Story

Latest

  • RP Spotlight: Inadra's tale

    by 
    David Bowers
    David Bowers
    09.05.2008

    RP Spotlight highlights little things people do to deepen their experience of the story of World of Warcraft, whether they are roleplayers or not. Inadra's voice chills you from the very outset of her story: "I have walked on the bones of my people," she begins, "on a path so long that I could not see where it ended, or where it began..." So have you. You remember walking on those same bones, on the Path of Glory in Hellfire Peninsula -- where the corpses of the draenei people that were killed in a genocide by the Old Horde paved the way for the orcs' march to the Dark Portal and into Azeroth. (For more on the background of this genocide, find out how the orcs became so bloodthirsty.) If you've done the quest called "Path of Glory" at Honor Hold, then you will have seen a glimpse of the tragedy in this story. Perhaps, like me, you felt touched at the cleansing of some draenei bones, reminded of real people who had suffered similar ends at the hands of merciless enemies. Phaedria, of the Venture Co. realm, must have been touched too. She drew on this element within the Warcraft lore to craft a beautiful and heartbreaking tale of her own, set on Draenor just as the genocide against the draenei was beginning. It's about how the draenei in families such as her own faced such a terror with bravery and sacrifice, and how a few managed to survive with hope alive in their hearts. Phaedria narrates her tale in the voice of her main character, Inadra, and sets the mood perfectly, with background music, and subtle changes in her tone of voice. It's a great piece of audiodrama; so give it about 10 or 20 minutes of your time. After listening to it, you may never see draenei, or the World of Warcraft, the same again. [Thanks Tyche, for letting us know!]

  • CCP Games video interview on player interaction with fiction

    by 
    James Egan
    James Egan
    08.30.2008

    The backstory of EVE Online is something that CCP Games has put a great deal of time and effort into creating. As all MMOs are ongoing works, so too are EVE's backstory and the storyline that players experience. To that end, CCP has people like Lead Writer Tony Gonzales (author of The Empyrean Age novel) and Lead Content Creator Scott Holden to flesh out the setting's past, while ensuring that the future of EVE's story remains open enough to allow players to do as they choose. MMORPG.com caught up with Tony Gonzales and Scott Holden at Gen Con, and got them to speak about the story of EVE in a video interview. They discussed how factional warfare finally came to be in EVE, player response to the Empyrean Age expansion, and how CCP is working to better integrate the backstory with gameplay. Be sure to check out MMORPG.com's Empyrean Age interview if you'd like to hear CCP's views on player-driven versus story-driven action.

  • Breakfast Topic: Does the levity mess up the lore?

    by 
    Daniel Whitcomb
    Daniel Whitcomb
    08.12.2008

    Warning: Wrath spoilers ahead! Blizzard's pretty good at Lore when they want to be, with the whole 2.4 storyline, the Battle of Ahn'Qiraj, and many epic storylines promising to come out of Northrend. At the same time, they also have their own offbeat brand of humor that is never far gone from their design philosophy, and it shows up in their stories too. Sometimes it serves them well and adds a bit of levity, but other time, it seems to take on a life of its own, a life that can strangle what could have otherwise been something compelling and interesting. Zul'Aman is perhaps the most pertinent example. What could have been the last attempt of the Farstriders to shut down the troll menace threatening their people, what could have been a revival of the Troll killing tradition of the Arathi, or an examination of the High Elves who stayed loyal to the Alliance but still hate the Amani, instead turned into a cheap redneck treasure hunt. It killed much of the allure of the zone and turned what could have been a epic struggle against a former hero of the Horde into a run of the mill bunny bashing session.

  • All the World's a Stage: Center of the universe

    by 
    David Bowers
    David Bowers
    08.03.2008

    All the World's a Stage returns today after a week off due to reasons beyond the comprehension of mortal man. Mysteries abound in World of Warcraft, and roleplayers are there to enjoy them.In roleplaying, one's own character is never the center of the story -- this is true. But from another perspective, your character is always the center of the story -- and this is also true. It seems like a paradox, but it's actually a way of understanding your own relationship to the world.In most stories, the main characters are usually the ones who have the most impact on the world around them: they are the heroes who save the day, fall in love, and make the choices that determine the ultimate outcome of the plot. In a way, the whole story circles around them, like planets around the sun. The structure of Warcraft lore is built with the stories of characters like this, whose choices made the World of Warcraft what it is today: Arthas, Thrall, Jaina Proudmoore and the like.But the roleplaying community of imaginative characters is not such a centralized system. When immature roleplayers fail to understand this, they end up with a chaotic mess where everyone wants to steal the spotlight. But mature roleplaying environments are quite the opposite: they are cooperative rather than competitive, and quite unlike traditional storytelling patterns. Where traditional stories are like a solar system, with main characters around which all the other characters revolve, roleplaying in WoW it is like the expanding universe itself: a web of interconnected stories and characters in which the center appears to be nowhere and everywhere at the same time.

