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  • No download, no problem: Browser-based MMOs

    by 
    Seraphina Brennan
    Seraphina Brennan
    01.13.2009

    Not all of us have the high end computers to run graphics intensive games like Lord of the Rings Online. Others players may just not want to take the time or bandwidth to download a whole MMO client just to find out that it's not worth it. Plus, maybe we want a game that we can play easily from any computer -- something that we can access while on the road. What could be the solution?How about a good browser-based MMO? While we here at Massively tend to concentrate on the more mainstream titles, Dean Sherwin over at MMOHub has written an article in the defense of browser based MMOs, plus a list of some games that we can easily grab while on the road from any computer. Things like RuneScape, Adventure Quest, and many others are all listed easily on their website.

  • The Daily Grind: How much free-to-play game coverage do you want?

    by 
    Michael Zenke
    Michael Zenke
    01.09.2009

    In the last six months or so, Massively has refocused quite a bit since our early days. When we started out, we went really broad, trying to encompass every element of the MMO genre out there. We talked about everything from RuneScape to semi-obscure Korean imports, all the way up to Warhammer, World of Warcraft, and Lord of the Rings Online. In the last six months, though, we've primarily been focused on AAA titles. We primarily did it because we thought it was what you wanted to see, but in the last month or so we've seen signs your interests may be broader.Free-to-play games are constantly improving, formerly maligned Korean imports have seen a lot of development and localization love, and the microtransaction market is a moving target. Games like Atlantica Online, Runes of Magic, Wizard101, DOMO and Shaiya are increasingly showing up on our collective radars. What do you think about these games? Do you want to see more coverage of free-to-play games on Massively? What's your favorite free-to-play game that we really need to pay attention to? And if we do put more coverage of these games on the block, do you want to see things like patch notes or just the highlights/holiday announcements? Let us know!

  • RuneScape introduces new phoenix combat pet and more

    by 
    Shawn Schuster
    Shawn Schuster
    01.08.2009

    Mod Mark, the Lead Designer for Jagex's RuneScape, has written a new Behind the Scenes article for January in which he describes the changes coming down the pipe for RuneScape. There's mention of a new phoenix combat pet that will have the ability to fire ashes at your enemies. The Achievement Diaries are also releasing this month; this time set in the peaceful Seer's Village and the surrounding areas. As with previous Achievement Diaries, this one was created to show the hidden or non-quest activities in the area. In addition to these large additions, some minor changes will be made to the game. Check out the complete article for more information on all changes that have arrived or will be arriving in the month of January.

  • A little more about Wizard101

    by 
    Alexis Kassan
    Alexis Kassan
    01.03.2009

    There have been quite a few releases for magic-themed game Wizard101 of late as well as the preview of the first expansion. Enough so that WhatTheyPlay has posted an overview aimed at parents to explain the basis of the game and what they can expect if their kids play it. In a nutshell, Wizard101 is a world where players are students of magic. Combat relies on a trading card system and is turn-based. No one ever "dies" in the game. It's free to play in much the same way that Runescape is - meaning that many areas and quests are only available to paid accounts. The options are numerous in terms of membership levels depending upon what the players (or their parents) want to be able to do. For those parents worried about the community, they do discuss the limitations on communication and the average age of players (about 12). Then again, with family plan pricing available, parents could join their kids in the game and find out for themselves what it's all about.

  • World of Warcraft tops most played list of 2008

    by 
    Alexis Kassan
    Alexis Kassan
    01.02.2009

    Nielsen Research has published its January through October numbers about the top 10 PC games and top 10 consoles by amount of time played. Once again World of Warcraft tops the charts. In fact, WoW has more time played than the other nine titles listed - combined.Coming in at position 6 is Runescape, the browser-based game that could. It had just slightly less share than The Sims 2. Numbers for only October are available on the Nielsen website and show a different makeup for numbers 2-10, with WoW still in first. We can only imagine what this data will look like for November 2008 with the added game time of those who bought Wrath of the Lich King.

  • RuneScape's PvP loot system explained, rewards increased

    by 
    William Dobson
    William Dobson
    12.11.2008

    The behind-the-scenes workings of RuneScape's player-kill loot is a lot more complicated than many people might expect. It's not simply a matter of looking for PvP battles and hoping to win the random-number-generator for a sweet item, as a recent developer post on the game's official website explained. In short, a value known as "drop potential" must be increased if you want better loot. This is achieved by spending time in PvP areas, while risking a certain amount of your own items. Some zones like the Wilderness are worth more to your drop potential, but you can probably expect a lot more action too. This system rewards the brave, and leaves the cowardly with junk-loot. As well as elaborating on the mechanics of PvP drops, the post also mentions that two improvements have been made to the system. One is a shift away from having a larger number of items dropping, to fewer but more valuable items. The other is a simple increase to the value of the items dropped. These changes help with inventory management, and also mean that people are more likely to bother picking up what they've earned. Sounds like a good reason to get out there and see what sort of items you can find -- just make sure you've got the skills to pay the bills.

