Retrospective

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  • The Mog Log: I left my heart in Whitegate

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    01.15.2011

    There's still nothing much happening in Final Fantasy XI or Final Fantasy XIV at the moment. Well, OK, there's plenty happening, just not a great deal of news to discuss. I imagine that won't last very long, especially with the Final Fantasy XIV poll having ended on Friday, but right now seems like the perfect time to reflect on the past. And that inevitably leads me back to Final Fantasy XI, to my favorite expansion and the one that feels most vibrant to a North American player. Treasures of Aht Urhgan wasn't the only expansion that was released here, naturally, but it was unique in the game's lifespan. Rise of the Zilaart came with the game from the initial NA launch, Chains of Promathia produced very divided opinions (which several columns covered, if you missed it), and Wings of the Goddess is really just a slight funhouse reflection of Vana'diel proper. But Aht Urghan was new, vibrant, and the sort of expansion you could really sink your teeth into. It was, I'd say, the best one the series had.

  • Flameseeker Chronicles: Community and what it means in game development

    by 
    Rubi Bayer
    Rubi Bayer
    01.10.2011

    Last week, I did an analysis and recap of ArenaNet's Retrospective video. The recap was released at the same time as the video, so at the time I had no clue what community reaction would be. Because of this, I was watching the general feedback with great interest, and I found that a lot of commentary focused on a particular quote from Chris Lye -- one that I particularly enjoyed. "You know, we're not a video game company, we're a community building company. We just happen to have one of the coolest ways to build a community, which is through a video game." It's an attitude shared by pretty much the entire ArenaNet staff, and it's one that drew a bit of criticism and a lot of discussion in game and on the forums. Follow along after the jump as I take a peek at the pros and cons of this philosophy.

  • 15 Minutes of Fame: A 2010 retrospective of WoW people

    by 
    Lisa Poisso
    Lisa Poisso
    01.05.2011

    From Hollywood celebrities to the guy next door, millions of people have made World of Warcraft a part of their lives. How do you play WoW? We're giving each approach its own 15 Minutes of Fame. Who's really behind that stoic DPSer in your raid group? He never talks much, but he never misses a raid -- or an opportunity to snag that mob that's decided to nibble on you while you're tank healing. What about that banker you always run into in Darnassus -- and why Darnassus, anyway? And what about that level 40something night elf you keep seeing all over the place ... yet who always manages to still be 40something? Who are all these people? With more than 12 million WoW players worldwide, you can bet that logging in means rubbing elbows with people who live and play in very different circumstances from your own. From X to Y, from X to Y, only WoW Insider's 15 Minutes of Fame brings you a complete sampler of the personalities and passions behind the avatars that shared your screen in 2010. Click into our gallery below for a fresh look at the players we profiled over the past year. %Gallery-112387% "I never thought of playing WoW like that!" -- and neither did we, until we talked with these players, from Star Trek: Deep Space Nine's Aron "Nog" Eisenberg to an Olympic medalist and a quadriplegic raider. Know someone else we should feature? Email lisa@wow.com.

  • 2010 in review: Rise of iOS

    by 
    Victor Agreda Jr
    Victor Agreda Jr
    12.31.2010

    Here, in no particular order, are some of the top stories we saw in 2010. The year was packed with Apple announcements, some planned and one unplanned. The real standout this year was iOS coming into its own. This year's WWDC was all about iOS, for example. The Apple TV now runs iOS. iOS 4.2 breathed new life into the already-new iPad, another major story of the year (a wildly successful one at that). Even OS X 10.7 "Lion" has some iOS-inspired elements from what little we've seen. But it's looking like 2011 will be a return to the Mac side. In 2010 we saw the new MacBook Air, which Steve Jobs called the "future of notebooks." What surprises does Apple have for us on the Macintosh side of the house? 2011 will be an interesting year (again) to watch! iPad In 2010, the iPad was revealed and the netbook industry felt the impact. The tablet industry has awakened. We expect 2011's CES to have an enormous range of tablet computers. iOS 4.2 was released months later, giving the iPad features like multitasking, which should have been there to begin with. Still, with paltry RAM, no front-facing camera and still not enough storage, the iPad has plenty of room to grow in 2011. Apps on the iPad made news in themselves, with some apps being available for both iPads and iPhones, some costing more for "HD" versions (a term Apple doesn't endorse, by the way) and some only available for iPad. The new realm of a tablet format opened up possibilities for developers, and we continue to see innovation from them on Apple's latest product. Still, the publishing world was a little dismayed to see the iPad not take off as an e-reader on its own. Digital magazines are falling flat (in part due to Apple's lack of a proper subscription model), and the iBookstore has had its own problems. iPhone 4 We all knew the iPhone 4 was coming thanks to a forgetful Apple employee and some poorly executed shenanigans from Gizmodo. If only they had tested the antenna! The iPhone 4 introduced the high-resolution Retina Display, plus a sleek new form factor that brought about "antennagate" and a subsequent press conference to address the issue. iPhone 4 cases were given away, and the problem was mitigated by a clever Apple marketing/communications team. The iPhone 4 also heralded FaceTime as a video calling service (and potential open standard, although we hear inside Apple there is little impetus to release the open portions needed to bring the service to other platforms). The iPhone 4 introduced a front-facing camera to facilitate video calling. The iPhone 4's addition of an LED flash introduced another wrinkle into the app approval process in that developers quickly started writing flashlight apps that took advantage of the powerful (but battery-killing) light source. Guess what? Apple finally woke up and wrote some clear but open-ended app approval guidelines that addressed many of the previously-unknown guidelines surrounding app approvals.

