storyline

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  • New EVE Online novel "The Burning Life" released

    Storyline is an important part of any MMO and EVE Online is no exception. New Eden is steeped in story-telling, from the regularly released fictional chronicles to the countless blogs, battle reports and dramatic events recorded by players. EVE is a game that lends itself very well to creating immersive stories, videos and other creative efforts. Back in June of 2008, CCP commissioned author Tony Gonzales to write a novel set in the EVE universe. The novel, titled "Empyrean Age," came at the same time as the expansion of the same name and gave some background story for faction warfare. June 2009 brought the announcement that CCP's own fiction-writer Hjalti Daníelsson had begun work on a second EVE novel entitled "EVE: The Burning Life." Hjalti is better known as CCP Abraxis, the pen behind most of the EVE chronicles and the current driving force behind the game's storyline.

    Brendan Drain
    03.28.2010
  • City of Heroes: Going Rogue takes a look underground

    There are four months to go before the release of the second City of Heroes expansion, but the development team has been doing a lot of work to keep Going Rogue on everyone's mind. The announcement of Issue 17 certainly did quite a bit in that direction, as did the early release of Dual Pistols for prepurchasing customers. Now we've been given the first major update to the site since the biography of Tyrant, and it's a meaty one. Information and screenshots have been posted for both Calvin Scott, the leader of the Resistance, and the tunnel-dwelling nightmares known as Ghouls. Calvin Scott's biography may be of interest to many players because it gives us something that the community had wondered about -- a heroic Mastermind, leading the Resistance troops against Praetoria's fascist regime. Ghouls, on the other hand, are at once more straightforward and more unsettling, crazed undead that lurk beneath Praetoria and threaten to devour anyone who strays into their territory. The black-and-white world of City of Heroes is getting many more shades of gray in the upcoming expansion, and both of these lore tidbits hint at just how blurred the lines will get come July.

    Eliot Lefebvre
    03.20.2010
  • The Tattered Notebook: No one is left behind

    'Allo again, lovelies. Last week has been a week of danger and intrigue as I battled through Nektulos Forest and worked on getting my unique Shadowknight armor. During all of this, though, I thought to myself -- how can I apply any of these experiences to my notebook entry for this coming week? Then of course, it hit me. Why not just explain what I've been doing to get through the areas in a short amount of time? A few tips and tricks for playing the level game? Sure, I've been up and down with grouping and preparations for Sentinel's Fate, but many players are always intimidated when entering a game and "being behind." Well, don't worry about being behind. You're not entering the game late at all when it comes to EverQuest II, especially thanks to the recent additions to the game in Sentinel's Fate. Interested in catching up and experiencing some great content? Then click on through after the break! Also, I'm still looking for questions anyone has on EverQuest II, so I can answer them in an upcoming Tattered Notebook. Ask me anything, from EverQuest II questions, guild leadership and raiding questions, and even questions on my Dark Elven heritage. Send them over to seraphina@massively.com, and she'll be sure to forward them on through the Norrathian Express mail to me.

  • Anti-Aliased: History of the world, part one

    So, besides the Mel Brooks reference in the title, what do I have in store for you this time? Well, in short, I have an idea. Nay, I have an inspiration. Plus, I have a story to boot, so it's really a two for one deal this week in my column. You better read fast, for this deal won't last long! The one thing that many MMORPGs completely miss is making the player character feel triumphant and heroic. When making the conversion from roleplaying game to online roleplaying game, we frequently miss out on the one thing that makes pen and paper RPGs so unique: a history. This week in Anti-Aliased, I really want to cover the concept of history as it pertains to MMORPGs, and make the appeal that more MMOs need to invest in a persistent storyline in addition to the standard canned quests that we already utilize in every game under the sun.

