stories

Latest

  • A Mild-Mannered Reporter: Underused enemies in City of Heroes

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    06.06.2012

    Last week I discussed why I'm not fond of Nemesis as a group, and this week I promised to discuss villainous groups that I think that City of Heroes could use a bit more actively. So I am certain that longtime readers expected me to spend most of this week talking about the Fifth Column because of course I would. I love the Fifth Column, I think they're a fantastic group of villains, and I've talked about how great they are as a group over and over. Surprise! Not this time. For all that I love the Column (and their continual curbstomping of their pale imitation in the Council), that wasn't my goal this week. No, this time around I want to highlight other groups that I think Paragon City could use a bit more often, enemies that either fall off the radar or just don't get as much attention as they're due. Even in a game that's been around as long as City of Heroes, there are certain enemy groups that just never get the love they deserve. Maybe the future can fix that for some of these guys.

  • Tony Fadell: First iPhone almost had a clickwheel

    by 
    Mike Schramm
    Mike Schramm
    04.30.2012

    Tony Fadell recently appeared on The Verge's On The Verge talk show/web series, and he shared a tidbit about early versions of the iPhone, which he worked on as Senior VP of the iPod division at Apple back in 2006. The Verge says that Apple "seriously considered" a hardware keyboard for the original iPhone, according to Fadell, but if you watch the clip itself, you can see that Fadell confirms Apple never made a keyboard for it. The issue was "definitely discussed," he says, but nothing was ever made into a prototype. Fadell also says there were three different "gestations" of the iPhone during development -- first an iPod plus phone, then an actual "i-Phone," and then "there was the next generation iPhone, and that's the one that shipped," he says. Fadell says they did work with the iPod's original clickwheel on iPhone hardware, which reminds me of those old fake mockups that designers put together before the iPhone was announced. At any rate, says Fadell, Apple was open to anything. "Sometimes you have to try things in order to throw it away," he says. Given Apple's history since the introduction of the iPhone, we'd say it was all worth it.

  • Daily iPad App: Circadia hits the right notes

    by 
    Mike Schramm
    Mike Schramm
    03.09.2012

    Developer Kurt Bieg, whose new app Circadia is out on the App Store right now, is a former New York City musician. That scene didn't appeal to him, however, so he decided to try building games. "The way that I write music is arranging things for an experience," Bieg told me at the Game Developers Conference (GDC) this week, "and I do that in all my games." Circadia is quite an experience. After making a physical card game featuring then almost-president Obama, Bieg got a degree in design and technology, and Circadia is his first release as a professional developer. The basic idea of the game is built around the ripples that appear when you toss a stone into a pond, for example. "What if you tried to do multiple ripples at the same time to try and converge on one spot?" Bieg asked himself. In the game, you're presented with a series of colored dots on the screen, and the goal is to tap the dots in such a way that the musical rings that emanate from them all cross a certain point at the same moment. It's a system that, as Bieg says, shows off "simple things that create a larger pattern." The game is quite beautiful. I's very minimalistic, and the sparse music and graphics really bring the music that you create while playing the game to the forefront. As you play along and touch the various dots to send out their musical ripples, you eventually start to get a sense of Bieg's musical composition, and then you get to hear the real thing when all of the touches and dots finally line up. The title wasn't always so quiet, says Bieg -- the game started out with what he calls "atrocious skin that was all about cheering someone up. The dots were faces, and everyone was smiling except for the one dot which was frowning." But he eventually went with something much more simple and clear. He describes one level he created that had two dots moving back and forth with a target dot in the center, and once he finally solved that puzzle for himself, that's when he "sat up in my desk," he remembers, "and just freaked out because I was like, I could do 100 levels of this." The full game is 99 cents, and it's definitely worth a download to play through those 100 puzzles. In the future, Bieg is planning to add 25-50 new levels in an update, along with a zen mode, which would allow for an infinite number of generated levels to play with. He's also thinking of adding more features, like possible some background music, which he first saw as an accident in a trailer for the game. "I felt like it didn't interfere with the game," says Bieg. "It just gave context to the notes. I was kind of a fan of that." Additionally, Bieg is working on some other titles with other developers that he says we'll see soon.