  • The Anvil of Crom: Greatest Hits Vol. 2010

    by 
    Jef Reahard
    Jef Reahard
    12.19.2010

    Oh no! It's the end of a calendar year! It's that arbitrary point in space and time at which bloggers, journalists, and basically anyone who makes a living via the written word foists off a bunch of top 10 (or five, or other random number) lists on his loyal readers. Sadly folks, I'm no different, and though I'll gladly poke fun at the tradition, I'll also engage in it this week here at The Anvil of Crom. Looking back, it's been quite an eventful year, both for Age of Conan and for Massively's coverage of the game. From the Rise of the Godslayer expansion to the various nerfs, buffs, rants, and interviews, 2010 has been one for the Hyborian history books. Turn the page for eight reasons why.

  • The Tattered Notebook: Six years of EverQuest II

    by 
    Karen Bryan
    Karen Bryan
    11.08.2010

    I looked down at the dog-eared journal and shivered. As excited as I was to finally be in possession of The Tattered Notebook, I recalled the fates of its previous owners. First, seemingly out of madness, Seccia made a sudden and unexpected career change to blog about kittens. Now, Scarve, a Ratonga, has disappeared in the night, leaving behind only a wedge of cheese, this tattered notebook, and a tiny stuffed Kerran doll. Rumors spread of his appearance among a shadowy cult of Gnomish tinkerers, but it's unclear whether he's with them by choice or by force. Regardless, I took a deep breath and opened the cover. What a perfect time to begin adding my entries to the journal, right at the celebration of EverQuest II's six-year anniversary! To celebrate, the game is holding its second annual Festival of Heroes, from November 19-30. In honor of this milestone, my first entry into The Tattered Notebook is a retrospective of those past six years, with an eye towards the future.

  • A Mild-Mannered Reporter: Five years of scum and villainy

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    10.27.2010

    Let's face it, being a supervillain is fun. Sure, you root for the hero, because blowing up the entirety of California would probably be a bad thing, but in your heart you think that having come up with a plan to wipe out an entire state is pretty darn cool. City of Heroes might have launched letting players just take the role of a heroic sort, but five years ago tomorrow, they launched the game's first expansion, the appropriately named City of Villains. Of course, these days few players think of CoV as an expansion. Since the two games were merged two years ago, the very concept seems almost ridiculous, and the two have long felt like halves of a whole. City of Heroes is generally accepted as the name of the game, despite a better fashion sense and leveling experience over in the Rogue Isles. But let's take a step back through to 2005 and honor this hive of scum and... well, you know the rest.

  • Champions Online looks back and ahead

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    09.28.2010

    After the anniversary earlier this month, it's been fairly quiet within Champions Online. Shannon Posniewski, the game's executive producer, recently sat down to talk a little bit about the game's past and future. It includes some interesting tidbits about the game, such as Posniewski saying that the game wasn't quite ready for launch a year ago, and he would have preferred for the game to be either delayed or to cut out some features and polish more vital elements. Moving beyond the past, however, he outlines some of the plans the team has for the game as a whole moving in to the next year, which includes a general re-evaluation of all powers and an ongoing expansion to lower-level content. Coupled with the continued focus on adventure packs that can be played at any level, it looks as if Champions Online players will have plenty of things to enjoy over the next year of service.

