themepark

Latest

  • EVE Evolved: Sandboxes make the best stories

    by 
    Brendan Drain
    Brendan Drain
    07.29.2012

    Every MMO has stories to tell, some written by developers and told through quest content and others created by players through everyday gameplay. Themepark MMOs lead every player through the same fictional story and give no real control over the outcome, but I have to wonder whether the effort invested in that story is even worth it. MMOs are meant to have long-term replayability, and a linear story is new only the first time you play through it. After a while, players find themselves skipping dialogue, ignoring quest text, and grinding yet another character to the endgame. In contrast, sandbox MMOs tend to eschew their own storylines in favour of letting players make it up as they go along. Sandbox MMO EVE Online has spawned some incredible tales and videos over its lifetime, with stories of political goings-on, wars, and record heists hitting the news every year without fail. EVE stories usually also appeal to many people who don't even play the game, an effect uncommon in other MMOs. It's not often that the in-game exploits of a themepark MMO guild will reach the media or generate the same level of interest as a big EVE story, so what is the magic sauce that makes stories from EVE so appealing? In this week's EVE Evolved, I look at some of the best stories and videos from EVE Online and ask why EVE continues to grip us with its stories and themepark MMOs don't.

  • EVE Evolved: Themepark quests in EVE

    by 
    Brendan Drain
    Brendan Drain
    07.15.2012

    EVE Online has always had a reputation as a hardcore sandbox MMO, a game in which the players build the world as they see fit. While developers build the core gameplay systems, it's what players do with that gameplay that makes EVE special. It's the political hijinks of nullsec alliances, the massive heists, and the stories of people forging their own directions that drive people to play EVE. I've often said that EVE is less a game and more a story about what players do when left alone with each other. It's a story of conflict driven by simply having so many players in one universe with limited resources. Not everyone likes that sandbox angle or plays an MMO primarily for the social interaction; some like to be presented with a fully crafted story that they can play through or be a part of. Most themepark MMOs cater exclusively to this type of player, with stories told in quests that send him across the landscape. In the summer of 2005, EVE Online almost started to cater to that type of player with its COSMOS constellations, areas filled with once-only missions and valuable rare items. The constellations were later practically abandoned to work on other new features, but I think they should make a return -- they could revolutionise EVE Online for themepark fans. In this week's EVE Evolved, I look back at the ancient COSMOS constellations and consider how they could be brought back to breathe new life into every area of EVE.

  • CCP: It's 'deeply wrong' to assume that repetition is the way forward

    by 
    Jef Reahard
    Jef Reahard
    06.25.2012

    CCP's got opinions. This isn't news. The Icelandic developer behind EVE Online isn't afraid to share its opinions, which is also par for the course. MMO developers rarely comment on other games, though, and so we read lead EVE designer Kristopher Touborg's thoughts on The Elder Scrolls Online with some interest. PC Gamer provides the setup, in which the magazine shares a quote from TESO's Matt Firor with Touborg. "At this point in the evolution of MMOs, every MMO has tried something at one point or another that you're going to do in your game. There aren't any more truly innovative features," Firor said. Touborg's response was lengthy and fills out most of the source article listed below. "It's kind of waving a white flag. Like, yeah. I don't like that statement. Because I think that's part of why there's such an attrition with MMOs. People go in and play an MMO for a month and they just want to throw up because they've leveled to 60 in ten different titles," Touborg says before going on to express his hopes that developers try something new. "Otherwise the same [MMOs] are just going to continue on the trend we see every time, where they sell a load of boxes and people play it for three months and then they go somewhere else. There has to be something else out there."

