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  • Storyboard: The RIFT project

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    07.13.2012

    The biggest problem with roleplaying in an MMO is that there's a certain amount of enforced stasis. No matter how determined you are to bring about long-term change in your group, there's the simple fact that you generally need to have characters working together and staying alive. Game considerations force you to refrain from anything that would rock the boat too severely. So most main characters have plot armor, most relationships need to stay at a functional professional level, and most villains have to be guest stars. It's a compromise we make so that the game itself remains playable. But what if you didn't have to make that compromise? This isn't a story about RIFT, and it isn't a story about PAX East, but both of those elements come into play because that's how the idea came to me. What would it look like if you had a month during which there were no restrictions on roleplaying? How would things play out if you could feel confident about a month of play that's completely self-contained, with no need to preserve characters any longer than the story required? Would it make roleplaying more interesting, or would nothing change?

  • RIFT offers a new cat mount for sale

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    07.12.2012

    In a bold move not at all reminiscent of the actions of any other gaming company, Trion Worlds has launched a new product for RIFT players to purchase via the account page. It's a special mount, a white tiger that we imagine would be extremely sparkly due to all of the gold trim and so forth. And it can be yours for the low price of $15, which is $10 less than it would be if it cost $25! Tongue-in-cheek jokes aside, the White War Tiger was originally an exclusive bonus for players of RIFT over in Korea. The mount has been ported over to the US version for a limited time so that more players can access it. If you've already got your wallet out, just log into the main site and check in the same spot for the game edition upgrades to get your very own tiger. While it may sparkle, you can take solace in the fact that it does not fly. [Thanks to soundersfc.tif for the tip!]

  • Chaos Theory: The Secret World was worth the wait

    by 
    Jef Reahard
    Jef Reahard
    07.12.2012

    Folks, I have to be brutally honest: I'm old. I have a family, two jobs, and more time-consuming hobbies than one man should. And yet it pains me to log out of The Secret World. Last Saturday I slew demons (and Illuminati) in Funcom's new MMORPG for 10 hours straight. Actually, I took a 30-minute dinner break, so I guess it was more like nine-and-a-half. The point is that I looked up at my clock, said holy crap when it told me that the sun was about to rise, and scratched my head trying to remember the last time that happened. I've been playing MMOs since the late 1990s, and when I say that I've pretty much played them all, that's not hyperbole. Right now, TSW is running a close second to Star Wars Galaxies as the most enjoyable title I've experienced to date. And keep in mind that it's been live for two weeks.

  • Enter at Your Own Rift: Leveling the achievements way

    by 
    Justin Olivetti
    Justin Olivetti
    07.11.2012

    In this week's Soapbox on Massively, I explained why I admire achievement systems in MMOs. Today I'd like to continue that discussion with a specific case study in RIFT. Consider it a companion piece. When I came back to RIFT last month and started a new character, I had a choice as to how I would level back up through the game. There was the traditional questing path, pursuing dynamic events, running endless streams of dungeons, engaging in (shudder) PvP, or queuing up for instant adventures. I decided to blend them all together like premium yogurt and use the achievements system as a guide. I don't tether myself to achievement systems in all MMOs I play, but RIFT's makes it fun and natural. It's easy to parse what's left to be done on a zone by zone or system by system basis, and the little noise and graphic that pops up makes me feel like a good doggy, indeed. It's turned out to be an incredibly good decision. I've had so much more fun this time around than the first, greatly in part to achievements nudging me off the path well-traveled.

  • Chaos Theory: Tornquist on The Secret World's launch, future

    by 
    Jef Reahard
    Jef Reahard
    07.10.2012

    You know, this is probably obvious if you've read my coverage of The Secret World thus far, but I'll just go ahead and fess up: I dig the game, and watching Funcom knock the cover off the ball is gratifying in a strange sort of way. That's why I didn't get too upset when my opportunity to interview creative director Ragnar Tornquist was upstaged by the firm's huge news dump this afternoon. The company shocked gamers and industry watchers by promising monthly content updates and a whole bunch of other stuff, some of which I had asked about in a series of questions we sent Funcom earlier in the week. The resulting answers are still worth a read, though, particularly if you're pinching yourself over TSW's successful launch and its rosy future.