  • A year in the life of Aion

    by 
    MJ Guthrie
    MJ Guthrie
    09.24.2010

    Grab yourself a glass of mela juice and join me in an anniversary toast! September 22nd marked one year to the day that Aion was released into the hands of hungry Daevas-to-be in the Western market. And what a day that was! Heralded by NCsoft as its biggest launch to date, Aion saw a record number of players attempt to dive into the world of Atreia and prepare to spread their wings. Aion has come a long way since that first day, when two-plus hour queues thwarted many a prospective Daeva from experiencing the rich new world. While some of us admittedly didn't survive the initial nightmare queues at launch (cough, cough), we nonetheless found reasons to return after a couple days, a couple months, or even longer. The introduction of two free updates in the past year -- 1.9 and Assault on Balaurea -- have addressed and ironed out some of the kinks that plagued the game and frustrated players. Adjustments to leveling, population, PvP, monetary rewards, and new content, along with a sprinkling of some fun elements, have enriched an already beautiful world and improved gameplay. If you have been away for a while, come on back and join the party. There is cake! As Daevas scatter petals about, meander past the cut and onto memory lane where we look at how Aion has evolved over the course of the past year.

  • Byron the Tauren Rogue: The cow, the legend, the gnome

    by 
    Kelly Aarons
    Kelly Aarons
    09.08.2010

    When I approached the editors of WoW.com to ask them if they'd be interested in letting me do some work, I was thrilled when they agreed and took me on. The creative freedom I got was incredible: "Write us an idea, and if it's all right, you can do it." Thus, Byron the Tauren Rogue was born. Now, the legend of the tauren rogue is just one of many jokes within the WoW universe, like the cow level, or skilled ret paladins. Even though I was told that this idea was "done to death," I really wanted to try out the lovable oaf sort of character. What I didn't expect is what it would turn into. The general synopsis of Byron is as such: Byron is a young, male tauren who dreams of becoming the first rogue of his kind. His friends -- skilled rogues themselves -- dare Byron to sneak into Stormwind and steal the Shield of Fordragon. If he can acquire it and safely escape the city, then he has more than proven himself.

  • The Daily Grind: Before they were famous

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    08.08.2010

    The path to launch for a major MMO is a heady time, filled with ideas and promises that may or may not be included with the final release. It's understandable -- BioWare wants people excited about Star Wars: The Old Republic, for example, and so the team wants to drum up enthusiasm for the best and brightest portions. But when release day comes, the countless ideas about what might be in a game collapse into a single view of what's actually included. If you read news sites (such as Massively, for instance) on a regular basis, you usually get plenty of information on your game of choice. The question is, how does that match up with release? What did you think about your current game of choice prior to playing? Did you feel like you knew what was going on from all the pre-release information, or were you somewhat disappointed by the end results? Or did you think you'd never want to play the game based on previews, and then find yourself enjoying it once it was released?

  • Wrath Retrospective: What we learned from death knights

    by 
    Tyler Caraway
    Tyler Caraway
    06.23.2010

    With the final content patch of this expansion on our doorstep and Cataclysm following close behind, we'll be taking the next several weeks to look back on Wrath of the Lich King and everything that made it what it is, for better or for worse, in Wrath Retrospective. Wrath of the Lich King is coming to an end, and with it one of the largest experiments that Blizzard has ever done in the history of WoW. At the onset of this expansion, we were all introduced to a new class; the death knight. The addition of a new class has major complications on the game as a whole: how they fit into PvE, how they work in PvP, what buffs and debuffs they bring, what roles they fill, what unique utility that they provide. All of these things have changed the face of the game as we know it. though fairly new arrivals, death knights have been integrated into the game almost seamlessly; the craters that they made when they first arrived, however, are still highly visible to those that know where to look. There were a lot of misconceptions about death knights when they were first released. Once they were announced, Blizzard classified them as being a hero class, not to be confused with your ordinary, run-of-the-mill class. To many people, this caused worry that death knights would be grossly overpowered and far superior to all of the others. Blizzard was quick to point out that this was not the case, but it did little to assuage many of the fears that players had. Still, death knights have had their ups and their downs all throughout this expansion, and if that is not a case for removing then from hero status then I don't know what is. What can we learn from death knights? What has all of the work done with the significant re-balancing changes and the major talent changes taught us about WoW in general? How can we apply that knowledge to all of the other classes in the game? That is what I wish to explore to day, and I hope that you will join me.