  • R.A. Salvatore discusses storytelling and revenge in MMOs

    Rerollz was lucky enough to spend some time with author R.A. Salvatore yesterday, and get his insights on a fundamental part of MMO gaming: telling the story. Salvatore brings a valuable perspective to the table as a fantasy writer who dabbles in MMOs as a player -- he can approach the subject with knowledge of what appeals to players and what constitutes good writing. A rundown of games he's enjoyed shows his preferred genre -- predictably -- to be fantasy, but the ideas he has sit well in any game. The interview is an interesting look at what appeals to the writer in-game from general mechanics (chat bubbles vs. voiceover) to general storytelling style. In the end, Salvatore tells us a tale of his own: a tale of villainy, revenge, friendship, and ninja-looting. Read the full interview here, and enjoy! [Thanks Ryan!]

    Rubi Bayer
    02.17.2010
  • Changes and improvements to Epic Mission Arcs in EVE Online

    When EVE Online players think of what's changed in the game with the recent Dominion expansion release, the game's PvE content may not be the first thing that comes to mind. (Although Dominion introduced Epic Mission Arcs -- branching storylines -- for both the Guristas and Angel Cartel pirate factions.) The Atlanta-based content team at CCP Games has put a lot of work into Epic Mission Arcs for this expansion, though, which is the subject of the latest EVE dev blog. Developer CCP Big Dumb Object walks readers through the changes in game mechanics with the Epic Arcs and gives a breakdown of their adjusted rewards (plus the introduction of faction standings rewards), while paying homage to Led Zeppelin throughout the blog. New mission content is also beginning to reflect how player actions in factional warfare affect the game's setting, specifically the Caldari militia's overwhelming victory over the Gallente. CCP Big Dumb Object mentions two new Gallente storyline missions, adding that "each mission stems from the past year's Faction Warfare results, Heth's resultant sale of key Gallente systems to the Caldari megacorps, and the Federation's reaction."

    James Egan
    12.26.2009
  • APB video podcast introduces the criminals of San Paro

    All Points Bulletin is definitely on the radar for a number of fans of urban crime games seeking a deeper multiplayer environment. While many of us would enjoy a perpetual cascade of felonies (or arrests), Realtime Worlds wants players to have a sense of San Paro as a fleshed out urban setting where they can create their own stories. Realtime Worlds Lead Creative Designer Stephen Hewitt (aka 'KitKat') discusses the stories that will run throughout All Points Bulletin in the latest video podcast and introduces viewers to the criminal organizations players will tangle with at some point. We get a look at the G-Kings gang, who are essentially punks clawing their way up the criminal hierarchy of San Paro. Hewitt also gives us a glimpse at the Blood Roses, an organization comprised of trust fund club kids dipping their toes into a life of crime just for the thrills. Stick with us after the jump for the latest All Points Bulletin video podcast, The Organizations of San Paro.

    James Egan
    11.14.2009
  • The importance of the Wrathgate story in Icecrown Citadel

    Zubon of Kill Ten Rats has been playing through Northrend lately, and it sounds like he's right around where my paladin is: working through the Wrathgate questline. The zombie invasion was the most important kickoff event for this expansion, but especially with what we've been seeing of Icecrown (spoilers there) lately, it looks like the events that went down at Angrathar might be the defining moments of Wrath of the Lich King. So much we're seeing in Icecrown and even beyond seems to be debris spinning off of the clash in that cinematic. Zubon has mostly high praise for the storyline -- I agree that Borean Tundra and the Howling Fjord are preludes to the real anti-Scourge action you find in the Wrathgate questline. But then he goes one step further, and says that the end just shows how old Blizzard's game really is. Even while such an epic story is unfurling, graphical glitches and the realities of Blizzard's game (one of the phases is essentially an ongoing fight in which you personally have no effect) bring the experience back down. Wrathgate is certainly an epic event, and every indication is that we're going to be feeling its repercussions a lot in the next dungeon. But five years after launch, it's also a sign that Blizzard is pushing this old game as hard as they can. Patch 3.3 is the last major patch of Wrath of the Lich King. With the new Icecrown Citadel 5-man dungeons and 10/25-man raid arriving soon, patch 3.3 will deal the final blow to the Arthas. WoW.com's Guide to Patch 3.3 will keep you updated with all the latest patch news.