  • Storyboard: You guys must be the party

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    02.03.2012

    A couple of weeks back, I wrote an article about dealing with a major ongoing storyline in an MMO. For those of you who neither read the article nor can spare the time to click the link and read it now: It talked about the problems presented by having a storyline and offered a few different solutions for handling such inconsistencies. Of course, as I noted, very few of these problems apply to open-world sandbox games that have no sort of ongoing developer-run story for you to stumble around. No, those games have issues entirely their own, starting with the very nature of player-run stories. A completely player-driven story has the advantage of not having several issues that can crop up when dealing with an ongoing in-game story, but it also still has some serious problems. There are still issues that you're going to have to have answers for when you're in a game that lets you craft the world to match your whims, and unfortunately the methods for doing so aren't quite as straightforward as the methods for dealing with an in-game storyline.

  • Storyboard: Let the gate be

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    01.06.2012

    Over the past two weeks, I've been essentially playing politics. That's a bit glib, sure, but if you have a better term for arguing two sides of the same issue over the course of two separate essays, I'd love to hear it. Of course, turning around and arguing the other side of my own points is something that I've been doing for years now; it's really not surprising. For those of you just catching up, we've been discussing player-generated story in games -- whether it deserves to be the only form of story and whether or not it's any good at that goal. Today, I'm going to try to wrap up this discussion forever, or at least for the purposes of this little mini-discussion. That requires a bit of re-framing, since I think that like a lot of other issues, this one isn't nearly as monochromatic as we like to pretend it is. There are virtues to both sides, and the real danger lies not in preferring one but demonizing the other.

  • Storyboard: The gatekeepers of story

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    12.23.2011

    There's a notion floating around the MMO mindspace, one that you've no doubt heard over and over again, especially in light of the recent heartbreaking closure of Star Wars Galaxies. It's the idea that creating a capital-S story in an MMO is by definition a flawed enterprise. According to this argument, the whole point of an MMO and the point of good roleplaying is to create a story that's unique to the players. Real memorable stories should come from players, not from developers. I could just write "no" here and be finished, but instead I've gone into full-on rant mode on this one. About a year ago, I wrote up a piece explaining that players are not individually storytellers, not even if you're roleplaying. That extends further, though -- a group of roleplayers does not suddenly become a storyteller, like a version of Devastator that's made up of literature majors. This isn't right, and it's doing a great disservice to the things that roleplaying actually does well.

  • The joys of scripting the apocalypse: A behind-the-scenes look at Fallen Earth

    by 
    Justin Olivetti
    Justin Olivetti
    11.06.2011

    What's it like to have a post-apocalyptic landscape as your writing canvas? According to Marie Croall, it's pure heaven. Fallen Earth's lead designer opened up to Rock, Paper, Shotgun about the joys of writing and designing the myriad of quests for the game, as well as the free-to-play transition, plans for PvP, and the dynamic world events. Croall is part of a slimmed-down team of 12 developers who currently develop Fallen Earth's content. Saying that the team is always trying to "push the envelope" when it comes to the stories told, she notes that each area contains the imbued spirit of each writer: "I worked on a lot of the conflict towns early on and we knew that this was a place for people to kill each other, so a lot of the missions ended up being really thinly veiled insults." One of the aspects of Fallen Earth that Croall loves is how crazy the team can get. In one instance, the team decided to redo the starter town of Boneclaw by dropping a missile right into it. "We killed off all the players that were there, all the NPCs, and left it as a radiation zone for a good two months, while we made the new town. We flat out nuked it because it wasn't doing what we wanted it to do. Boom!" While Fallen Earth skirts the line between sandbox and theme park, Croall says the team is devoting a great deal of resources to beefing up the former. "The more features we add, the more ways for players to drive themselves, it makes the world better, it makes it feel like what we saw it as," she said.