  • Soapbox: In defense of achievements

    by 
    Justin Olivetti
    Justin Olivetti
    07.10.2012

    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've heard all the arguments before, trust me. Achievements are a waste of space. They're frivolous, meaningless numbers -- a Skinner Box within a Skinner Box for the weak-willed. They can be far too spammy. And then there's that hoary chestnut: They take precious development time that could be used for better purposes from something you personally want. Achievements are a blight upon our games, binding us to the most base of gamer crowds, the yokels on Xbox Live. We should cast off the chains of achievement oppression and live as free men, women, and Elves once more! OK, enough with the histrionics. Many of these points come down to personal preference, and that's impossible to refute. You like what you like, and I like what I like. Still, I'd disagree that the overall notion of achievements is useless. In fact, I fully embrace them in my gameplay and hope that they stick around for a good long while.

  • Enter at Your Own Rift: Why Summerfest is the best

    by 
    Karen Bryan
    Karen Bryan
    07.04.2012

    Over the past few weeks, I've been over on RIFT's test shard to preview some of the changes arriving with update 1.9, like Summerfest. So now that it's live, it was fun to spend some time on the live servers to see it launch. And since I didn't get the chance to spend a lot of time with the Summerfest event, I decided to roll up my sleeves, break out my fishing pole and cooking pan, and try a few of the events and scavenger hunts. I mentioned in a previous column that I thought 1.9 would be the biggest one yet and that it would bring some really important game changes, but my recent adventures in game this past week were even more eye-opening than I expected. Read on!

  • Everything you need to know about The Secret World, part deux

    by 
    Jef Reahard
    Jef Reahard
    07.02.2012

    Er, well, apparently it's launch day for The Secret World. Funcom has officially opened the floodgates, according to its Twitter feed. A few weeks ago, we put together a news roundup feature focused on TSW. We do this for every major MMO launch, but this one was a bit, well, early, since early access was still a month away at the time. We did it as a public service for our friends at Joystiq (and their heathen what's-an-MMO readership that had never heard of TSW). Just kidding, guys -- we love you, and we know there's some crossover too. In any event, it's time for the real Secret World roundup because a lot has happened since the warmup. Oh, and today is actually launch day, so it kind of makes sense. Join us after the cut for everything you need to know about Funcom's new horror-conspiracy MMO.

  • Chaos Theory: Early access to The Secret World

    by 
    Jef Reahard
    Jef Reahard
    07.02.2012

    Dark days aren't just coming, folks -- they're already here. And they're glorious. As you've probably surmised, Chaos Theory is a new column all about The Secret World. What you might not realize, however, is that this addition to Massively's feature roster was a little bit last-minute. Don't get me wrong; I've been looking forward to this game for a number of years now (heck, I signed up on DarkDemonsCryGaia.com waaaaay back in May of 2007, before Massively even existed!). Up until very recently, though, we had no plans to cover the game on a recurring basis. That changed over the early release weekend as I spammed our editors with zomg-I'm-having-a-blast-and-you-should-totally-let-me-write-about-this emails. Sure, I played the press beta and largely enjoyed it for what it was, but now that I'm in the game proper, tooling around on my own characters and taking the time to soak up the stories, the lore, and the mechanics, well... let's just say that we'll have plenty to talk about for the foreseeable future.

  • The Daily Grind: What's the difference between an MMO trial and F2P?

    by 
    Bree Royce
    Bree Royce
    06.30.2012

    Back in olden times when I sampled my first MMO trial, free game try-outs were short affairs. You'd usually get to play for a week, and then you were done unless you subscribed (or forgot to strike your credit card info). But modern MMOs are abandoning time-limited trials with increasing frequency. Games like Warhammer Online, World of Warcraft, RIFT, and now Star Wars: The Old Republic all allow gamers to play indefinitely -- but only up to a certain level. The "endless trial" model has led to some debate among the Massively staffers as we try to suss out what, exactly, sets an endless trial apart from any other F2P game and how we ought to refer to these sorts of titles on the whole. It'd be easy to say the restricted level cap is the red flag, but if we latch on to that definition, then any free-to-play title with a level cap locked behind a paid expansion -- like Lord of the Rings Online -- could itself be deemed an endless trial, albeit one with a very high (but not max) level cap for free players. Chime in on our debate. What do you think represents the key difference between an MMO that's F2P and an MMO that merely features an endless trial? Is it level caps or content or something else entirely? Or is there not really any difference at all? 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!

