themepark

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  • The Soapbox: Polished vs. feature-rich

    by 
    Jef Reahard
    Jef Reahard
    07.05.2011

    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. A few weeks ago I wrote a Soapbox article that exposed the flaws in the MMO first kiss theory. It generated more discussion than I anticipated, much of it spiraling off into tangents like MMO design, sandbox and themepark elements, and the seeming incompatibility between a polished game and a feature-rich game. It's this last bit that I'd like to discuss today, and you'll have to forgive me if we tread some familiar ground in the process. While there are many fascinating perspectives and debates in our bizarre hobby, none is as perplexing to me as the disconnect between gamers who want more game and those who want less game, highly polished.

  • Lost Pages of Taborea: Improving versatility in RoM's content

    by 
    Jeremy Stratton
    Jeremy Stratton
    07.04.2011

    I'm bouncing off last week's Lost Pages of Taborea to elaborate on why Runes of Magic's content is lackluster, especially in light of the ability to over-gear but also to come up with some ideas to keep it from becoming meaningless and boring. It's not absolutely necessary, but it will help if you've read last week's article. RoM's gear-system ensures that you get a lot of variety in choosing what kind of character to make and how you want to play it, but there's a threshold at which the only way to allow for even more diversity among class builds is to offset the linear difficulty of new content by replacing your stats with more powerful versions of themselves, adding refinements and tiering, upgrades that just up your sheer power. Players get funneled into more restrictive builds as they gain levels. The downfall is in the content itself because it becomes super-easy-mode killing after over-gearing. It's turning on a cheat code. Any need -- or desire -- to manage blood bars or skill rotations gets thrown out with the trash. It's a foreseeable issue in just about any game across any platform or genre in which you would allow the players to gain extra amounts of power. But is there a way to allow for it and keep in some challenge and variety? Some solutions might be to slow down the pace of combat, stretch the utility of player bars, make content more dynamic, or throw in some sandbox behavior.

  • The Soapbox: Sandparks

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    06.28.2011

    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. The war between sandbox and themepark MMOs is being fought now, not just in the hearts and minds of players but in the simple matter of which project is getting funding for development. It's a war in which adherents to one design philosophy loudly decry the other, where both sides sling insults at one another and mourn how the other side has damaged the promise of MMOs or has no idea how to make a compelling gameplay experience. It's a battle of words and of subscription fees. It's also really, really stupid. Setting up the MMO sphere as a battle between two opposing design philosophies probably feels like a great chance to explore a two-faction system in real life, but it's also shortchanging not just MMOs but games on both sides of the nonexistent fence. It sells a number of games short, and it adds nothing useful to the genre as a whole. It's time to stop seeing the onling gaming sphere as a match of opposing forces and start seeing it as a varied and frequently awe-inspiring spectrum.

  • The Soapbox: The Uncle Owen paradox

    by 
    Bree Royce
    Bree Royce
    06.21.2011

    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. This week, the venerable Star Wars Galaxies celebrates its eighth year of existence. I was there in the beginning -- before the beginning, in fact. I did what a lot of you early SWG players probably did: I had a guild and a guild city, multiple accounts, a booming business as a chef, and a character who could entertain and fight. Even then, we realized how different SWG was from its immediate predecessors like EverQuest and Dark Age of Camelot. We'd returned to the earlier age of Ultima Online, of persistent worlds (as the term was used back then). It was more a world than a game, and in it we could roleplay whatever we liked, to a point. Nowadays, we'd call it a sandbox. Old-school MMO gamers know well that the sandbox is under attack. Some will blame it on EverQuest, some on World of Warcraft, some on the free-to-play phenomenon. Among the Massively commenters, there's a large contingent of gamers who consider SWG's own NGE to be the beginning of the end of the classic sandbox. I can't say they're wrong when it comes to the philosophy governing new MMOs, but the sandbox isn't dead yet.

  • The Daily Grind: How welcoming should a game be?

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    06.18.2011

    In the old days, games started you out in a few tattered rags, and if you were very lucky, you had a weapon after character creation. The tutorial was "try not to die." You learned where things were by asking other players or blindly stumbling from place to place. In many ways, themepark games like RIFT can be seen as a direct counter to that playstyle, giving players a clear sense of purpose and a direction so reliable it can feel like handholding. But there's another side to the discussion: the fact that how easy it is to figure things out at the start of a game contributes to how welcome you feel. There's a rush when you realize you're in a hostile world that won't hand you what you need to survive, but there's also a question of whether or not you want to carve out a niche in a world that doesn't seem to want you anyway. So how welcoming should a game be to new players? Should it be gently guiding at the risk of over-protectiveness, or should it throw you in the deep end and let you sink or swim? 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!

