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  • Free for All: The best weather systems in free-to-play

    by 
    Beau Hindman
    Beau Hindman
    08.01.2012

    Perhaps someone can explain my obsession with in-game weather systems. I remember interviewing the lead designer for Vanguard: Saga of Heroes a few years ago. I had to stop him and ask for more details about the weather system the game used. He told me it was on a separate server, a pretty fancy program that ran independently of the rest of the game. It sounded as if he was telling me that there were real storms brewing in the game and the system knew when and where they were happening. I was fascinated. How cool it is to imagine in-game clouds forming at one point of the world and slowly moving across the land until the sky begins to rain on your character's head? Sadly, in-game weather seems to be either a low priority or a hard system to tackle. I'm guessing it's a combination of both. So I searched out those few MMOs that feature an impactful weather system. Not coincidentally, they also happen to be some of my favorite MMOs.

  • Free for All: A roundtable look at Maestia

    by 
    Beau Hindman
    Beau Hindman
    07.25.2012

    You might have tried out Maestia recently, thanks to our recent beta key giveaway. If not, don't worry: The game is in open beta and waiting for you to jump in. Wanting to learn more about the upcoming game, I sat in on a conference call with Alex Kim, Denny Kwon, and Garrett Cecchini of publisher Gravity Interactive. We discussed how the game will work and where it breaks from other foreign imports -- and doesn't. In fact, a "standard" experience was something the developers bragged about, meaning that control schemes and the overall experience would feel familiar. As I found out during the interview and later as I played the title myself, the familiarity was nice, but I found the many unfamiliar systems to be much nicer. I don't like to write about a game until I have had a chance to at least play through it for a while, so now that I have spent some time killing monsters, burning through quests, and enjoying the sights, I'll tell you what I found.

  • Free for All: Why the unlimited trials of RIFT, WoW, and Ryzom are perfect for me

    by 
    Beau Hindman
    Beau Hindman
    07.18.2012

    I think there are some pretty basic but complicated concepts going on behind MMO gaming. There always have been. There's some sort of driving force that makes many of us want to reach that max level or grab every last achievement or (in my case) get to a comfortable level and stay there. I did it in Vanguard: Saga of Heroes: I reached level 32, cast a spell to stop my character from gaining anymore experience, and continued playing and exploring the game. Not only was I tired of leveling, but I knew that if I continued to level, I would probably continue to try to level. Like I said, it's a basic driving force. We all have them inspiring us to play in different ways. I don't want to reach max level. Not really, anyway. I want to have a unique character, one who is fragile in some ways and strong in others. When I do reach higher levels, I start to feel generic and a bit too powerful. I want to have some force stop my character, to give him his own maximum level while others reach the true maximum level. Unlimited free trials have shown me just how fun it is to have a sort-of-max-level character within a game filled with other max levels. It's like playing a different race or class, something unique.

  • Free for All: Ryzom might still be the most original MMO there is

    by 
    Beau Hindman
    Beau Hindman
    07.11.2012

    It seems, even to me, that I tend to dislike more games than I like these days. Not only do I think there's a lack of really good "AAA" titles, but I also find a lot of yucky gameplay in titles from all sizes of developers from all over the world. Yes, I dislike as many indie MMOs, if not more, than AAAs. But the latest title I give the snooty stinkeye to has to be The Secret World. I'm half-kidding and will be reserving much of my opinion for later on after I have played it for longer, but right now, I'm just not blown away by it. I'm not immersed or sucked in as much as I would like to be. That could change, of course. Then I log back in to a game like Ryzom and see just how far things have come. That is to say, not very far. After all, if you really look at what Ryzom does (and you have no excuse; it's free to play to half max-level now), it will sort of depress you that no other games are being made like it nowadays. At least, not exactly.