  • The Road to Mordor: The 10 most memorable quests in LotRO

    by 
    Justin Olivetti
    Justin Olivetti
    11.05.2011

    I honestly have no idea how many quests we're up to in Lord of the Rings Online at this point. Thousands, for sure. And as with many other facets in life, 90% of these quests are fated to be unmemorable tasks that blur together with all the rest. However, I've always felt that LotRO has a decently high cool quest-to-forgettable chore ratio, at least compared to other MMOs. What makes a memorable quest? Here's my litmus test: When I sat down first thing in the morning, all bleary-eyed, to write this article, these quests bubbled up to the forefront of my mind. They've "stuck," for lack of a more precise term, in my head. They've made an impression, and because of that I feel they're among the cream of the crop in LotRO's repertoire. For today's Road to Mordor, I'm going to simply list the first 10 most memorable quests that came to me. I actually was going to just do six, but couldn't stop myself there; I could barely halt at 10, if that gives you an indication. These might not be your most favorite quests or even the best in the game, but they've been the ones that have stuck with me through thick and thin.' Warning: Past this point thar be spoilers! Beware!

  • The Soapbox: The battle for story

    by 
    Justin Olivetti
    Justin Olivetti
    11.01.2011

    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. When I was in grad school, one of my favorite classes spent a couple of sessions talking about the use and importance of story in teaching. It opened my eyes to the fact that stories are one of the most universal elements of the human experience, from antiquity to modern times, ranging from a little kid playing with toys to an adult penning a novel. We simply love to tell and listen to stories -- they grab our attention, spark our imagination, teach us valuable lessons, and create lasting memories. But somewhere along the years, something went horribly wrong when it came to MMOs and stories. MMOs were always supposed to be the ultimate platform for storytelling, as both developers and players could pitch in to weave epic sagas, and for a while that seemed to be the case. Lately, however, I've seen a movement that is thrashing hard against stories in MMOs, typically using one of the following two statements: "Get your stupid story out of my game!" or "Stories are better left to other forms of entertainment." It's made me a sad panda to realize that MMO storytelling is under attack by the very players who should embrace it, and often they're acting as if they're being dragged, kicking and screaming, into future MMOs where story is placed as a priority. Make no mistake: The battle for story is on, and the stakes have never been higher.

  • Storyboard: Navel-gazing cardboard cutouts

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    10.28.2011

    When you create a character for roleplaying, most of the time your creation is something of a mess. He or she has a huge pile of issues, regrets, fears, mental blind spots, and possibly even physical ailments that should have a lasting impact on telling stories and creating drama. And your goal as a player is to take all of those flaws into account to tell stories about someone less than perfect, whose imperfections you can hopefully see even if the character can't. Unfortunately for everyone, there are two very compelling ways to do this, and neither one of them is right or wrong or even evident at a glance. It's only by roleplaying with someone for a while that you get a sense of what she's aiming for, and it often turns out to be after it's too late to do anything. You might be going for character arcs or character development, and the two are frequently incompatible over the long term.

  • Veteran EVE Online pilots share wisdom with new players

    by 
    Jef Reahard
    Jef Reahard
    09.16.2011

    If you're looking for an excuse to visit the recently revamped EVE Online official forums, you could do a lot worse than a newbie help thread started by CCP Fallout. Whether you're an actual New Eden rookie or a veteran looking to dispense advice (note we didn't say good advice, since it's EVE), it's worth checking out. The thread is also good for a bit o' the ol' nostalgia, as Fallout specifically mentions silly mistakes she made back in the day, and she invites other players to share similar stories. The thread is fairly modest to this point (i.e., it's definitely not approaching threadnaught territory), but we suspect it will swell a bit as more vets weigh in with stories, pointers, and trolling attempts.