  • Just /dance the night away

    by 
    Alexis Kassan
    Alexis Kassan
    12.07.2008

    About how long are you in a new game before you decide to check out the emotes? These gestures have become an integral part of the personalities we ascribe to our characters - and perhaps none more than the /dance emote. Ravious over on KillTenRats recently explored dancing in MMOs since newer games without the dance animations have had to spell out why they opted to step off of the dance floor. Many games have more than one animation for dancing. In fact, RuneScape has moves that can only be accessed by paid members and Lord of the Rings Online has dances that can only be gained after completing festival quests.It remains to be seen if dancing is what truly brings a sense of community to the city squares as Ravious seems to allude. But one thing's for sure - anything's better than sitting around watching the toy train set that never ends!

  • Why you should be playing RuneScape: Free Mad Skillz

    by 
    Alexis Kassan
    Alexis Kassan
    12.05.2008

    "Why you should be playing ..." is a free form column from Massively.com intended to inform you about our favorite parts of our favorite games. We want you to know why we're playing them, so you can know what to play.RuneScape is about to celebrate its 8th birthday (January 4th, 2009). It's amazing that in this industry, where high-powered games come and go, a java-based in-browser game has not only lasted but absolutely thrived for this long. Why is that? My personal feeling is that it's got the skills to ... well, you know the rest of that saying.This is a game for all those who have never tried a MMO before or never thought of themselves as gamers. It offers everything and requires nothing. No fancy system specs. No minimum levels for skill attainment. No epic armor (though it does help a bit if you venture into the dungeons). Not even a credit card. It offers melee, magic, crafting, and cooking all in the same game through the cunning use of skills - twelve of them in the free version, to be exact, and an additional nine if you're willing to pay about $6 US per month. Follow us on a quick tour of the skills you can get for free and what makes them the heart and soul of this game.

  • Runescape beats out Naruto, Lindsey Lohan in Yahoo! search results

    by 
    Michael Zenke
    Michael Zenke
    12.01.2008

    What's more popular than Lindsey Lohan or the hit anime Naruto? More fun than American Idol or Angelina Jolie, and almost as popular to search on as Barack Obama? If you'd guess the web-based fantasy MMO Runescape we'd call you prescient ... or assume that you'd already taken a look at the Yahoo! Buzz year in review. This look back at the year 2008 in searches ranks Runescape as a bigger deal than pop princesses, reality TV shows, and that ubiqitous anime/manga/game icon.Runescape, of course, is a ridiculously popular free-to-play MMO based entirely on Java and playable via web browser. It's a sign of the times to see this kind of title on Yahoo's list, and we're happy to see the genre in such a prominent place. If you're not familiar with the game you might want to take a look at the coverage we had back during E3, when the title went to a new higher-resolution state of play. Congrats to Runescape and Jagex on this accomplishment!Thanks, Brian.Update: Corrected the erroneous assertion that Runescape is Flash-based. It is not.

  • RuneScape acquires former THQ Creative Director

    by 
    Shawn Schuster
    Shawn Schuster
    10.22.2008

    Since its launch in 2001, Jagex's RuneScape has steadily established a solid presence in the highly-competitive MMO market. Now into the millions of players across the world, the game is said to currently be at its highest surge in popularity. Building from that comes the news that Jagex has just appointed former THQ exec Vince Farquharson to head up their flagship fantasy MMO.Farquharson' role at THQ included Creative Director and Development Director for three years, overseeing titles such as Warhammer 40,000: Squad Command and Broken Sword: The Angel of Death. He will focus on expanding RuneScape through content development and global distribution. This news comes almost exactly one year to the day after Jagex acquired former European PayPal CEO Geoff Iddison as their own CEO. We wish Farquharson and the rest of the folks at Jagex the best of luck with their future growth.