  • The Soapbox: The absurdity of the endgame

    by 
    Jef Reahard
    Jef Reahard
    06.07.2011

    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. Like most of you, I play a lot of MMORPGs. Too many, in fact, and the deluge of new and interesting games in the offing is only going to further erode what remains of my free time. I've managed to see the mythical "endgame" in a fair few titles over the years, so when I say that I play a lot, I don't mean that I boot up a trial and hit level 10 before hopping to the next bright shiny. Off the top of my head, I've dinged max level in Age of Conan (three times), Aion, Star Wars Galaxies (six times), Anarchy Online, Lord of the Rings Online, Global Agenda (twice), Vanguard, and The Matrix Online, to name a few. While many of these games subsequently raised the level cap, I've nonetheless raided, PvP'd, and chased enough gear carrots to have an opinion about the proverbial MMORPG "endgame." And I'm here to tell you that most of what passes for said endgame is repetitive schlock.

  • Storyboard: Motivational seekers

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    06.03.2011

    Every character has a reason for adventuring. Call it what you will, depending on setting, but there's always a reason you're out in the midst of danger rather than sitting back at home with a nice cup of tea, even if that reason is "home isn't an option any longer." Motivation is one of the big elements informing the entire archetype discussion series of columns -- it's all about why a given character would do one thing and not another. Of course, the game itself doesn't have any way of integrating that motivation. Much like the issues with lore, the problems of reconciling a game's stated motivation with your character's actual motivation can be pretty thorny. Especially in this day and age of quest hubs and heavy storylines, it can sometimes feel like all the efforts to draw you into the game world are pretty severely curtailing your ability to enjoy it. After all, you've envisioned a set of reasons for your character's actions already, and by all accounts she shouldn't even be talking to a questgiver -- except that said questgiver is the only way she's going to keep advancing in the game.

  • Massively Exclusive: The sweet and sour of ArcheAge's third closed beta

    by 
    Jef Reahard
    Jef Reahard
    05.31.2011

    Forgive me for getting this out of the way up front: I frickin' hate betas. Loathe them. Avoid them like the plague, usually. Why then, did I find myself foregoing sleep for the better part of last week to log into XL Games' third closed beta test for ArcheAge? Curiosity, for sure, and maybe just a hint of desperation. As the MMORPG genre moves farther and farther away from the types of games worlds that drew me in a decade ago, the chance to get a preview of what some fans are hoping is the next great AAA sandbox was enough to overwhelm my betaphobia. It's been quite some time since I've glanced out my window to see the sun rise while playing an MMORPG through the night, and ArcheAge definitely has its claws in me at this point. Is it the next great sandbox, though? Is it even a sandbox at all? Can XL successfully meld two design philosophies (sandbox and themepark) that are, in many ways, polar opposites? Those questions are difficult to answer, but join me after the cut and I'll give it a shot.

  • The Soapbox: Debunking the first kiss theory

    by 
    Jef Reahard
    Jef Reahard
    05.24.2011

    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. So I owe this week's Soapbox to one of my gaming buddies who recently opined that a lot of older genre fans wear rose-colored glasses. We're a sentimental, eternally ornery, and change-resistant bunch, he said, and we're all searching in vain for that one game that recaptures the magic of our first MMO rodeo. Ordinarily I'd take offense to those labels, but upon further reflection, my pal had a point (though it may not be the one he intended). This "first kiss theory" -- as I'm calling the bundle of nostalgia-related charges often leveled against old-school MMO fans -- is fairly common on massively multiplayer forums. This was the first time I'd heard the theory espoused by someone I knew personally, though, and as a result I spent a fair bit of time mulling it over. Join me after the cut to see why it ultimately doesn't hold water and why, if older MMOers are indeed nostalgic, there are quantifiable reasons for it that has little to do with half-remembered glory days.

  • Sharp walk-in display over-stimulates 32 guests at a time in Japanese theme park

    by 
    Zach Honig
    Zach Honig
    04.27.2011

    We've seen plenty of building-sized televisions -- like the 80,000-square-foot ceiling screen in Beijing, or that record-breaking monstrosity that the Cowboys installed in Dallas -- but those single-dimension LCD's have nothing on this "5D" cube opening on Friday. Constructed from 156 Sharp 60-inch HD displays, the 5D Miracle Tour can only be found at Huis Ten Bosch, a "residential-style resort built after a medieval 17th-century Dutch town" located in Sasebo City, Japan. The unique attraction accommodates 32 guests at a time, and consists of one main front screen, surrounded by additional panels on the top, bottom, left and right. Lasting eight minutes, the tour presents the story of a mermaid named Sirena, though content will occasionally change -- given the transient nature of mermaids, of course. We've only been able to dream of the modern-day curiosities we'd encounter while visiting 17th-century Holland, but we certainly hope this magical place won't elude us the next time we're near Nagasaki.