  • Wrath Retrospective: Ulduar and Trial of the Crusader, part two

    by 
    Mathew McCurley
    Mathew McCurley
    06.21.2010

    Trial of the Crusader was, for all intents and purposes, an experiment. The world part of raiding, from suppressor rooms to the Twin Emperors and beyond, has always been the stifling mechanic of trash. "The real meat of the dungeon's content should be the boss fights," the masses cried! And for the most part, they are right. Trash serves many purposes, from creating artificial time sinks and flavor, to teaching players mechanics that they would then need to hone, skill wise, against a boss. Trial of the Crusader paved a very different path, succeeding in many areas, but ultimately failing in many others. ToC was uneven at best, soul-destroying at worst. Let's look back!

  • Wrath Retrospective: Ulduar and Trial of the Crusader, part one

    by 
    Mathew McCurley
    Mathew McCurley
    06.20.2010

    Ulduar and Trial of the Crusader/Grand Crusader (collectively "ToC") were the middle children of the Wrath raiding family. And like many middle children, they both turned out wildly different from the children before and after them. Ulduar and ToC could not have been farther apart in design, structure, implementation, and style. I would love to share with you my experiences in both raids as a business-casual raider and my own thoughts looking back on these two distinct experiences.

  • Wrath Retrospective: Ulduar

    by 
    Matthew Rossi
    Matthew Rossi
    06.11.2010

    With the final content patch of this expansion on our doorstep and Cataclysm following close behind, we'll be taking the next several weeks to look back on Wrath of the Lich King and everything that made it what it is, for better or for worse, in Wrath Retrospective. Ulduar was released with patch 3.1 in April of 2009. Until the release of patch 3.2 in August 2009, Ulduar was the highest level 10- and 25-man raid content in World of Warcraft. It's fair to say that Ulduar was at best tangential to the overarching story of Wrath of the Lich King that concluded in Icecrown Citadel, but I also think it's fair to say that Ulduar took everything that had gone before it in Naxxramas, the Eye of Eternity and Obsidian Sanctum and distilled down to a refined, satisfying raid experience. Ulduar took the vehicle fight mechanic of EoE and managed to make it fun, interesting and variable, incorporating the hard mode mechanic first developed in Obsidian Sanctum and then expanding on it in several different ways. It allowed for optional bosses that could be killed if a raid was gearing up or skipped once you were ready to move on to the end of the instance. It took the various teleport mechanics first seen in Karazhan and Black Temple in BC and made them part of the instance. It even had a "hard mode only" fight with a limited duration that could only be attempted for one hour every raid week from the first time it was started. It's no secret that Ulduar is one of many people's favorite raids for this expansion (it's personally #2 for me, as I'm a much bigger fan of ICC than most), and there are quite a few reasons for that popularity.

  • Wrath Retrospective: Raiding Naxxramas, Malygos and Sartharion

    by 
    Mathew McCurley
    Mathew McCurley
    06.09.2010

    With the final content patch of this expansion on our doorstep and Cataclysm following close behind, we'll be taking the next several weeks to look back on Wrath of the Lich King and everything that made it what it is, for better or for worse, in Wrath Retrospective. Raiding has been the generic end game for massively multiplayer online games for the past 10 years. Originally comprised of hard-to-kill, non-instanced world and dungeon bosses, end-game raiding tested players' coordination, skill, communication and tenacity. World of Warcraft pioneered the accessible raid -- instanced dungeons that guaranteed loot drops. Many people forget that guaranteed loot drops was a huge deal, right along with no failures during crafting. Vanilla WoW raiding was an evolution on the EverQuest system, naturally, due to the prevalence of EverQuest players' not only designing and producing World of Warcraft but also their prevalence in the installed player base. Raiding had a language all its own. The first expansion to World of Warcraft: The Burning Crusade, attempted to stretch the bounds of raiding by scaling down player numbers and, at the same time, creating new and unique challenges in an attempt to make content more accessible. EverQuest routinely failed to make content accessible, and WoW was determined to turn the tides with the introduction of the 10-man raiding tier comprised of Karazhan and Zul'Aman. The popularity of 10-man raiding soared more than Blizzard could have ever imagined.

