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  • The Daily Grind: What's your favorite item-quality system?

    by 
    Bree Royce
    Bree Royce
    01.21.2012

    Grey, white, green, blue, purple, gold. World of Warcraft may not have invented what's become the standard colors for item quality, but it's surely cemented the hierarchy in gamers' minds. Last week, Raph Koster suggested that these tiers of items are part of the "yuck" that leads to the loss of immersion across the games industry. I think he's right. I miss the days of Ultima Online (which not coincidentally was Koster's baby), when players geared up with basic platemail of invulnerability, chainmail of fortification, and katanas of vanquishing. Halfway through UO's lifespan, that system was gutted in favor of a Diablo-esque item that turned wearables into a numbers game. The charm of my deadly poisoned kryss made by a Grandmaster Blacksmith was gone, replaced by a few dozen stats to juggle. Do you agree with Koster? Are color-coded item tiers a design shortcut that contributes to the loss of immersion in MMOs and other games? What game has your favorite item-quality system? 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's the longest an MMO's been out before you've tried it?

    by 
    Justin Olivetti
    Justin Olivetti
    01.18.2012

    Part of the joy of working at Massively is that this environment constantly challenges and encourages us to check out not just new MMOs but current and older ones we may have overlooked the first time around. After all, unless your name is Beau Hindman, it is virtually impossible to play every game out there. So I can't be the only one who checked out Ultima Online for the first time 11 years after its initial release or Dark Age of Camelot around its eight-year anniversary. Sometimes I'm a little hesitant to try older MMOs because I fear that they're a little too long in the tooth or that their future shelf life is almost at the "expired" date, but once I get past that, more often than not I end up saying, "I can't believe I waited this long to try it!" What about you? What's the longest an MMO has been out before you tried it for the first time? And for a bonus question, what got you to finally give it a go? 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 Game Archaeologist moves into Lucasfilm's Habitat: Part 2

    by 
    Justin Olivetti
    Justin Olivetti
    01.17.2012

    Last week on the exciting cosmic adventures of the Game Archaeologist, we uncovered the ancient civilization of Lucasfilm's Habitat, one of the early predecessors to graphical MMOs. While we talked about how it came to be and pondered just how much money we'd waste if game companies were still charging by the minute, we didn't have the time or space to cover the community and events that formed around this experimental project. That day has come. Prepare your bladder for imminent release! Giving a bunch of players tools to do every which thing in the game and turning them loose without strict regulation might seem like a recipe for an instant sewage pit of a game today, but our cultured, classy behaviors weren't quite trained into us in 1986. When players first set eyes on Habitat, they weren't thinking of min-maxing, kill-stealing, or raid progression; they were trying to make sense of a virtual world using the only frame of reference they had to date: their own lives. Out of a melting pot of ideas and objects came fascinating stories from one of the earliest MMO proto-ancestors of the modern era. Get your '80s on as we head back... to the future!

  • Some Assembly Required: A virtual world roundup

    by 
    MJ Guthrie
    MJ Guthrie
    01.06.2012

    If you are perusing this column, chances are you are a fan of virtual worlds and the sandbox genre. Join the club! (Dues will be due on the third Tuesday.) The aspect that compels many aficionados to delve into a game is the ability to make an impact on the world in some small respect instead of making them into Hive Member 1593072 running a static, predetermined gauntlet. How that impact is accomplished, however, varies; there are multiple features that can facilitate it, and which ones are considered most important depends on the player. With the loss of one of the best sandbox games just last month, some players may be feeling a void. Others still are looking/hoping for the "ultimate" sandbox that contains nearly every virtual world feature. Certainly, there are some upcoming games that make some drool-worthy promises, but what about playing something now? There are actually games out on the market that have at least one aspect of the genre, if not more. To start off the new year, Some Assembly Required looks at some of the top features of virtual worlds and lists games that incorporate these features. While this list isn't exhaustive (considering the sheer number of games when you include all of the smaller free-to-play titles, I'd run out of column space!), it is a comprehensive enough overview to point you toward some games worth playing that perhaps you hadn't considered before.