  • Disney World's Haunted Mansion gets interactive upgrade, digital spooks (video)

    by 
    Christopher Trout
    Christopher Trout
    04.06.2011

    It may not be as scary as Walt Disney World's Hall of Presidents, but the Florida theme park's Haunted Mansion just got a ghostly upgrade. The ride's grand finale, which previously positioned hitchhiking ghosts -- by way of half-silvered mirrors -- alongside unsuspecting visitors, is now reportedly using a series of digital mirrors and sensors to make things more interactive. As opposed to just popping up next to passengers, Disney's Ezra, Gus, and Phineas are now equipped to rip your head off, blow it up balloon-style, and send it flying. Sure it sounds scary, but this is Disney, the same company that didn't see the nightmare-inducing capabilities of a robotic Obama. For a peek at the new creepers, peep the video after break.

  • EA talks tough on The Old Republic vs. WoW

    by 
    Jef Reahard
    Jef Reahard
    03.16.2011

    It's not hard to imagine the executives at Electronic Arts in the shoes of Luke Skywalker at the end of Return of the Jedi: deep in uncharted territory, surrounded by foes at the eleventh hour, their eyes fixated on the prize that is a giant lightsaber-driven payoff currently resting comfortably on the arm of Emperor Blizzard's throne. These days it seems like you can't have a conversation about Star Wars: The Old Republic without also having one about World of Warcraft, and whether that's due to the incessant fan comparisons or the tough talk by BioWare and EA bigwigs regarding Blizzard's behemoth, it is, to quote a certain wrinkly old Sith lord, unavoidable. The latest entry in the intergalactic e-peen contest comes courtesy of EA Games' Frank Gibeau. In an interview with Industry Gamers, Gibeau wastes little time in proclaiming Star Wars as the world's largest IP "in terms of audience size" and also equates WoW's quest-driven gameplay with a trip to the local supermarket. "You go and do your quests, but it feels more like doing a shopping list at times. [Our game] is more about talking to characters, learning what's going on, investing in it, getting emotionally attached to it," Gibeau says. Whether or not BioWare's story-warriors ultimately manage to launch a couple of proton torpedoes up Blizzard's thermal exhaust port, we're pretty sure the war of words is just getting started.

  • The Soapbox: Classism and the oxymoron of the casual MMO

    by 
    Jef Reahard
    Jef Reahard
    03.01.2011

    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. Seeing as how it's becoming something of a Massively tradition to offer rebuttals to my Soapbox articles, I figured it was time to turn the tables. A few weeks ago, our own Bree Royce penned a piece about class warfare in MMORPGs. Though it contained a number of valuable insights, I feel it struck the wrong chord when it comes to discussing the reasons "hardcore" MMO players dislike the pervasive trend towards accessibility. While the thrust of Bree's article dealt with classism and my response started out with a similar focus, this week's column has since morphed into more of a pseudo-rant on the casual vs. hardcore debate. Yes, the terms are malleable, and yes, this debate is eternal, but it's eternal because it matters (inasmuch as anything related to entertainment can matter). Join me after the cut for a traditionalist's take on MMOs and discover why they aren't "casual" games -- and why this has very little to do with social class.

  • The Daily Grind: What game can you never truly leave behind?

    by 
    Jef Reahard
    Jef Reahard
    02.04.2011

    Play MMOs long enough and you'll eventually come to realize that there's one game out there with your name on it. It may be your first, it may be the one you played the longest, or it may be a combination of those two variables (or countless others). One thing's for certain, though: You'll never truly get it out of your system. Whether he's comparing each new game to "the one," rolling his eyes when "next gen" titles fail to incorporate innovative aspects of said older game, or returning home as he inevitably gets bored with new and shiny, eventually almost every gamer comes to realize how much a particular title meant to him (and ultimately shaped his MMO worldview). For this morning's edition of The Daily Grind, tell us which title sticks in your craw, refuses to let you move on, or otherwise informs your MMO-related opinions and discourse. In short, what game can you never really leave (and is that a good thing)? 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!