  • Official Asheron's Call blog is nostalgic

    by 
    Samuel Axon
    Samuel Axon
    07.28.2008

    Asheron's Call's 100th update is imminent, and to celebrate, Turbine has started a "Nostalgia Blog" in which old designers of the game reminisce about their experiences of elation and tribulation. The first entry is now live. It was written by Allan "Orion" Maki, who worked as a designer on nearly half of AC's content updates. He also wrote a huge chunk of the game's ongoing storyline. That storyline has been an important reason for people to keep on playing the game after all these years.In the blog, he describes his first, disaster-laden attempt at design, names his favorite characters and quests, and gushes compliments at AC, saying "you never forget your first love." Now he's working on The Lord of the Rings Online, but one senses that he won't forget his roots.

  • Check out a DC Universe Online interview, gameplay video

    by 
    Samuel Axon
    Samuel Axon
    07.25.2008

    Mahalo spoke with DC Universe Online Executive Producer John Blakely at Comic Con this week and videotaped the conversation, along with a whole bunch of gameplay. The gameplay includes a player running around at lightning speed, scaling walls, picking up and throwing cars, and some gunplay. In the interview, Blakely said that to watch DCUO's MySpace page for updates about the release date and other news. Specific gameplay info was thin, but he did suggest that player skill will matter just as much as your character's abilities. They all say that, though, and unfortunately it's usually only half true. Mahalo also recorded video of a panel on which famous comic book writer Stan Lee glowingly talked about storytelling in video games. We've embedded both parts of that video beyond the jump.

  • Azeroth comes through on the love hunt

    by 
    Mike Schramm
    Mike Schramm
    07.23.2008

    This is one of the sillier articles that PC Gamer UK has probably ever written about massively multiplayer online games, but still, I enjoyed it. One of their writers went (only half seriously) looking for love in a few popular virtual worlds, and he found it, surprisingly enough, in Azeroth.Neither EvE Online or City of Heroes were very helpful in the love-finding department -- despite finding a fetching young lady superheroine in CoH, the writer was a little disappointed to find out she was a he behind the keyboard. But WoW, as usual, provides the best of MMO experiences -- the writer finds some cute love in the Night Elf starting area.Sure, it's silly (and probably not true -- just because someone says they're a Finnish college student means nothing at all online). But I found it strangely touching, the thought that a real human connection could be made in an online game. And isn't that why we play these in the first place?[via WorldofWar.net]

  • EVE Online story chronicles a little violent oppression

    by 
    Samuel Axon
    Samuel Axon
    07.14.2008

    Another Empyrean Age-themed EVE Online chronicle has emerged. This one relates to Tibus Heth, the head honcho of the Caldari faction. It's the fourth out of five in a series CCP has been adding to every single Monday. If you haven't read any of them, and you're an EVE player, you should check them out. The game's lore is one of its most underpraised assets.This chronicle tells the tale of Caldari materials tech who makes a wrong move and gets dragged into some violent consequences. We won't spoil anything beyond that; check it out if you're interested. Our favorite part was a clever Star Trek II: The Wrath of Khan reference. See if you can spot it!

  • Give me a reason to fight!

    by 
    kylie prymus
    kylie prymus
    07.12.2008

    Kylie Prymus is the first columnist for PS Fanboy. A Ph.D candidate in philosophy, Kylie specializes in the sociology of technology. Through this new weekly column, Kylie will explore the impact of PlayStation on thought and culture. This may not sound like a paradigm shattering piece of news, but I'm excited about Soulcalibur IV. Virtua Fighter may hold my heart for technical fighting games, but that tale of souls and swords, eternally retold still manages to bring out the button-mashing kid in me. You remember transcending history and the world, don't you? You don't?I remember that tale. I remember long nights debating the merits and flaws of the Soul Edge and Soul Blade and trying to understand the metaphysics behind good and evil swords transforming to fit their wielder. It was a mighty fine fighting game too, but it was the story that kept me coming back to complete the game with each and every character. Back then I could tell you the motivations of just about every character in every fighting game I played. Nowadays you're lucky if you even get endings.

  • Massively visits Stargate Worlds: The interview, part 2

    by 
    Samuel Axon
    Samuel Axon
    07.10.2008

    Our part two of our interview with Cheyenne Mountain's studio head Dan Elggren, creative director Chris Klug, art director Howard Lyon, VP of technology Demetrius Comes, and senior marketing manager Kevin Balentine, we talk about the team's plans to reach out to Stargate fans with little gaming experience and we learn about the classic Stargate characters and lore we'll see in the game.