  • The Daily Grind: What's your favorite MMO pet class?

    by 
    Bree Royce
    Bree Royce
    01.02.2012

    If you started playing MMOs at the beginning of the genre, you may be saddled with a prejudice against pet classes. In early Ultima Online, an Animal Tamer's pets, usually dragons, had a way of getting their master into notoriety trouble. In EverQuest, if ever a pull went awry, blame was placed on the Necromancers and Magicians, deserved or not -- obviously, those classes just had poor pet control. Even City of Heroes' Masterminds, implemented only in 2005, have a bad reputation for reckless behavior (not to mention for blocking party members' movement). Pet AI has come a very long way over the last decade and a half, though, and pet classes continue to be popular, perhaps because they allow players to micromanage a group without actually having to be in one. And some games, like Star Wars: The Old Republic, have made all classes pet classes by virtue of companions. Are you a fan of pet classes, and if so, what's your favorite implementation across the genre? 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!

  • MMObility: A first look at Conquer Online for the iPad and a giveaway

    by 
    Beau Hindman
    Beau Hindman
    12.16.2011

    Over the last few weeks, I've been checking out Conquer Online for the iPad. I don't really have anything to compare the game to because I never played the full PC version, but the mobile version I played felt a lot like a "real" full MMO. I logged in, made a character, and ran around the lands doing quests and leveling, just like in a normal client-based game. This should not be that surprising at this point in the world of mobile development. There have been several "real" MMOs made for the iPad and other devices. Celtic Heroes has been trying to achieve that classic look for a while now and has come pretty darn close. There's World of Midgard as well, made by the same developers who are releasing the cross-platform Lords at War very soon. I was told that Conquer Online should feel a bit like Ultima Online on the iPad, but I'm not sure about that. Yes, it features the isometric view that we are all so familiar with in UO, but I don't think the comparison holds up beyond that. Click past the cut and I'll break it down for you. Also, if you would like to receive a free super item pack for the game, you'll find it at the end of the article!

  • EA denies Richard Garriott's claims of Ultima Online discussions

    by 
    Shawn Schuster
    Shawn Schuster
    12.15.2011

    What would a recent day in MMO news be without a mention of Richard Garriott? Today's entry is especially interesting in a he-said-they-said kinda way. A few days ago, Richard Garriott spoke up on the possibility of a reincarnation of the Ultima franchise through talks "at very high levels with Electronic Arts about access to the property." But EA is now denying this claim. EA's Jeff Brown recently told IndustryGamers in a candid interview that he's not sure what Lord British is talking about. "No one at EA is discussing partnership or licensing opportunities related to the Ultima Online franchise." Sorry Ultima Online fans, it seem that either the talks were supposed to be confidential, or they simply didn't happen at all.

  • The Game Archaeologist crosses Meridian 59: The highlights

    by 
    Justin Olivetti
    Justin Olivetti
    12.13.2011

    A colony founded through a magical nexus, Meridian 59 had it all going on -- until, that is, the portal to the colony collapsed and it was left to fend for itself. Monsters swarmed over the land, politics split the community into factions, and adventurers were called to rise up and become the heroes that were desperately needed. And all it took was $10.95 a month and an internet connection. Welcome to 1996 and one of the very first -- if not the first (more on that later) -- graphical MMOs to hit the scene. Meridian 59 may not have been one of the biggest games in the genre, but it was arguably one of the most important, the John Adams to World of Warcraft's Abraham Lincoln. If you were wondering, Darkfall was Chester A. Arthur. It seems fitting to end 2011 by touching upon this significant title that, against all odds, continues to operate today. Meridian 59 weathered studio shutdowns, newbie developers in every sense of the word, and a world that wasn't quite sure what to make of these fancy-schmancy massively interactive roleplaying games. MIRGs! Oh, that would've been such a better acronym, but I digress. Let's set the wayback machine to 1978 to see how one amateur game led to another that led to the birth of an industry.