  • Dutch court convicts 2 minors of stealing virtual items

    by 
    James Egan
    James Egan
    10.21.2008

    Should the theft of virtual items be punishable by law? This varies from country to country, but today's ruling in a Dutch court emphasizes that virtual crime is actual crime under their country's laws, regardless of whether the individuals involved are minors. Associated Press reports: "These virtual goods are goods (under Dutch law) so this is theft," the court said Tuesday in a summary of its ruling. The court did not reveal the identities of the minors, but they are 15-years-old and 14-years-old, respectively. They apparently coerced a younger boy into giving them a 'virtual amulet and virtual mask' in RuneScape. The offenders have both been sentenced to community service -- 200 hours for the 15-year-old, and 160 hours for the 14-year-old. Do you feel this is too steep a penalty for virtual extortion, or not steep enough? Should it matter if the items or currency involved are real or virtual?Update: It's been communicated to us by our readers in Holland that the crime in question was not, in fact, a virtual one, but involved actual violence. The victim in question, according to this source, "was kicked and threatened with a knife." The original Associated Press source omitted this detail, which obviously changes the tone of the discussion below. To clarify, this was real world violence inflicted over virtual items, hence the community service sentences for both of the offending minors.

  • Making/Money: Conservation of Mass - Part 2

    by 
    Alexis Kassan
    Alexis Kassan
    09.14.2008

    Welcome back for Part 2 in our series on closed-resource economies in MMOs. Last week we discussed how starting out in this *completely hypothetical* system might work, what some of the basic rules of operation might be, and what it would take to keep money available to players. Today, we continue on our chosen path to talk about how loot and gear could be distributed so that raiding, quests, and all the other content we enjoy would still be available even through endgame. First, a quick recap of the groundwork we already laid out. Rule #1: Server character limits. Yes, this would create the need for more servers in the game. But it would also enable the developers to determine a starting point for the goods, resources and money available at server start. Rule #2: Items and money must leave the game in order to come back in as loot or gathered materials. That means that they must be consumed in some way, either by being dropped and deleted, or by being given to an NPC. Consumed items could return as they had left the game, as the resources used in their creation, or as another item entirely. Rule #3: More gold sinks. In order to keep the loot flowing, there would need to be additional, enticing or mandatory ways for the gold to leave the game. An example might be to have service-oriented NPCs, such as the Work Orders in Lord of the Rings Online or the Saw Mill in RuneScape. Mounts or housing are always popular ways to get money back from players to NPCs as well. Still with me so far? Excellent. On we go!

  • Making/Money: Conservation of Mass - Part 1

    by 
    Alexis Kassan
    Alexis Kassan
    09.07.2008

    This is the first in a series of articles theorizing on what a virtual economic system that had a finite number of resources might be like. I would like to impress upon you that everything expressed here is hypothetical. As far as I am aware at this time, there are no games currently being made with a system like this. Also, this is only one potential way that it could be done. There have been several discussions amongst friends and fellow bloggers lately of what the economy of game with no ability to spontaneously create items might be like. Specifically, what if all of the resources, loot, and money in the game was there at the start and no more could be generated during gameplay than had been removed? In short, what if the law of Conservation of Mass was obeyed in a MMORPG? Let's be clear about this - we're not talking about each character starting out with a set amount of gear or money that they would then have to use throughout their lifespan. This would be a server-wide amount of stuff. All players would have access to it provided that it was available. Once an item was "destroyed", either by dropping it or by selling it to an NPC, another item could become available.

  • News from the Wider MMO World: August 26, 2008

    by 
    Akela Talamasca
    Akela Talamasca
    08.26.2008

    The MMO genre is more than World of Warcraft, Age of Conan, and Warhammer Online. Here's what's going on in the rest of the world.Mabinogi welcomes Generation 3The MMO that bills itself as "your fantasy life" has gotten its next upgrade with Generation 3. Now Mabinogi players will have the ability to marry each other, complete with license and wedding attire for both genders. An overarching quest will require warriors to recover dungeon seals to prevent the Fomor from entering the world. And finally, the pet system gets an overhaul, with new interactions, behaviors, and controls. The removal of the combat cap, increased UI options, and new items all await players in Generation 3.Neocron 2 developer declares insolvency10Tacle Studios AG, parent company of Reakktor Media GmbH, developers of Neocron 2, declared insolvency on August 6th. They are awaiting an insolvency administrator to determine what will happen with the game servers. In a later update to the original forum post, Kirk Lenke, CEO of Reakktor Media announced that the insolvency will not affect business operation of Neocron 2, and that they are still in development for upcoming title Black Prophecy.

  • Making/Money: Economic Equilibrium is MIA

    by 
    Alexis Kassan
    Alexis Kassan
    08.24.2008

    When I first started playing MMOs I was in college. I'd bounced from major to major but ultimately settled on Economics (from a starting point of Medieval and Renaissance Studies - how'd that happen?). Like other economists in games like EverQuest and Ultima Online, I was thrilled to find a lively economy and interested to apply classical economic models in the study of it. The most basic of these models is the typical supply and demand curve. Any economic model starts with price and quantity. The higher the price, the more suppliers want to sell but the less consumers want to buy. As the price decreases, more consumers are interested in purchasing, but fewer suppliers are able to produce profitably. In theory, there is a magical level in the middle where supply and demand meet. That is equilibrium (see graph). What I have since found, which is furiously debated by other economists in the field, is that the typical supply and demand curves do not fit well with the economies of most MMORPGs these days. Depending on the game, add-ons used, and availability of additional market data, there may be sort of invisible caps to the price, and thereby the quantities, of goods traded. Furthermore, auction house fees and vendor sales act much in the same way as taxes or subsidies in real world economies.