  • The Game Archaeologist and the Star of the Galaxies: The players (part 1)

    by 
    Justin Olivetti
    Justin Olivetti
    06.08.2010

    I think we can put to bed the rumor that Star Wars Galaxies is dead on its feet, considering the avalanche of emails sent my way asking to be interviewed. Last week's history retrospective sparked a desire in many players to share their experiences and personal epics, and it was not uncommon to read emails longer than this column from players excited to reminisce. There's a lot of love for SWG, both out among MMO players and here in the Massively office (we have at least three confirmed SWG addicts on the team). When I began this series, I thought that it would be dominated by NGE and nothing else, yet the responses I've read tend to focus on the positives of the title instead of that one ugly month. It might not have been the Star Wars experience everyone wanted, but if one looks hard enough, apparently there's something for everyone in SWG. Sam Schneider encapsulated many opinions perfectly with this: "Despite its problems, and what I believe people mostly remember it for (and I certainly do), the game did allow you do truly create your own Star Wars experience. You weren't Han Solo, you weren't Luke Skywalker, you weren't Leia -- you were YOU." Unfortunately, I could only interview a small fraction of the people who wrote in, so I randomly chose a handful of players to represent the (mostly) pre-NGE crowd for this week, and a handful of (mostly) post-NGE gamers for next week's column. This week we're talking with Adam "Vayde" Mostel, Jaume "Tsotha Lanti" Sabater, Kate "Syena Runningrider" and Paris "Iweos" Wright.

  • Wrath of the Lich King Retrospective: Naxxramas

    by 
    Matthew Rossi
    Matthew Rossi
    06.03.2010

    With the final content patch of this expansion on our doorstep and Cataclysm following close behind, we'll be taking the next several weeks to look back on Wrath of the Lich King and everything that made it what it is, for better or for worse, in WotLK Retrospective. When people talk about raiding in Wrath of the Lich King, a lot of the complaints often boil down to Naxxramas. It was out too long before a new tier of raid content, the fights were too dumbed down from the original raid's difficulty and it was too easy. It was an unimaginative way for Blizzard to cut corners and save time developing Wrath. While I'm personally critical of Naxxramas as a raid instance in its current implementation, let's look at these points and discuss their validity. Naxxramas was out too long before a new tier of raid content. This one's pretty subjective, but we can consider two factors. First, Naxx went live with Wrath's release in November 2008, alongside Malygos (Eye of Eternity) and Sartharion (Obsidian Sanctum). Malygos' itemization was half a tier superior to that of Naxx itself, so that items that dropped in the 10-man version of Eye of Eternity were equivalent to those that dropped in 25-man Naxx. Malygos-25 drops were superior to anything that dropped in Naxxramas off anyone but Kel'Thuzad himself. So while we could say that this entire tier of raiding lasted from launch until the release of Ulduar in April 2009, it's unfair to single out Naxxramas as the sole offender. Furthermore, Trial of the Crusader launched in August 2009, meaning that Ulduar's duration as the top tier of raiding was only a month shorter than that of Naxxramas/EoE/OS. Are we really arguing that the 20 bosses of those combined three raids had so much less raiding potential that an extra month or so wasn't at least subjectively justifiable?

  • The Anvil of Crom: Age of Conan anniversary retrospective

    by 
    Jef Reahard
    Jef Reahard
    05.16.2010

    Thinking of coming back to Age of Conan? You're not alone, as the recently released Rise of the Godslayer expansion, plus a wave of generally positive buzz, have conspired to reverse the fortunes that Funcom's ambitious Hyborian MMORPG experienced during its rocky launch. Two years is an eternity in the computer gaming world, and the game bears little more than a skin-deep resemblance to the title that launched way back in May 2008. Age of Conan has undergone significant revision in its short lifespan, from a sweeping combat and itemization revamp to the addition of numerous dungeons and play fields, all of them pre-dating the new expansion. The laundry list of additions can be broken down into six major categories: combat and itemization, PvP, crafting, gameplay, new zones, and the expansion. We'll also touch on smaller details such as performance tweaks and offline leveling, so hack your way past the cut to see the gory details.

  • A Mild-Mannered Reporter: Six (years) in the city

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    04.28.2010

    It's strange to think that City of Heroes is older than my car. But that's only the tip of the iceberg, as the game is six years old as of today and still running strong. Oh, sure, there are some signs of aging here and there, some parts that don't fit quite as well as they did back when it launched... but the game holds up pretty darn well. And that's astonishing, considering that it launched a full year before the game that generally gets the credit for starting new paradigms of MMO design. Of course, you can go further back and point out that a lot of the "innovations" that The Game Which Shall Not Be Named included were present beforehand, and you'd be correct. But after the EverQuest era of game design, City of Heroes stood as a vanguard of a new design philosophy. It was a game with unparalleled customization at the time, a game that put forth the idea that you could be just as cool at Level 1 as you could at max level. So how have things changed? How far have we come in the years? There's almost too much to cover to go over everything... but we can hit the big points.