  • The Soapbox: Sandboxes and the cop-out of FFA PvP

    by 
    Bree Royce
    Bree Royce
    01.04.2011

    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. Last week, our own Jef Reahard mounted the Massively Soapbox with an article titled Sandboxes and the fear of FFA PvP. In it, he argued that open PvP was a natural and necessary part of any solid sandbox MMO. He also made waves by suggesting that FFA PvP is crucial to the roleplaying experience and that roleplayers should really face their "fears" and give it a try. I'm a sandbox gamer and a PvPer at heart. I played the early years of Ultima Online and lived the adrenaline rush of full and brutal PvP and thievery. Dark Age of Camelot's RvR sucked up another year of my life. Star Wars Galaxies remains my sandbox of choice, and I've braved a World of Warcraft PvP server since launch. I know this territory very well. I'll knock it, because I have more than tried it -- in several tasty flavors. And even though I'm an unabashed Jef-fangirl, I think there are a few debatable issues with his article. Hit the jump for some good old-fashioned counterpoints!

  • The Soapbox: Sandboxes and the fear of FFA PvP

    by 
    Jef Reahard
    Jef Reahard
    12.28.2010

    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. Guess what! Sandbox games are for roleplayers. I don't mean that in an off-putting or elitist way, but rather I mean to say that people who enjoy and seek out sandbox MMORPGs are roleplayers whether their testosterone levels allow them to self-identify that way or not. The corporate thieves, spies, and meta-gamers in EVE Online? They're roleplaying. The gankers and hyper-competitive PvPers in Darkfall? Yep, they're roleplaying too, even when their names are variations on Loves2spooge. The other day I was talking to one of my closest friends about MMORPGs, roleplaying, and PvP. The discussion rolled around to Darkfall, as most of my discussions these days do, and his ears perked up when I waxed on about the freedom, the skill system, and the huge world that invites you to go your own way and is remarkably unlike traditional themepark games in terms of immersive potential. Eventually I had to break the news that yes, Darkfall does feature FFA PvP, and if that wasn't bad enough, corpse looting. The horror!

  • Ask Massively: Cataclysm and other dead horses edition

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    12.09.2010

    So, yes, I'm playing World of Warcraft again for the time being. It's a chance to roleplay with Ms. Lady and enjoy a revamped overall experience, even if I still think the endgame is vile enough to be used as a biotoxin. I'm also not too keen on the fact that half of the major plot developments between expansions happen off-camera in a novel, but hey. The game is fun for what it is, and that's what ultimately matters. Also, I get to stack a bunch of corpses on someone, which is a feature more games should implement. That having been said, I'm willing to bet you didn't come here to hear about my gaming habits. You came here for the newest edition of Ask Massively, and here it is once again, complete with questions on the eternal war between sandboxes and themeparks, the eternal war between the game you are playing and the games you aren't, and the eternal war of purpose vs. nonexistence. And if you have a question, even one not related to eternal wars, you can swing it over to ask@massively.com or just leave it in the comments field.

  • Captain's Log: Will STO become a sandbox or remain a themepark?

    by 
    Ryan Greene
    Ryan Greene
    12.02.2010

    Welcome back from the holiday, readers! I trust everyone has recovered from the excitement of a long weekend, a tasty Thanksgiving and a rabid Black Friday. By now you should have settled back into the slow, miserable slog toward more holidays. I know I have. For this week's Captain's Log, I'm going to discuss themepark and sandbox MMOs. What do those terms mean? And how does Star Trek Online fit into that dichotomy, both in its present form and in its Foundry-expanded future?

  • Lost Pages of Taborea: Sandbox or themepark

    by 
    Jeremy Stratton
    Jeremy Stratton
    11.15.2010

    Lately I've had some great conversations over on the Runes of Magic forum that have me thinking about what type of MMO Runewaker has created. Every MMO eventually gets stamped as either sandbox or themepark, depending on whether it has an open-ended environment or is filled with directed activities. RoM is packed with minigames, quests, dungeons, housing, pets and guild content. RoM's minigame, Malatina's Course of Terror, can be taken at any level and yields the same possible rewards to all players. Yet the devs are constantly adding quests, dungeons, and other high-level content, all of which requires a player to level in order to take part. What kind of MMO is RoM? Do these terms shape your opinions of what you want to see added in the game? And does any of this matter?

  • Ask Massively: Look guys I found a picture of a man with a hat edition

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    10.28.2010

    When I took over this past weekend's Week in Review column, I informed the usual steward that I would probably give the post some Dadaist nonsense title like, well, the exact title I used for this week's Ask Massively. I realized that the title was really too good to use for just a generic roundup. I have no idea who that man is, why someone painted him with a hat, or any of that. But he definitely has a pretty awesome hat. This week we have a lot of administrative questions, talking about the comment system, the different types of MMOs, and the many different games which feature spaceships. And, as usual, we have the requisite silly question which I try to include every week, because you shouldn't click on a post with a ridiculous title without something to laugh at. Click on past the break for our answers for the week, and as always, leave further questions in the comment field, or send them along to ask@massively.com!