    Mike Schramm
    11.11.2009
  • Black Prophecy launches new site, delves into game's lore

    Black Prophecy is one of the new crop of sci-fi MMOs we hope to see enter the market in the coming years. The title is in development at Reakktor Media in Germany, and last we heard is currently seeking a publisher for the ship-based game. While we've seen early footage of gameplay and a fair number of screenshots showing off the vibrant space backdrops of Black Prophecy, we've heard comparatively little about the game's lore of late. The Black Prophecy story was written by sci-fi author Michael Marrak and there's great deal of material produced for the game, 700 pages of manuscript material altogether. In his words, "300 pages are about missions, while the rest contains the timelines, story background, research and templates for the game design." It looks like Reakktor Media is releasing some of this material now, as they've launched a new site devoted solely to the game's lore: Stellarvox Veritas. The site is still a bit light on content right now, but they'll be adding more Black Prophecy lore updates to the site moving forward, focused on the major events in the story's timeline.

    James Egan
    09.20.2009
  • Epic Mission Arcs in EVE Online add new dimensions to game's PvE

    There are so many reasons we love to play MMOs, but for most of us, repetition isn't one of them. Although EVE Online differs from most other MMOs on the market in a number of ways, it still has some of those PvE pitfalls that have long been part of massively multiplayer online games -- specifically, repetitive missions (quests). As with any game where there are only so many quests that NPCs can give out, a mission runner in EVE will play through the same stories multiple times. Granted, many players who run Level 4s all week are doing so for the ISK, not to enjoy the story. There are only so many times you can rescue The Damsel or blow up another Zor before you've stopped paying attention to the story that's presumably taking place around you. Although this issue of quest repetition in MMOs certainly isn't limited to EVE Online, the developers at CCP Games want to address this problem in their game, and their solution to creating more engaging PvE content is the Epic Mission Arc.

    James Egan
    08.25.2009
  • What you missed in The Matrix Online pt. 2

    Hiding in plain sight After the vampires and lupines were quelled, a new issue of the Sentinel and a concurrent game update brought new images into the Matrix. Colorful billboards advertising bug spray began appearing all over the city, confusing some and intriguing others. The first visual puzzle of The Matrix had been covertly unleashed on players. The solution wasn't hard, but far from obvious. The second page of the new in-game newspaper, The Sentinel, showed a colorful "terrorist alert level chart." While it was an obvious mockery of everyone's favorite homeland security poster, astute players saw that the same colors were being used on the in-game billboards. Each billboard contained a number somewhere in it's slogan, such as "Blue brand pesticide kills bugs four times faster than the competition!" These numbers, along with their corresponding colors and the terrorist alert level chart were the keys. Players took the numbers and re-arranged the terrorist alert level in that order. If the blue billboard had the number four on it, then it went fourth in the order. If red had one, then it went first in the order and so forth. As the chart was re-arranged, the first letters of the "alert" status began to spell out a word. Definite, Elevated, Likely, Possible, Huge, Imminent -- DELPHI. The final part of the puzzle was a small poster that had appeared in certain clubs, advertising an extermination service that could be contacted by e-mailing an address at Monolith Entertainment, the game's current developer. Players e-mailed the address, asking to consult The Oracle of Delphi. Wishes were soon granted as Seraph appeared in-game to not only fight players who solved the puzzle, but also wisk them away to meet with the Oracle herself. Other players got to consult the Oracle via their real life e-mail, creating an alternate reality game of sorts with The Matrix. Either way, the event made one thing clear: The Assassin was made entirely of blowflies and could be destroyed with specially designed killcodes -- bug spray. And that was just the beginning... This entire article has simply focused on two of the first events in The Matrix Online's storyline. Every bit of it was unrepeatable and lead to some amazingly memorable moments in the game. The type of moments that stay with you forever. Very few, if any, games are able to accomplish this phenomenon. Who cares if you kill Yogg-Saron? Who cares if you defeat the Witch King of Angmar? Other players are going to eventually do that in droves because the content is repeatable. But the Matrix was able to wrap everybody up into an evolving storyline, philosophy, and sense of community. Players worked together and fought one another on more levels than just PvP and PvE. They formed bonds with characters who didn't even exist while forming bonds with others around them that were willing to believe in the same things they did. They roleplayed willingly in order to keep the story going beyond what the developers had planned. All of this was amazing, and I can only hope to see another game take the same ideas and drive them to a level beyond what that Matrix could offer. These were amazing ideas, but just too far ahead of their time.