  • Player Consequences: Why We Subscribe

    by 
    Gabriel Runfeldt
    Gabriel Runfeldt
    08.20.2008

    There are many different choices when it comes to picking out a MMO nowadays. The genre is no longer limited to only a handful of games based on old Dungeons and Dragons manuals. Players have the options to pilot spaceships, become a superhero, command a pirate fleet, or even fight aliens as a super soldier. While the classic swords and sorcery setting still defines the MMO genre, it is no longer a requirement for being successful in the market. Yet despite having, dozens of different worlds to choose from players still seem to be limited to only one payment method. It's not that gamers are overly fond of the subscription model. Indeed a lot of console and FPS gamers specifically avoid MMOs because of monthly fees. This hasn't stopped game developers from continually using the subscription model though. Despite all the different payment models being explored by industry, the subscription model continues to be the most popular for AAA titles. There seems to be an underlying notion in the west that subscribing to a MMO is still the most beneficial payment method for the consumer. If you look at the history of early MMOs it's not hard to see how this notion was formed.

  • Furries let their tails down in Earth Eternal

    by 
    Brenda Holloway
    Brenda Holloway
    07.25.2008

    It's been awhile since we checked in on Sparkplay Media's furry animal MMO, Earth Eternal. The story goes that, eons ago, the creatures known only as "Man", once the greatest of all living things, poisoned the Earth and warred amongst themselves, making themselves extinct. The gods and other elder creatures who had more or less left Man to their own devices, decided to give that whole"mortal creature" thing another try, cleaned up the Earth, and placed the Beast people on it.Earth Eternal will be a free to play, Runescape-like MMO where you play one of sixteen different animal races in a land of adventure and high fantasy. The game runs with a small client that downloads new areas in the background as you encounter them. As well as the usual quests, adventures and dungeon crawls, EE players will be able to make their own Groves, areas of the world of their own design, in two parts. The public part will be above ground, but there will be an equally extensive portion below ground that can be set to be as private as you like. Pictured above is a shared Grove; they can be quite elaborate.We estimate about ... three hours after it goes live before someone makes a Grove named The Island of Misfit Toys. It's not gonna be the kind of place you bring your children, either. Check out the latest teaser video after the break.

  • The serious growth of Jagex

    by 
    Shawn Schuster
    Shawn Schuster
    07.16.2008

    Earlier this week, we've been giving you a ton of news related to Jagex's Runescape and the newly-announced Mechscape. In a recent blog post by Relmstein, he gives us his impressions of this news, and why he takes them seriously.Despite anyone's opinion on Jagex and their work with Runescape so far, the facts are overwhelmingly in their favor for being a serious company. As Relmstein points out, this company started out from a couple brothers working out of their home, "but it has the potential to become as big as SOE or NCsoft in a very short period of time." Anything is possible, in fact, but how great would it be to see them actually get that big with these new projects and new ideas they have.

  • E308: The future of FunOrb

    by 
    Michael Zenke
    Michael Zenke
    07.16.2008

    Alongside a number of insights into the new Runescape HD release and tantalizing hints at the upcoming Mechscape, our discussion with Jagex yesterday morning yielded a few tibits about FunOrb. Jagex's under-the-radar casual games offering is built on the same technology as Runescape, implying some interesting things about the company's future plans. We spoke with Geoff Iddison and developer Henrique Olifiers about the project, and came away with some interesting viewpoints on Jagex's future development plans. Read on below the cut for hints at how casual gaming and browser-based RPG fun might combine into a new (and delicious) whole.

  • E308: Runescape HD and the role of Jagex in the MMO Industry

    by 
    Michael Zenke
    Michael Zenke
    07.16.2008

    We sat down Tuesday morning to talk with the people at Jagex, the US-based company that develops the wildly popular Runescape MMO. They're a company in the midst of growing from a one-game studio to a multi-game mini-empire. Alongside the casual game service FunOrb and the newly announced in-development title Mechscape, these titles combine to portend a unique future for this Korean-inspired American company. The company sees itself as offering a real alternative to the client-based high-end graphics experience we're used to in massive games. Join us as we chat with Jagex CEO Geoff Iddison and developer Henrique Olifiers about the newest update to the game and the future of Jagex as an organization.