  • The Daily Grind: Do you judge all MMOs by the same standard?

    by 
    Jef Reahard
    Jef Reahard
    05.17.2012

    One of the challenges facing sandbox developers is the fact that recent themepark MMORPGs have raised the bar in terms of smooth launches and relatively bug-free experiences. Aside from EVE Online, most of the current sandboxes on offer are small indie affairs known as much for their rough-around-the-edges implementation as for their feature innovations. And yet, many so-called sandbox fans seem to expect games like Xsyon, Darkfall, and others to be as polished as World of Warcraft, RIFT, and other themeparks with fewer features and several times the budget. For today's Daily Grind, we'd like to know how much (if any) slack you cut developers of sandbox and/or indie MMOs. Do you hold these games to the same standard that you hold a triple-A themepark? 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: Translating Elder Scrolls Online dev speak

    by 
    Jef Reahard
    Jef Reahard
    05.15.2012

    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. Language is a pretty fascinating thing, and studying a second one is something I've long intended to do. Aside from entertaining thoughts of learning Korean to play ArcheAge, though (seriously, I looked into it), I haven't gotten around to much beyond college-level Deutsch. But as I watched last week's interview with The Elder Scrolls Online creative director Paul Sage, I realized that I already have some pretty good second-language skills. I'm fluent in both English and MMO dev-speak, so as a public service, I'm going to translate some of what Sage said into the former.

  • The Daily Grind: Must MMO housing be open-world to be good?

    by 
    Bree Royce
    Bree Royce
    05.14.2012

    Whenever the Great MMO Housing debate rears its head, the "of course MMOs ought to have housing" players usually drown out the curmudgeons who lack decorating skills and prefer to live out of their banks and sleep on a bedroll on the public streets (you know who you are!). And then, inevitably, the housing fans turn on each other over which type of housing is best. Some of us are resigned to the belief that, at best, themepark MMOs willing to take a stab at housing are forever going to implement the instanced variety a la EverQuest II and Lord of the Rings Online, so we may as well get used to it. But sandbox zealots (a term I'm intending affectionately) insist that housing must be open-world, that players should be able to walk up to their own unique spaces within a game and build their abodes from foundation to rooftop. Instanced housing, they say, is just pointless when other people can't easily see what you've created. What do you think -- is MMO housing just a waste of dev resources if it isn't open-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!

  • The Daily Grind: What MMO would you bring to the proverbial desert island?

    by 
    Bree Royce
    Bree Royce
    03.30.2012

    So let's pretend you're stuck on a desert island. You're stocked up on snacks and sunblock. You've got a gaming rig and internet but no conceivable way of contacting anyone to come save you (work with me here). And let's pretend you managed to bring just one single MMO with you to this magical island that lets you play MMOs but not communicate the fact that you're stuck on, you know, a desert island. Would you hedge your bets and go for a sandbox with a boundless amount of content? Would you pick something you've never played to minimize the been-there-done-that factor? Would you pick a classic themepark and set yourself to grinding up a thousand alts? You only get one, so choose carefully: What single MMO would you want handy if you were stranded on a desert island? 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: Nobody's hero

    by 
    Jef Reahard
    Jef Reahard
    03.23.2012

    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. We're not heroes, at least in the ubiquitous Hollywood sense. We're teachers and janitors and businessmen, and we may occasionally be heroic in the eyes of our kids or our colleagues, but rarely are we celebrated beyond a tiny circle of family and friends. Games can meet this emotional need, at least temporarily, and that's a major reason they've become such a booming business over the last couple of decades. We get to be Kratos for a couple of hours, or fem-Shepard or a thousand other pixelized pariahs -- until we set foot in an MMORPG, that is. Software companies sell pre-packaged heroism in ways that book publishers and filmmakers can only dream of, and it doesn't really matter that it's fake heroism or impersonal heroism crafted on an assembly line and shipped out to millions of consumers. Shouldn't it matter, though, when it comes to MMORPGs?

  • Some Assembly Required: Is The Secret World a sandbox?

    by 
    Jef Reahard
    Jef Reahard
    03.16.2012

    I'm more excited than I thought I would be for The Secret World. After playing it at last week's Game Developer's Conference and getting a preview of the game's crafting system, I think it's safe to say my anticipation went up a few notches. The real-world setting and horror-fantasy elements have always been appealing, but a general lack of info throughout 2011 -- coupled with Funcom's decision to add a cash shop to a subscription game -- conspired to knock The Secret World down a few pegs. Now I'm almost willing to forgive the business model faux pas because it seems like the game will feature significant sandbox elements. Is it a sandbox, though?