  • What you missed in The Matrix Online

    Yes, The Matrix Online sucked. Its gameplay was an abhorrent pile of repetitive garbage that offered no real direction other than doing storyline-less missions until you hit 50, in which there was no endgame. The combat was interesting, as it offered scripted camera shots for insane kung-fu flips and hits, but it wasn't enough to "save" the game. I hear you.But if you think the above paragraph is all The Matrix Online had to offer, then you are sadly mistaken. You missed out on storyline events, PvPvE, amazing roleplayers, writers, and graphic artists. You missed out on philosophy, politics, memorable characters, and puzzles. You actually missed out on the bulk of what The Matrix Online had to offer, all of which makes the game's passing more painful.MxO wasn't World of Warcraft, and it certainly had enough dark spots in the game design. But the game and its developers brought a very different style of play to the MMO scene -- one that should be commemorated with a few looks back on some of the best events the game had to offer.

  • EVE Online novel The Burning Life to focus on pirate factions

    For many players, EVE Online is a game where the developers provide the galactic setting of New Eden but it's them, the playerbase, who makes their own stories. They join together or band against their rivals in alliance warfare, drug cartels, pirate organizations, and industrial powerhouses. The complex interplay of involvements that allow the game's players to establish and destroy invariably triggers cascades of drama. This is the point of the sandbox design of the game, what you do in New Eden affects other players on some level. For some players, EVE is just about their interactions with one another and the fiction underpinning of the game is of marginal concern. While not all players choose to immerse themselves in the game's backstory, the setting is actually quite rich -- built on roughly six years' worth of lore fleshed out in the Chronicles, short stories that provide snapshots of the various levels of activity in New Eden.

    James Egan
    07.28.2009
  • DC Universe Online creators talk about S.T.A.R. Labs and game storylines

    Comic-Con International is underway in San Diego, and we're already hearing some news about the superhero MMO genre. The latest info about DC Universe Online comes from a Wired article by Frank Rose which focuses on S.T.A.R. Labs, the futuristic glass and steel location familiar to anyone who grew up reading DC comic books or watched the Superman animated TV series. S.T.A.R. Labs, short for Scientific and Technical Advanced Research Laboratories, will be a hub of storyline activity in the MMO. It's fitting, as this is a place where great scientific advances are made, but also a place where things can go horribly wrong. This means it's perfect neutral ground to be incorporated into DC Universe Online, and the location will tie in with the respective storylines of the game's heroes and villains.

    James Egan
    07.23.2009
  • Fallen Earth's Lee Hammock on integrating story with the post-apocalyptic MMO

    A post-apocalyptic setting can open up fantastic opportunities for storytelling. After all, it's the end of society as we know it. All our institutions are gone, our belief systems either torn away or seriously challenged. That resulting vacuum would no doubt be filled by new outlooks on the world and on life triggered by the apocalypse -- in rare cases optimistic, but more often utterly deranged. Then again, some survivors might seek to rectify the mistakes made by too many generations before the burn or plague wiped out humanity, and aim to rebuild a better world. There are so many possibilities, and these are some of the avenues that will be explored in the upcoming post-apocalyptic MMO Fallen Earth. Of course, this presents some real challenges for the game designers as well -- what is the best way to integrate these themes into the gameplay experience?Storytelling in Fallen Earth is the focus of a recent interview with lead designer Lee Hammock, who spoke with The MMO Gamer's Steven Crews about where story and gameplay will meet in the upcoming title.

    James Egan
    06.29.2009
  • Free Realms adds guild support and new quests with today's update

    Today's a good day for you, if you're a Free Realms wanderer. Rejoice as the new update brings guild support, new animations, and some brand new quest lines straight to you!The big addition for the update is obviously the guilds. Finally you can invite people and form guilds, as well as have a chat channel all to yourself. Past that, however, is the addition of six new quests which lead into a larger storyline. What do the content creators of Free Realms have up their sleeves? Well, you just need to complete the quests and find out for yourself.For the full notes on today's patch, jump on over to the Free Realms update page and check it out. It's not that long, but we're sure pretty much everyone is focusing on the addition of guilds anyway.