  • The Daily Grind: What was your favorite experience as a tank?

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    08.02.2011

    Maybe you have a sword and shield, maybe you have a really high Dodge rating, maybe you have durable force fields. Whatever your qualifications for the role, you take up the mantle of the tank to keep the rest of your party safe against your enemies, whether they're gang members in DC Universe Online, vicious beasts in Final Fantasy XIV, or enemy starships in Star Trek Online. Whatever your game of choice, if you've played MMOs for a long enough stretch, you've had opportunity to tank. Of course, part of tanking is that you wind up with stories, in no small part just because it's such a vital job. You can't fake the experience -- you have to get in close and take the blows for the party members who can't survive them. So what was your favorite experience as the party's meat shield? Was it a specific run, a specific group, or was there an entire game that made tanking feel like the most enjoyable thing in the world? 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!

  • Engaging the brain: Funcom talks about the immersiveness of story in The Secret World

    by 
    Justin Olivetti
    Justin Olivetti
    05.27.2011

    "No designer could ask for more to draw upon," The Secret World's Joel Bylos says. "This world, our world, is the greatest resource of them all." And so begins a fascinating trip down the dark alleys of storytelling in Funcom's upcoming MMO. In a dev diary posted at MMORPG.com, The Secret World team suggests it's more interesting to set the game in our world instead of in rehashed fantasy lands. By embracing the concept of "everything is true," the writers open the door to every conspiracy theory, every urban legend, and every branch of pseudoscience known to man. "The story is exploration. The story is discovery," Bylos promises. He says that the ultimate goal of the storytelling team is to get players to stop mindlessly clicking and to start engaging the story on a conscious level. This includes investigating events, hunting for clues and solving puzzles. No, this isn't Scooby-Doo Online (although that would be awesome). It's also interesting to note that every character in the game has full voice-over and motion capture as a way to pull you into the story instead of jolt you out of it. Bylos also outlines the different types of missions, which include stealth and infiltration, action, investigation, and story. [Thanks Even!]

  • Blizzard's short story series continues with Vol'jin: The Judgment

    by 
    Mathew McCurley
    Mathew McCurley
    04.27.2011

    Patch 4.1 is all trolls, trolls, trolls. You know what? I love the trolls. With the emergence of the Zandalari trolls as stewards of a new troll empire, the rearming of the Gurubashi and Amani tribes, and Vol'jin's staunch opposition to the direction of the troll peoples of Azeroth, we've got a lot on our plate in terms of lore. Blizzard's leader short story series continues with "The Judgment," written by Brian Kindregan, which chronicles Vol'jin from his years as a young, would-be shadow hunter to his exodus with the orcs across the sea. The series has been a success with WoW lore buffs, adding to the various faction leaders' histories and canon. Hit the jump for a spoiler-filled summary, and be sure to read the whole ordeal.

  • Massively Exclusive: The Secret World's Dag Scheve talks MMO story

    by 
    Jef Reahard
    Jef Reahard
    04.20.2011

    MMO story has been getting a lot of press these days, and Funcom has thrown its hat into the ring with a couple of noteworthy developer blogs concerning narrative in The Secret World. The upcoming fantasy-horror MMORPG looks to combine its unique real-world setting and skill-based progression with a compelling narrative populated by memorable NPCs. We recently chatted with lead writer Dag Scheve to follow up on his NPC-focused dev diary with a few burning questions. Scheve also talks about the narrative and design challenges inherent in massively multiplayer storytelling, and you'll find all that and more in our exclusive interview after the cut.

  • The Council of Three Hammers: Fire and Iron newest leader short story

    by 
    Mathew McCurley
    Mathew McCurley
    04.18.2011

    The fourth leader short story, The Council of Three Hammers: Fire and Iron, was released late last week and chronicles the beginning and the end of Kurdran Wildhammer's time on the newly formed ruling council of Ironforge. The story describes the early days of the council, the Dark Iron dwarves' rough integration back into Ironforge society, and the relationship between Kurdran and his stalwart gryphon Sky'ree. The leader short stories have been great so far, and this story is definitely no exception. We've got a summary (spoiler warning) and the full announcement after the jump.