  • The Soapbox: The inevitable Mass Effect MMO

    by 
    Jef Reahard
    Jef Reahard
    03.13.2012

    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. I don't know about you, but I've yet to play Mass Effect 3. This is not by choice, mind you, and now that I've returned from the wilds of last week's GDC, it's time to settle in for another 30-hour tour with Shepard and company. What does this have to do with MMOs? Well, nothing really, except that BioWare hasn't exactly closed the door on a Mass Effect title. On the contrary, the company's dynamic doctor duo have hinted at the fact that this, ahem, theoretical game would need to be somewhat different from the firm's maiden MMO voyage. At this point I think an ME MMO is inevitable, so join me after the cut to discuss whether BioWare can really break the mold with its second effort as well as what that effort could look like.

  • The Soapbox: That's the way it should be!

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    03.06.2012

    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. Every fandom has it. In Transformers fandom, it's the segment of the population that insists the franchise peaked with the original G1 cartoon (and its numerous animation errors, bad scripting, and downright ridiculous plots). Star Trek fans will insist that the franchise should be more like the original series, where every plot revolved around Kirk's trying to bone someone or Spock's acting stoic. And then there are the tabletop gamers who miss the days of early Dungeons & Dragons, as if the books stopped working once the line stopped being active. Some fandoms have terms just for this crowd; some don't. But they're all in the same general group -- they're the One True Way crowd. They're fans who insist that one particular incarnation was the right way to go and everything afterward has been a poor imitation. The camp exists with MMOs, as well, and just as with any other franchise, it's arguably the most harmful portion of the fanbase.

  • Gundam Statue rebuilt to guard eponymous museum

    by 
    Daniel Cooper
    Daniel Cooper
    02.01.2012

    Let's be honest, the saga of the giant RX-78-2 couldn't have ended with the 59-foot replica mecha lying scattered in pieces. On April 19th, Bandai's opening a theme park dedicated to the world's greatest giant-robot cartoon, Neon Genesis Evangelion Mobile Suit Gundam. Adults will pay 1,000 yen ($13), Kids 800 yen ($10) to visit the 2,050 square-meter "Gundam Front," park, in a shopping mall in Tokyo's Odaiba district. There's even a themed café and store, to buy all of your giant-robots and giant-robot-based accessories -- but no word yet if we'll be able to build our own version of the giant Gundam that'll guard the entrance. In other news, we've still not heard anything about that Space Battleship Yamato-themed cruise liner that was in the offing a few years ago.

  • South Korea's Live Park uses RFID and Kinect to bring your Holodeck fantasies one step nearer

    by 
    James Trew
    James Trew
    01.27.2012

    All those long, long drives to Florida in the family station wagon seemed worth it at the time, but now that we've found out that those lucky South Koreans have another crazy theme-park, we might just change our minds. Located near Seoul, Live Park uses 3D video, holograms and augmented reality, interacting with RFID wrist bands and Kinect sensors to stitch together a continuous immersive story. You (and your avatar!) have 65 attractions, over seven themed zones, and the world's biggest interactive 360 degree stereoscopic theater to wave, jump and shout your way through. Two years and $13 million in the making, Live Park's creator d'strict is now looking to license the concept out internationally, with locations in China and Singapore already earmarked. We're not sure we could handle that long of a family drive just yet, but with a Hollywood entertainment "powerhouse" reportedly nibbling, maybe we won't have to.

  • Blizzard seems to think that Cataclysm was too linear

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    01.14.2012

    Designing MMOs is often the art of shepherding players in a given direction while at the same time giving them a sense of freedom. Even in a themepark environment, players want to be invested in areas, to have reasons to come back and explore and go off of the rails should they want to. World of Warcraft's most recent expansion, Cataclysm, has frequently been accused of giving players nowhere to go but a series of rails, and according to a recent response from a community manager, Blizzard agrees. A very long thread on the official forums has spawned some interesting discussions about the game's overall endgame philosophy, with community manager Draxxari stating that Cataclysm's tightly linear design was an "error" on the design level. He goes on to state that Mists of Pandaria is meant to give players more reason to venture out and explore the world, although players will have to wait to see whether that promise holds true or not. [Thanks to SgtBaker for the tip!]