  • Anti-Aliased: My first 30 levels with AFK... er... Jade Dynasty

    So I learned a few things since last week. One, writing an opinion column on how much I like Final Fantasy XIV can push people into a frothing internet rage, and two, people apparently forgot that I write an opinion column.Therefore, because my column may induce emotional states similar to some drugs, I've been asked by the FDA to include a legible warning prior to each of my column topics.The FDA would like me to tell you that reading Anti-Aliased can, in rare cases, cause extreme emotional upset, eye strain, monitor punching syndrome, a feeling of discomfort around Mithra, itchyness, nausea, resurrection sickness, paralysis of the eyelids, and carpal tunnel syndrome. You should stop reading Anti-Aliased and consult with a World of Warcraft priest should you develop any one of these symptoms while reading.With that legalese out of the way, let's talk about Jade Dynasty -- dubbed by the illustrious James Egan as AFK Dynasty as it's the one MMO where you pay microtransactions to not play it. Yes, you heard me, it's more beneficial to not play Jade Dynasty than it is to play Jade Dynasty. EVE players, there is finally a game that puts your skill training system to shame.

  • Anti-Aliased: My first 30 levels with AFK... er... Jade Dynasty pt. 2

    So that's why it's called AFK Dynasty...When I finally found a new area to level in as my awesome level 30 self, I actually found that the quests had surprisingly become more tedious. Now it was kill 30 of a monster, or collect 10 to 15 of an item that would only drop once every 7 monsters. This is when I began to make crazy use of the invigorate feature, where I'd press the "kill stuff" button and my character would go off killing whatever she pleased.Was I worried about dying? Pfft, no! Using my wonderous cash shop gold I got a health and mana battery! These two items carried 700,000 HP and 700,000 SP inside of them, and would use enough of their charges to bring my character back up to full HP and SP when I dropped below 10% in a category. I had absolutely nothing to fear now all because my character was basically on a potion IV drip. Everything in my path was easily slaughtered, and I didn't have to be present for any of it.It scared me.Is this what an MMO is?Other games try to hide it with cutscenes, story, diversions, and other tactics. Jade Dynasty is the full, unabashed version of what a MMO is -- grindy grindy grind. But when the game becomes so advanced that it can play itself, then I need to ask an important question What the heck is the point? "Jade Dynasty is the full, unabashed version of what a MMO is -- grindy grindy grind." A better designer than I once said, "Making video games for a living comes down to one cold, hard truth -- you're making pushing buttons fun. Your job is making an extremely mundane task into an experience with impact." The fact that a game like Jade Dynasty exists is a scary proposition for our industry as a whole. It means we're walking the path of making timesinks, not games. It's like one of those old addages -- "How can we have fun playing a game when we're not playing the game?" I sound like a broken record, but this is a very strong reason why I preach about the necessity of storyline and impact in a game. While gameplay is very, very important, any repetitive activity will become boring unless it is spiced up with enough change to keep it engaging. We use to have a strong grasp of making worlds with engaging content. That grasp, however, has diminished since the dawn of the EverQuest and the rise of "kill X to level" quests. How do I know that we've lost our path regarding storyline? Well because Bioware is touting storyline as a new feature in The Old Republic. When we've gotten to the point that storyline is a "on-the-box" feature for a game, then we've done something horribly wrong in our designing. Our original designs focused on the adventure in the world, not the quick grind sessions to max level and the repetition of raids. I wish we could re-find those designs.My final note to you all for this week: if you want to play a game of numbers without playing the game, I have a recommendation for you. It's a "game" that runs on anyone's computer thanks to low graphical requirements and provides all of the same action and features that Jade Dynasty provides. It's called Progress Quest, it's equivolent to Jade Dynasty, and it's 100% free. Try it, you'll love it. Colin Brennan is the weekly writer of Anti-Aliased who is totally level 45 in Jade Dynasty by only playing it for an hour. When he's not writing here for Massively, he's rambling on his personal blog, The Experience Curve. If you want to message him, send him an e-mail at colin.brennan AT weblogsinc DOT com. You can also follow him on Twitter through Massively, or through his personal feed.