  • Richard Garriott: 'Exceptionally unusual pressures' helped tank Tabula Rasa

    by 
    Justin Olivetti
    Justin Olivetti
    12.13.2011

    What truly happened with the sad tale of Tabula Rasa, the scifi MMO that had the full backing of Richard Garriott and NCsoft -- and yet lasted only 15 months before being shuttered? For the full scoop, it's good to go right to the source: General British himself. Garriott sat down with Eurogamer for a candid dissection of what went wrong with Tabula Rasa. Ultimately, he feels that he did not do enough to make the game the best it could've been. Initially, Garriott's team brought on several Asian developers to help shape the title to be appealing to the Eastern market. The partnership didn't work out, and after two years the team basically started over. By then, Tabula Rasa was already struggling. "So Tabula Rasa started its two-year late restart under exceptionally unusual pressures and with understandable corporate discontent, which made it very difficult to finish," he said. Garriott then acknowledges that the MMO's failure has caused players to be wary about his future projects: "Since Ultima Online was a fair time back and Tabula Rasa had its troubles, it makes perfect sense that people would go, 'I'm cautious as to what my expectations are.'"

  • Garriott's Ultimate RPG 'clearly the spiritual successor' to Ultima

    by 
    Jef Reahard
    Jef Reahard
    12.12.2011

    The Richard Garriott crazy train is heading toward a section of track that long-time fans of the gaming god might actually appreciate. In a new interview with Eurogamer, the man behind Ultima Online talks a little less about his recent foray into social casino games and a little more about what might be Ultima Online 2. Yes, we've seen the UO sequel smoke before. This time, though, there may be fire. "We've actually talked to Electronic Arts about [Garriott leading Ultima Online again]. I would love to have access to the Ultima property. We've had discussions at very high levels with Electronic Arts about access to the property," he explained. Regardless of any EA deals, Garriott says that his new Ultimate RPG is "clearly the spiritual successor of the Ultima series."

  • The Daily Grind: Should MMOs offer respecs?

    by 
    Bree Royce
    Bree Royce
    12.12.2011

    MMOs last for so long that you're almost guaranteed to get bored or make a mistake at some point during character development. Most games know this and allow you a do-over, be it through unlearning skills in sandboxes like Glitch and Ultima Online or respecing talent point choices in World of Warcraft. Lest your choices be trivialized, certain games insist on making respecs prohibitively expensive; City of Heroes and Champions Online even charge real money for respecs should you deplete your in-game allotment. But other MMOs simply provide no outlet for a do-over at all, like Star Wars: The Old Republic, which currently locks you into your advanced class choice at level 10, long before you're really capable of making that kind of decision. While the devs are still debating respecs as a post-launch addition, a surprising number of players are vehemently opposed to the entire concept on the grounds that it makes character choices irrelevant. What say you -- should all games have respecs, or are do-overs just another form of "easymode"? 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 Game Archaeologist celebrates Dark Age of Camelot's 10th anniversary

    by 
    Justin Olivetti
    Justin Olivetti
    11.29.2011

    Last month was a historic occasion for MMOs, as Dark Age of Camelot joined the exclusive Decade Club, turning 10 years old and making most of us sit down heavily and wonder, "Has it really been that long?" It has indeed. You may wish to invest in a calendar. While it might be a tad tardy, I got the chance to interview the ever-busy Mythic about this milestone... and here it is! The Game Archaeologist: Could you please introduce yourself, your role on the team, and the faction for which you live, breathe and sleep? Stuart Zissu: I am Stuart Zissu, producer on Dark Age of Camelot. Asking which Realm I prefer is like asking which child is my favorite, I love them all! They all have their advantages and disadvantages, and each one brings something different to the table. With that said, my first level 50 was an Albion Enhancement Friar (before Enhancement Friars were "viable").