  • Enter at Your Own Rift: Going from zero to Storm Legion in a summer

    by 
    Justin Olivetti
    Justin Olivetti
    06.27.2012

    As a returning player, I appreciated Karen's last column, which outlined some of the big changes to the game since last I played. While I had a level 50 Rogue sitting in Sanctum, I just couldn't connect with her because it had been so long. Even though I knew it would require a bucketload of time and effort, I rerolled a fresh-faced Cleric to go through the game all over again. Was I insane? Probably. My biggest worry at this juncture is that I won't be ready for Storm Legion when it comes this fall. When you've been at the level cap for a while, you probably don't even think about the amount of content you need to chew through to get there. I didn't want to be caught flat-footed when the expansion released, shouting, "Wait up guys!" as I fell behind. Re-rolling was good for me for two reasons. One, it's allowing me to connect with this new character and feel out all of the changes in the game. Two, it's giving me the chance to prove that anyone could start RIFT right now and be totally prepared for the expansion -- even if you're just a casual player. Today I want to share a few of my experiences on the leveling game and why it's not too late to get ready for Storm Legion, even if you're a newbie.

  • Trion reveals RIFT's 1.9 Conquest patch notes

    by 
    Jef Reahard
    Jef Reahard
    06.27.2012

    It's patch day in Telara, which means it's patch note post day at Massively. RIFT's 1.9 update is live without a net, and we're sure plenty of you are as anxious to check out Trion's version of three-faction PvP as we are. Conquest isn't the only thing on today's menu, of course. There's also the new barbershop functionality, a new mentoring system, more instant adventure locations, and the Summerfest world event. Summerfest includes scavenger hunts and some interesting activities like pet wrangling and the chance to ride a barrel over a waterfall. The patch features a number of additional tweaks and updates, all of which are yours for the reading on the official RIFT forums.

  • 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."

  • Leaderboard: Achievements vs. collections

    by 
    Justin Olivetti
    Justin Olivetti
    06.25.2012

    Some may call them busy work or a fool's errand, but others delight in the additional fluff systems in MMOs that encourage us to take the path less traveled. Two of these systems, achievements and collections, stand out in my mind as the premier ways of encouraging us to game a bit differently. Achievements are ubiquitous at this point, from World of Warcraft to Warhammer Online (and that's just the Ws). Despite usually not offering anything more substantial than a pat on the back and a few numbers for your number collections, they have proved to be an incredibly popular motivator to going outside of your daily routine. Collections are somewhat more tangible: in-game objects that are often hidden for you to seek out, find, and collect all of them for the cool prize on the back of the box. That may be Cheerios, too. Anyway, titles like EverQuest II and RIFT enjoy sending players out on these scavenger hunts, and it momentarily takes our minds off the presence of death and slaughter that permeates everything. So if you had to pick one of these systems as the better motivation to get you out of your comfort zone and try new things, which would it be: achievements or collections?

  • RIFT's Update 1.9: An interview with Scott Hartsman and Hal Hanlin

    by 
    Karen Bryan
    Karen Bryan
    06.25.2012

    "It's about more players being able to do more things with each other." That's how Trion CCO and RIFT Executive Producer Scott Hartsman described the core goal behind Update 1.9. And based on the upcoming changes, it looks like there will be plenty of opportunities for both. From Conquest to mentoring to low-level instant adventures to the new 10-man sliver and even the arrival of global chat across all servers, the world of Telara has several exciting new changes on the way. Massively sat down with Scott Hartsman and Design Director Hal Hanlin for a roundtable discussion about what's in store for 1.9. Read on for highlights and a look at what's coming from this rather beefy patch.%Gallery-159097%

  • Storm Legion will include RIFT for free

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    06.21.2012

    RIFT is gearing up for its first expansion later this year, but the staff at Trion Worlds doesn't want to lock out people who've never tried the base game. That's why you don't have to worry about buying an expensive expansion on top of a main game: Storm Legion will apparently include the full version of RIFT along with it, allowing new players to pick up the expansion and experience both the core game and the additions without restriction. Of course, this sounds like less of a deal if you already own RIFT, but you're covered there as well, as existing players can expect a price discount on purchasing the expansion. So if you want to enjoy the increased level cap, better crafting, and new souls, you won't have to pay full retail price for the experience. It's a good deal for existing fans and new players alike -- and one that may help encourage more players to give Storm Legion a shot.