  • Some Assembly Required: In defense of player-driven story

    by 
    Jef Reahard
    Jef Reahard
    12.30.2011

    To say that I feel strongly about player-created stories and the MMOs that support them is an understatement of epic proportions, and as such I was disheartened after reading one of Eliot's recent Storyboard columns that pooh-poohed player creativity in favor of dev-driven narrative. I feel that a dissenting viewpoint needs equal time in the Massively spotlight, so join me after the cut for a few reasons why there's no substitute for player-driven stories.

  • The Daily Grind: What's the fastest you've ever burned out on an MMO?

    by 
    Jef Reahard
    Jef Reahard
    12.29.2011

    Well, I'm taking what is probably the first of many breaks from The Old Republic. I played heavily over the last week and I managed to get two classes to 20 (and do a good bit of warzone PvP and roleplaying). While I love the class stories, the rest of the game is pretty bare-bones, and I'm returning to greener and more feature-rich pastures. I'm a notorious game-hopper, though, and this isn't so much an indictment of TOR as it is an inevitability. That said, I did tire of BioWare's Star Wars opus sooner than expected, and that leads into today's Daily Grind question. What's the fastest you've ever burned out on an MMO? 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: Adding story to SWTOR

    by 
    Jef Reahard
    Jef Reahard
    12.27.2011

    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. I'd like to take a few moments this week to prognosticate about story in The Old Republic. I'm not talking about the story that's already there, mind you, as I've barely scratched the surface (a 20 Sage, a 15 Gunslinger, and a beta-flavored Trooper are the extent of my experience thus far). No, what I'm more interested in talking about is what's going to happen story-wise when I get to level 50 on one of these guys. The easy answer is, of course, roll an alt! There are seven other classes after all, each reportedly featuring 200 hours worth of single-player story content. What happens if I were to get to level 50 on all eight classes, though? Is The Old Republic's gameplay still going to revolve around the heavily hyped story angle at that point?

  • The Soapbox: The absurdity of the NDA

    by 
    Jef Reahard
    Jef Reahard
    11.29.2011

    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 Star Wars: The Old Republic's NDA dropped. Now the entire world (officially) knows the skinny on BioWare's new themepark, and I'm hard-pressed to think of a more anti-climactic NDA death. Even if you weren't following the game over the past few months, you knew exactly what to expect -- provided you weren't a Star Wars or a BioWare virgin. This complete lack of surprise is one reason why the whole MMORPG NDA thing is a joke, and TOR is just the latest in a long series of punchlines.

  • The Soapbox: Applying Neal Stephenson's Innovation Starvation to MMOs

    by 
    Jef Reahard
    Jef Reahard
    10.25.2011

    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. You've probably heard of Neal Stephenson. The celebrated sci-fi author recently released his 13th novel, Reamde, and while it treads a little closer to traditional thriller territory than some of his more cerebral efforts, it still packs a futurist punch (and even led the author to comment on MMOs, virtual worlds, and World of Warcraft in a recent interview). In addition to speculative fiction, Stephenson is also prone to the occasional essay, the latest of which found its way onto the intarwebs a few weeks ago. While not directly related to the gaming or massively multiplayer industries, the piece does feature some interesting observations about the stagnant creative culture to be found in contemporary corporate America, and Stephenson also offers plenty of food for thought that can be applied to the current state of the MMO space.

  • A certain point of view: Jef's hands-on with SWTOR's beta

    by 
    Jef Reahard
    Jef Reahard
    10.20.2011

    Hey Star Wars fans, what say we recap my recent beta experiences in The Old Republic? I know what you're thinking (because it's the same thing I thought after BioWare's marketing folks sent along an unsolicited invitation): Here comes a giant anti-themepark rant and zomgwtf call someone who cares! Surprisingly though, I had a decent time. I managed to get a Republic Trooper off the Ord Mantell starter planet and firmly entrenched in a few Coruscant quest lines, and I logged over 10 hours of gameplay in the process (in the comfort of my own home, mind you, and not under the watchful eye of a PR droid at a convention). To be frank, TOR's not half bad. It's had a lot of money thrown at it, there's a ton of what passes for modern-day MMO content, and if you're into that sort of thing, you'll no doubt enjoy yourself for a time.