  • The Daily Grind: Do you banksit?

    by 
    Bree Royce
    Bree Royce
    11.14.2011

    In every MMO with a bank, players banksit. OK, so people preferred to cantina-sit in Star Wars Galaxies, and entire guilds banksat in Ultima Online as a show of strength, but they just prove the rule: Gamers love to be seen, and they flock to the most active spots in the game to make sure that happens, even if it means standing around all day pretending to shuffle Very Important Items in their storage vaults while feeling superior to any newbie who enviously inspects their gear. In many cases, players are deliberately banksitting instead of sitting in their player cities, homes, guild halls, or other game-issued gathering spot, like taverns or inns, never mind the fact that said players could be out actually adventuring, and because of that, "banksitting" is almost a dirty word in some MMOs. So do you banksit? Do you do it while waiting for something more interesting to happen, like a queue popping or your buddy hopping online? Do you do it to people-watch, to see and be seen? Do you banksit to truly feel how massive and busy your chosen game is, to meet new people and enjoy the thrum of activity? Or do you think the whole concept of hanging out at a bank is just as silly in a game as it is in the real 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!

  • Rise and Shiny recap: Ultima Online

    by 
    Beau Hindman
    Beau Hindman
    11.13.2011

    This might sound silly, but my life is super rough. Well, OK, hardly rough at all, and I'm eternally thankful for that. But once in a while, a feeling of burn-out starts to creep into my everyday gaming life, and I need to take a vacation from the constant search for new titles and trolling through gaming forums to recharge my batteries. It might sound completely dorky, but I can understand how actors can seem so insane: They are. Sometimes you just need to play a good, juicy role to reset your creative self. There are certain games that we can always go back to, games that will instantly provide a feeling of nostalgia for those of us who have played them before. Ultima Online is one of those games, and it might just be the perfect example of a game that we can use as comfort food for our restless gamer hearts. So I spent an official week taking a look at the game (again) and found about what I'd expect. Click past the cut!

  • The Daily Grind: Have you ever attended an in-game funeral?

    by 
    Bree Royce
    Bree Royce
    11.12.2011

    During the roleplaying heyday of Star Wars Galaxies, I attended a funeral for another character. His player was calling it quits and wanted to send off the toon in the most dramatic way possible: by asking his friends to eulogize his avatar in a Coronet park. (Of course, when he returned under the same name a few months later, the effect was somewhat diminished.) Other players hold funerals for players who have passed away in the real world. In some games -- Ultima Online comes to mind -- players are deeply respectful, and devs sometimes get involved too, inserting permanent shrines of remembrance in the game. In other games (we're looking at you, World of Warcraft), funeral-crashers and social miscreants have infamously ruined more than one somber occasion. How about you? Have you ever attended (or held) an in-game funeral, RP or otherwise? 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!

  • Richard Garriott describes his 'ultimate' RPG

    by 
    Justin Olivetti
    Justin Olivetti
    11.10.2011

    Before Tabula Rasa, before Ultima Online, before any of the Ultimas, Richard Garriott had a vision for what he called the "ultimate" RPG. In a lengthy Facebook post, Garriott takes us back to 1974 when he first got the idea for such a game after being influenced by Lord of the Rings and Dungeons & Dragons. Starting with BASIC games on his school's teletype and moving up through the modern era of MMOs, Garriott details how he's been pursuing a dream of creating and refining one RPG to rule them all. He doesn't have kind words for how Ultima Online's shaped up since his absence, however, saying that elements like Elves and Ninjas were added against his wishes. "This is only a small example of why and how Ultima has drifted away from Richard Garriott, but I have not drifted away from Ultima," he writes. "It is clear to me that I, Richard Garriott, am an essential ingredient of at least the Ultimate Ultima, if not more broadly the Ultimate RPG. Perhaps one day, now that the people who pushed me out of EA more than a decade ago are long since gone, EA will recognize that together, we could rebuild that franchise in a way that they have failed to do in the intervening years. Richard Garriott is an essential ingredient in the Ultimate Ultima!" He ends his passionate speech with a few glimpses into the design for this "ultimate" RPG that he and his team are currently designing: "You will have customized Avatar homesteads and real roles to play in a deep, beautifully realized highly interactive virtual world. It will have virtues and the hero's journey reflected back to the player. It will have the best of synchronous and asynchronous features in use. Fiction will support your arrival from earth into this new world. I even hope to make maps, coins and other trinkets available to players of the game."