  • Storyboard: The story of the story

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    03.04.2011

    Two weeks ago, I went over the bare minimums of running a long-standing story in an MMO. Specifically, I was covering the more administrative and less narrative aspects of keeping a story going, due in no small part to the fact that you can't actually plan most of a story in a consensual environment. Instead, what you plan are setpieces and isolated incidents for everyone to interact with, smaller bits of stage setting that weave together into a larger and more satisfying whole. If you couldn't guess, though, today I'm going to focus more on the latter. For an ongoing story in a game, you need to have some structure and some motivation to keep moving, so you're going to have to know a bit about creating engaging scenes and keeping everyone engaged. This, of course, is no small task in a tabletop game, where you have complete control of surrounding events and are creating a scene to facilitate the characters of others. It gets wonderfully more complex when you're setting up a scene for your character without any control of NPCs or surrounding environments.

  • Fallout Online newsletter tells stories and shows off new weapons

    by 
    Krystalle Voecks
    Krystalle Voecks
    02.28.2011

    Dark humor has always been an important part of the Fallout series, being especially obvious in the first two Fallout games that Interplay developed before selling the single-player game's rights to Bethesda. Now, with the fourth edition of the Fallout Online newsletter, The Armageddon Rag, we're not only treated to some typically dark and twisted storytelling but given a peek at some of the weapons that we'll see in the wastes. Along with the 9mm Burreyetta Model 86d seen above, there are other deliciously wicked-looking bits of weaponry concept art to check out, such as the Chemblaster 3000 CDS, a special stimpak that insists "even the dead will rise" when it is used, and slightly more familiar weapons like the AKA-47. Between the art and the descriptions, we're sure any post-apocalyptic fan waiting for Fallout Online will find goodness to geek out on. Just don't greeble on yourself, OK?

  • The Game Archaeologist goes PlanetSide: Your journeys

    by 
    Justin Olivetti
    Justin Olivetti
    02.22.2011

    While war itself is a hellish, nasty activity that we'd be better off without, there's always been something compelling about playing war as both kids and adults. When you strip war of death and suffering, the play version can become downright compelling as we get engrossed in tales of heroics, deep strategies, risky gambits, and clear-cut victories. It's why we invest so much time in simulating war throughout our lives -- in snowball fights, toy soldiers, laser tag, and MMOs. For the soldiers of PlanetSide, the war has been raging for over eight years now with no end in sight, and that's just fine with everyone involved. The game was designed to be a perpetual struggle between military forces -- not due to politics or prejudice but simply for the love of the fight. In the year or so I've been writing this column, I've never seen so many people come forward when asked to share their experiences with an MMO as have done for PlanetSide. There's definitely something compelling and unique about this MMOFPS that's become a dear part of many gamers' memories, and I'm pleased to be sharing those stories with you today. Hit the jump for the glory, trooper!

  • Massively's exclusive TERA lore: Contents Under Pressure

    by 
    Jef Reahard
    Jef Reahard
    02.16.2011

    Ah, Berserkers. If you've ever wondered what goes on in the minds of warriors who let their emotions run wild, the newest TERA "Day in the Life" lore entry might pique your interest. Either that, or pay a visit to the nearest MMORPG forum. In any event, En Masse Entertainment lead writer David Noonan has penned a tale of battle, bloodlust, and bodacious armor that features Naurene, a High Elf Berserker with a giant axe and an attitude to match. While she's easy on the eyes in that typical TERA fashion, Naurene isn't exactly a girl you'd bring home to meet the family, as she's in the habit of talking to her recently deceased foes and rarely anyone else. Jump the cut for her story as well as a few new screens.