  • LA Times covers the WoW community

    by 
    Mike Schramm
    Mike Schramm
    07.10.2008

    Wait, what's this? A mainstream media story that actually -- gasp -- shows the world that playing MMO games together can actually be fun and healthy for relationships? Thrall be praised, apparently someone at the LA Times gets it. Yup, Brad and Cynthia Murdock, like millions of other players of this game, play the game together and have a great time doing it. Of course, near the end of the article, they get back to Mike Akers, a "self-described recluse" who plays against his wife's wishes and once made her wait for 10 minutes while in labor so he could defeat an "end boss," but we guess we can look past that -- the headline is about people playing the game in a healthy way, and we need more stories like that. since there are a lot more players like that.Blizzard's Frank Pearce also shows up in the story, and admits that Mages could use a higher damage output at endgame. No, we're just kidding, this is a story meant for non-players, so he just says that the game has a "huge social element," and a giant community that supports everyone who logs in. That's you guys! Take a bow!And not even the LA Times can get Blizzard to give us a Wrath release date -- they try, but Pearce waves them off with an understatement: "We typically try to avoid launch windows." Blizzard? Avoiding release dates? Sounds about right.[via WorldofWar.net]

  • Wii Warm Up: The most important feature

    by 
    David Hinkle
    David Hinkle
    07.09.2008

    When playing a game, what do you look for most? Is it good visuals or tight controls? Do you think in-game events dictate the worth of a title? Is it the source material and story? When checking out a game, what has to be good for you to stick around? What's the most important feature you look for in a title?

  • All the World's a Stage: Adding flesh to your character

    by 
    Michael Gray
    Michael Gray
    07.06.2008

    When you decide to roleplay, a whole new world of imagination opens up to you -- soon you realize that all the World of Warcraft is a stage, and all the orcs and humans merely players. Michael Gray fills in this week for David Bowers to talk about how you can flesh our your character, and help it leap from the screen into everyone's imagination.As David's said before, getting into character can be a challenge. With the WWI right behind us and Death Knights looming around the corner, there's dozens of things threatening to water down our immersive roleplay. It can be frustrating, but the first thing you can control about your playtime is yourself -- and the character you've written.Your background sets up your character's story. It's where your character comes from, and often describes what motives your character's actions. But it's infinitely helpful to define more about your character than just the time the Horde ravaged your family and wrecked the estate, and maybe talk about...how he feels about children, or the summer holidays.Let's talk about how to flesh out a character, behind the cut...

  • Jess Lebow interview

    by 
    Akela Talamasca
    Akela Talamasca
    06.29.2008

    You may or may not be familiar with the name Jess Lebow, but if you've played Guild Wars or Pirates of the Burning Sea, you'll certainly know his work. As a writer, he's worn many hats in the games industry -- world designer, story creator, producer, content director -- but at the end of the day, his job remains the same: to tell a great story.IGN has posted a recent interview with Lebow and asked some good questions about the role of story in an MMO, how he broke into the industry, and how the industry changes expectations of what constitutes good writing compared to the traditional novel. It's a good read, if a bit short, but if brevity is the soul of wit, then you'll find a lot to chew on in this article.

  • CCP chronicles lives of Empyrean Age's warlike leaders

    by 
    Samuel Axon
    Samuel Axon
    06.24.2008

    CCP has announced a weekly series of chronicles -- short lore stories -- related to the EVE Online's Empyrean Age expansion. The first four will tell stories about the motivations of the heads of the four factions in this new time of war. The final chronicle will focus on regular ol' capsuleers.The first chronicle -- titled "Silent Furies" -- is available now. It's a talky story starring Sanmatar Maleatu Shakor, the head honcho of the Minmatar faction. Check it out if you're really into EVE lore. Needless to say, though, you don't need to know any of this stuff to just log in and blow people up.In the event that you do read it, CCP has provided an official forum thread for chronicle-related discussions.

  • Ixion has come!

    by 
    Brenda Holloway
    Brenda Holloway
    06.21.2008

    Deep in Ronfaure, a fallen knight looks around at the bodies of his fellows on the battlefield, then catches sight of a dark horse nosing through the bodies. Dark Ixion, the lightning-wielding heroic notorious monster of legend, has returned to Final Fantasy XI Online's world of Vanadiel, and death is riding by his side."The raging flame, whose lapping tongues but a moment ago had threatened to scorch the underbelly of the sky, had regressed to wisps of smoke unfurling hypnotically in the cool breeze. An elderly knight, a veteran of countless campaigns, lies half buried in smoldering debris with limbs entangled with those of fallen friends and foes, his pallid complexion masked in the grey and crimson of ash and caking blood. He stares with glazed eyes at clouds drifting lazily across the dusk sky, his head swimming in the mingled smell of rusted metal, burnt foliage, and death. The faint whistling of the wind is a soothing song compared to the horror-filled shrieks that accompanied the sickening sound of flesh and bone giving way to tempered steel."Read the rest of the fallen knight's story and his encounter with the legendary beast!