  • New EVE Online novel "The Burning Life" is on the way

    There may be big things on the horizon for the lore of EVE Online with the forthcoming release of a second novel for the game, "The Burning Life". The sci-fi novel is written by Hjalti Daníelsson (aka CCP Abraxas) who has written many of the EVE Chronicles -- short, gritty tales that show readers the various facets of life in New Eden. The Chronicles have been a way of driving the game's lore forward for years, so we're wondering what to expect from The Burning Life. Could it possibly be tied in with the new directions that CCP Games wants to take with EVE's lore? At this point we don't know have much information about the novel, or whether it will be tied in with an upcoming expansion as the Empyrean Age novel by Tony Gonzales was in 2008. There are paperback release dates listed for 2009 in North America (Tor) and 2010 in Europe (Gollancz).[Via Ga'len]

    James Egan
    06.04.2009
  • Anti-Aliased: So long, and thanks for all the woah pt. 2

    My personal favorite moment? Past attending a few of the Merovingian's parties (being a faction leader in the organization certainly qualifies you for the guest list), it had to have been investigating into the street magician, Cryptos. Cryptos appeared in the Mega City with a bang, placing "Cryptos coffins" all over the city as he popped out of them at certain intervals to speak riddles to players. As I attended one of the coffins for its speech, the clacking of heels turned my attention over my shoulder, my camera falling onto Niobe walking down the street towards me.She commented that she was surprised that I actually found my way down a street without falling over in a drunken stupor, while I smirked and laughed. Soon afterwards, a whole vanguard of Zionist players showed up, backing up Niobe with guns -- lots of guns."Give me one good reason I shouldn't kill you right here, *Lady* Return." She mocked. That would be when I pulled out the three best words in the Merovingian organization arsenal."You owe me. I helped you in the church at the funeral. You cannot neglect your debt, Niobe," I replied with a strong smile. She acted taken aback and motioned to the others behind her. The players all lowered their guns and shot me angry looks, to which I shrugged happily and laughed.In no other game could social combat be as effective as physical combat. You didn't always have to shoot your way out of a situation if you knew the right people... or just paid enough of them.An MMO not all about combat? Lies!Certainly the combat of MxO was awesome. You had great martial arts combat, you had insane wire-fu moves, and you even had bullet time. (It would basically slow down on your screen just long enough to show you some great action, then it would speed up again to match up with the action that had gone on while you were slowed down.)But some of the real charm of the game came in the fact that puzzles were hidden inside of it. Billboards, the newspaper, and even specially constructed events started by a simple forum post or a simple tell from a character lead into stories told in live action.The game had elements of collaborative puzzle solving, social tension started by organizational warfare, and a driving sense of community that no other game that I've played since has come close to having. People were there to really interact with the world, not just hit level 50 and grind their faces on endgame.Hopes for the futureIt's sad to see this game go, but I have the strong personal opinion that this game did not die because it embraced different styles of gameplay. It died because it stopped embracing them.What MxO was offering players no other game offered. If there had been more polish to the static content and the developers would have stayed on their path of dynamic storytelling, I think this game would certainly would have continued on with a loyal fanbase because it would have offered gameplay that no other mainstream MMO to date has embraced.And, with any luck, perhaps we'll see another attempt at this universe in the future. Look at what we have with two Star Wars MMOs coming out. The potential is still there for a great Matrix Online game.With all of this though, thank you developers for all of your work, and thank you Sony Online Entertainment for keeping it up as long as you did. While I may not agree with all of the decisions surrounding the game, the effort was still there to keep the game alive for as long as it was.Everything that has a beginning has an end. Colin Brennan is the weekly writer of Anti-Aliased who hates aimless hate. When he's not writing here for Massively, he's rambling on his personal blog, The Experience Curve. If you want to message him, send him an e-mail at colin.brennan AT weblogsinc DOT com. You can also follow him on Twitter through Massively, or through his personal feed.