  • Ultima Online producer's letter promises revitalization of classic content

    by 
    Bree Royce
    Bree Royce
    11.07.2011

    Did you wonder who was captaining Ultima Online since Calvin "Uriah" Crowner left his role as producer earlier this fall? Apparently, it's been none other than Jeff Skalski, who recently penned a producer's letter to introduce himself to the UO-faithful. In it, he explains that his goals for the grand-daddy of MMOs include heavily increasing the team's interaction with the community, implementing weekly Q&A sessions, squashing bugs, and "breathing life back into areas that have long been forgotten," i.e., revamping older content. In fact, some of that older content -- Shame, one of the original and iconic anti-virtue dungeons in classic Britannia -- is due for its revamp sooner rather than later. Publish 73, now on the test server, retools Shame with a truly massive itemization overhaul and difficulty scaling as players descend the dungeon's depths.

  • The Daily Grind: Are alts and mules a form of cheating?

    by 
    Bree Royce
    Bree Royce
    11.07.2011

    In response to Beau's recent Free For All column on the topic of botters and cheaters, reader Keith wrote in to suggest that there's another form of cheating much more common and pervasive: the use of alternate characters. In games like EVE Online or Star Wars Galaxies, which limit the number of characters players can create, extra accounts are manipulated to allow a single player access to more skills through alts ("skill mules"), more storage space ("bank mules" and "auction mules"), or more avenues for safe PvP scouting. But the problem occurs in alt-friendly games too, like World of Warcraft, where it's not uncommon to see someone five-boxing an entire team of Shamans, or Ultima Online, where it's standard practice for every player to have a "craft mule" who loads up on tradeskills (to the detriment of the player economy). What do you think? Are alts and mules just another form of cheating, one that allows players with excess character slots or extra accounts unfair advantages? Or are "slave" characters just a natural and necessary part of online gaming? 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!

  • Richard Garriott blames Blizzard for ignoring the social gaming field

    by 
    Justin Olivetti
    Justin Olivetti
    11.02.2011

    Richard Garriott, who heads up social games outfit Portalarium, publicly put the screws to Blizzard and other major MMO companies for overlooking the casual gaming space. In fact, he says that World of Warcraft's biggest challenger won't be from another AAA title, but from the "Zyngas of the world." Talking to Industry Gamers, Garriott accused Blizzard and EA of dropping the ball when it came to social gaming, which Zynga has since explored and exploited. "The only reason Zynga exists is because people like EA, people like Blizzard, failed to step in," he said. Garriott sees these small start-ups as having great potential in the near future. "I think within a few years, you'll see that's not really the case," he said. "I think you'll see that the quality level that comes up through the casual games will rival the quality of traditional massively multiplayer games and then, because it's not something you have to subscribe to, because it's something that virally spreads, and especially because, as people churn out of a big MMO they've got to go somewhere." Garriott's Portalarium is currently working on an upcoming project that is "much more like Ultima Online than people might expect."

  • The Daily Grind: Should more MMOs implement sidekicking?

    by 
    Bree Royce
    Bree Royce
    10.20.2011

    Back when Ultima Online was young, gamers didn't have to think about things like levels or content walls. Regardless of our skills or how long we'd been playing, we just joined up with our guildmates and went dungeoning. Throw enough people at a lich lord or a demon and that sucker's going down! But with the rise of level-based themepark games, the gap between time-rich and time-poor players has widened -- you aren't going to accomplish much if you're level 15 and your friends are all 50 and knee-deep in the endgame. To help alleviate that problem, games like City of Heroes and EverQuest II pioneered "sidekicking" and "mentoring" systems, which allow highbies to partner up with lowbies, effectively boosting the noobies' levels and enabling their access to high-end content. Other games shun such systems, perhaps because they're difficult to balance and allow players to (at least temporarily) skip grindy level-based content that's meant to slow them down and keep them paying. What do you think -- should more MMOs implement sidekicking systems? 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!