallery-118587%

  • Massively Exclusive: Storybricks team talks art, animation, and non-combat design

    by 
    Jef Reahard
    Jef Reahard
    01.16.2012

    Namaste Entertainment is working away on Storybricks, and the company has just released a new exclusive video dev diary featuring CEO Rodolfo Rosini, art manager Oliver Bermejo, and a glimpse of the game's art style and animations. Rosini talks at length about the inspiration behind the art; one of the chief influences is a book called The Illusion of Life by early Disney animators Frank Thomas and Ollie Johnston. Rosini also name-checks Generation X geek icons like Dragon's Lair and The Secret of Nimh as well as more recent properties like the Fable series, and he says that the Storybricks team aims to convey emotion in a similar manner to these epics. "We want to capture some of the Disney magic without necessarily making a game for kids," Rosini explains. Rosini also talks a bit about the game design philosophy behind Storybricks. In current MMOs, he says, NPCs have two states: They either serve as quest dispensers or as targets. Namaste is aiming for a new type of gameplay that isn't built exclusively around combat. "Don't get me wrong -- murder works fairly well. There are 12 million murderers in World of Warcraft," Rosini says. "I've been one of them for many years, and I think it's a great game. But there has to be something different." Enjoy the full dev diary after the break.

  • New ArcheAge video shows off 34 minutes of housing gameplay

    by 
    Jef Reahard
    Jef Reahard
    01.10.2012

    If you're into player housing, you'll want to have a look at the latest closed beta test footage from ArcheAge. The clip was recorded by Korean players in XLGAMES' ongoing CBT4 testing phase, and it shows off a whopping 34 minutes of housing-related shenanigans. The really interesting bits begin around the 28-minute mark, as we get to see a pretty good demonstration of the game's interior decoration mechanics. It looks a bit like EverQuest II in terms of object placement and rotation abilities, and there are also quite a large number of unique furniture pieces and accoutrements.

  • Some Assembly Required: A virtual world roundup

    by 
    MJ Guthrie
    MJ Guthrie
    01.06.2012

    If you are perusing this column, chances are you are a fan of virtual worlds and the sandbox genre. Join the club! (Dues will be due on the third Tuesday.) The aspect that compels many aficionados to delve into a game is the ability to make an impact on the world in some small respect instead of making them into Hive Member 1593072 running a static, predetermined gauntlet. How that impact is accomplished, however, varies; there are multiple features that can facilitate it, and which ones are considered most important depends on the player. With the loss of one of the best sandbox games just last month, some players may be feeling a void. Others still are looking/hoping for the "ultimate" sandbox that contains nearly every virtual world feature. Certainly, there are some upcoming games that make some drool-worthy promises, but what about playing something now? There are actually games out on the market that have at least one aspect of the genre, if not more. To start off the new year, Some Assembly Required looks at some of the top features of virtual worlds and lists games that incorporate these features. While this list isn't exhaustive (considering the sheer number of games when you include all of the smaller free-to-play titles, I'd run out of column space!), it is a comprehensive enough overview to point you toward some games worth playing that perhaps you hadn't considered before.

  • The Firing Line: The pleasures and pitfalls of PlanetSide 2

    by 
    Jef Reahard
    Jef Reahard
    01.06.2012

    My time in PlanetSide was a blur. It's also a ways back in the rear view mirror, and I've played so many MMOs in the interim that I can't even remember exactly when it was. The game originally shipped in May of 2003, and I was entrenched in Star Wars Galaxies from its June 2003 launch going forward. That would put my six week (de)tour with the Terran Republic somewhere circa 2004, maybe? I forget. The point I'm getting around to, though, is that regardless of hazy dates, PlanetSide stands out as one of those seminal MMO experiences that showcased the possibility inherent in this particular genre. The upcoming reboot, then, should be pretty spectacular and deserving of some fanboi adulation, right? Well, yes and no.

  • Some Assembly Required: In defense of player-driven story

    by 
    Jef Reahard
    Jef Reahard
    12.30.2011

    To say that I feel strongly about player-created stories and the MMOs that support them is an understatement of epic proportions, and as such I was disheartened after reading one of Eliot's recent Storyboard columns that pooh-poohed player creativity in favor of dev-driven narrative. I feel that a dissenting viewpoint needs equal time in the Massively spotlight, so join me after the cut for a few reasons why there's no substitute for player-driven stories.