  • Wario Land Shake sees an old favorite return

    by 
    Chris Greenhough
    Chris Greenhough
    06.12.2008

    Scans of Famitsu's Wario Land Shake preview just hit the 'net, and although we've already seen most of the screens and art they contain (in various dimensions), there is the odd new screenshot to squint at, not to mention a synopsis of the story, which has been handily translated by a Something Awful forum member.Usually, we wouldn't even glance twice at a storyline from a Wario game, but Shake's narrative deserves a mention simply because it features the extremely welcome return of Captain Syrup, last seen pinching Wario's loot in Wario Land II for the Game Boy Color (over a decade ago, and yes, that makes us feel old).She's not the villain this time, however; instead, that role has been left to another pirate, Shay King (har), who invades the world of Yuretopia to nab its legendary "Deldel Purse" treasure. It's up to our dungaree-sporting anti-hero to take on Shay King and grab a slice of coin for himself.[Thanks, creamsugar! Story translation via NeoGAF]

  • Player vs. Everything: Online Games and Sex

    by 
    Cameron Sorden
    Cameron Sorden
    05.30.2008

    As humans, sex is something that plays a very important role in our lives and personal experiences. It's a pretty universal and emotionally charged topic that can dramatically influence how we think of ourselves and how we view our relationships with other people. Even outside of the act itself, ideas about sex and human relationships shape the way we act, the way we dress, the way we live, and the people we associate with. Dealing with the complicated issues surrounding sex is part of the human condition. It's not at all surprising that sex is frequently portrayed in all forms of media which attempt to explore that human experience. However, are video games (and specifically online games) really ready to examine this topic? There was a really interesting lecture posted by the videogame news blog Rock, Paper, Shotgun a few days ago in which Daniel Floyd discussed the topic of sex in video games. His key point is that if video games are going to attempt to explore the topic of sex effectively, they need to portray it in a way that ties it to relationships and intimacy. Watching the video made me start thinking about how sex is portrayed in MMOGs, especially with the recent launch of Age of Conan, a game that sold itself as a "mature title" with strong violence and sexuality. After a lot of reflection on the topic, I really don't think that mainstream online games are ready to explore sexuality, nor are they even capable of portraying it tastefully with their current limitations.

  • MMO episodes to mimic TV shows

    by 
    James Egan
    James Egan
    05.29.2008

    Massively's recent ION Game Conference coverage featured an article on developing MMO's as if they were TV shows. This idea was introduced by FireSky's Joseph Ybarra, Senior VP of Strategic Operations. FireSky hopes to run with the concept of dishing up MMO content updates in episodes, with predictable development cycles of roughly six weeks. This marriage between MMO and TV production could also lead to developing 'pilot games,' which makes sense from a company perspective. After all, it involves smaller budgets and entails less risk. The developer can expend a small amount (by standard game development budgets) and gauge player interest. If that title proves to be popular, future iterations of the game could be developed with larger budgets, building upon the storyline of the previous episodes. Do you think that gamers would have more of a say in what the creators do with these stories than they do with TV shows, since an episodic MMO is an interactive medium? Would this be a welcome change in the MMO industry, as opposed to waiting for a few years for that next game?

  • MMO MMOnkey: Age of Conan reinvents the early game

    by 
    Kevin Murnane
    Kevin Murnane
    05.27.2008

    Like a damsel in distress, MMO players have been held captive by game openings that have relied heavily, much too heavily, on bounty quests of the "Kill twenty of these and then come back to me" variety. Trapped in chains of tedium, experienced players blitz through early levels to get to the point where something interesting starts to happen while gamers new to the genre often wonder why anyone bothers to play these games before they quit from boredom. At least that's the way it used to be. Lord of the Rings Online took a giant step toward freeing the damsel when they placed the player in a solo instance at the very beginning that gets the player immediately involved in the story that drives the game while also providing instruction in basic game play. It is a terrific way to begin an MMO and the people at Turbine did a great job with it. LotRO weakened the chains but did not quite free the damsel. Now Age of Conan has arrived and by incorporating LotRO's approach into an extended opening that is innovative, immersive and exceptionally well implemented Conan has rescued the damsel by reinventing the early game.