  • The Secret World dev blog details three-faction PvP

    by 
    Jef Reahard
    Jef Reahard
    06.21.2012

    Curious about The Secret World's PvP implementation? Funcom lead designer Martin Bruusgaard has penned a new dev blog that you'll want to read. It's a pretty lengthy post once you consider that TSW features three distinct PvP flavors in the form of its fight clubs, battlefields, and warzones. Each of the game's hub cities features a fight club, which is basically an anything-goes arena. Bruusgaard says it's ideal for build-testing, dueling, and anything else that players dream up. You can also travel to rival faction fight clubs when you tire of laying the smack down on your allies. Battlefields are all about fighting over legendary relics in hidden locations across The Secret World. Places like Stonehenge and Eldorado serve as the game's answer to instanced small-group PvP, and Funcom has added a few mechanical twists in an attempt to freshen things up. The warzone is a 24/7 persistent PvP area where the game's three factions duke it out over various controllable facilities. The game will launch with one warzone (Fusang Project), which features perimeter defenses and an Anima Guardian that players must subdue before securing the zone. Fusang Project supports 200 players simultaneously, so look for large-scale PvP battles that reward combatants with tokens and "substantial buffs" for the victorious faction.

  • RIFT Conquest coming next week, new Storm Legion video released

    by 
    Jef Reahard
    Jef Reahard
    06.21.2012

    RIFT's ninth major content patch is coming next week. Conquest brings a host of new features to Telara, including three-faction PvP, a new raid, and a long-awaited mentoring system. The PvP system features an alternate-reality version of Stillmoor. Players will fight to control sourcestone extractors, craft war engines, and "build up bonuses that last beyond victory." Trion is also bringing instant adventure to the Freemarch, Silverwood, Gloamwood, and Stonefield zones, and Ascended can now attempt to defeat Fae Lord Twyl in the Primeval Feast. Finally, there's a new barbershop feature for quick appearance changes as well as a new Summerfest world event featuring scavenger hunts. Trion has also made some new video footage of its E3 Storm Legion demo available for download, so check it out after the break. [Source: Trion press release]

  • Enter at Your Own Rift: A guide for new and returning RIFT players

    by 
    Karen Bryan
    Karen Bryan
    06.20.2012

    We're on the eve of update 1.9 in RIFT, and I think it's full of great changes that will bring back returning players. But if you're one of the many who tried the game at launch and left a few months later, it might feel daunting to make a comeback because so much has changed. Fear not! In this week's Enter at Your Own Rift, we'll gently introduce you to some of the biggest changes to the new player experience and provide a condensed rundown of the updates since launch. If you're seeking out a tl;dr version of the game since launch, you've come to the right place!

  • Help a newbie with RIFT's upcoming mentoring system

    by 
    Matt Daniel
    Matt Daniel
    06.19.2012

    RIFT fans are surely excited about the game's upcoming patch 1.9, which will bring a number of new features, such as the three-way conquest PvP mode, to the popular fantasy title. The mentoring system allows players to scale their levels down so they can play with lower-level teammates while still receiving XP and rewards comparable to their true levels. Trion Worlds has designed the system to be easy to use: If you want to drop your level to match someone else's, simply invite that player to a party, right-click on his character's portrait, and voila. In addition, if you join a random instant adventure group, you will automatically be lowered to the appropriate level. And remember, you do continue to gain level-appropriate rewards and XP even when your level has been lowered by the mentor system. For instance, if your character is level 45 but you're mentored down to say, level 30 to play with a friend, you'll continue to gain XP suitable for a level 45 character, and you'll always be rewarded with the appropriate variety of sourcestone. For the full details on the game's upcoming mentoring system, head on over to the RIFT official site.