  • Free for All: The old becomes new on Ragnarok's classic server

    by 
    Beau Hindman
    Beau Hindman
    07.04.2012

    Ragnarok Online might seem very familiar to many of my readers. In fact, if you are from a certain age group, the group that grew up with the internet instead of watching it come into being while you were already living on your own, you might have played Ragnarok Online. I can often tell a Ragnarok fan as well. They're OK with the grind as long is it pays off in the end, and they usually have a pretty exact way of looking at MMOs. I have yet to find a Ragnarok player who is over 30 and who roleplays more than anything. In other words, Ragnarok has affected almost an entire generation of MMO gamers. Personally, I always enjoyed the graphics of the game when I got a few chances to play it, but the overwhelming world and gameplay was a bit too much, and I didn't really enjoy the entire experience. Well, good news for me! I can now roll on a brand-new, old-school server that promises to be more like something from the early days of the game. The best news? All players will start off on the same page. Want to know more? Keep reading because I sat in on a conference call with Ragnarok producer Jason Koerperich to talk about all of the changes.

  • Free for All: The coziest places in free-to-play

    by 
    Beau Hindman
    Beau Hindman
    06.27.2012

    Cozy. It's a word that seems more at home in a Martha Stewart magazine than in the column for a website about MMORPGs. Cozy can mean quite a few things, but I love the way that the word can instantly make sense to almost anyone. Think about it -- think about what cozy might mean to you. It means a place that makes you feel warm or safe, a place that begs you to stay for a while. The reason I am so attracted to cozier spots in MMOs is because they can be few and far between these days, or they exist but the content pushes you through so fast that you forget to stop and relax for a while. That speedy content, in my opinion, has helped bring roleplay to its knees. I remember when it was more common to be roleplaying instead of the opposite. These special, inviting spots slow us down and help us remember that we're playing multiplayer games, games with other real people who are experiencing the same places we are at the same time. So, here is a small list of five of the most coziest places in free-to-play. In my opinion, of course. Feel free to add your own.

  • Free for All: Second Life, the little 75 million-dollar engine that could

    by 
    Beau Hindman
    Beau Hindman
    06.20.2012

    Do not call Second Life a game. If you find yourself in the position of describing the game at all publicly, be prepared to be corrected: Second Life is not a game; it's a world. Let me amend that: Second Life is an experience, a world, a game, or whatever the players, residents, and consumers want to call it. In fact, the Linden Lab baby is whatever you want to make of it, and I have seen many, many sides of it over the last eight years since I joined the experience. Don't worry; this column will not be a fanboy rehash of the successes of Second Life and will not be a recount of my favorite memories. Instead, we'll focus on facts to prove just how incredible this latest ninth anniversary is.

  • Free for All: How MUDs can stay relevant in today's 3-D world

    by 
    Beau Hindman
    Beau Hindman
    06.13.2012

    My latest passion is MUDs, or multi-user-dungeons. Essentially, they are text-based MMOs. Imagine a choose-your-own-adventure book that is played with hundreds or thousands of other players. I have found more freedom in the text-based worlds of some titles, freedom to make the character I want to make. I've also found many of the common, underlying problems with MMOs in MUDs as well. These are issues that might have started with MUDs, being that they are some of the oldest multiplayer games in existence today. I wanted to take a look at how many of these MUDs could keep themselves in the game. It's not as though they need the help; many of them have been steadily chugging along for a decade or more. What I would like to see is many of them add more players, add to their developer teams, and actually stick around for 10 more years. Is it possible? I think so.

  • Free for All: Making the perfectly flawed character

    by 
    Beau Hindman
    Beau Hindman
    06.06.2012

    Whenever I play a new MMO, the first thing I want to know is who I am supposed to be inside this particular game world. I would like to have as much control over the conception of my character as possible, but let's be honest: Great customization is not as common as many of us would like. This might explain my attraction to games that offer the ability to craft a true, unique character, even if only in looks. I love a good cash shop and the ability to make my character essentially me -- if I were the me inside that other world. I don't play MMOs to be the hero, at least not most of the time. I don't want to kill the largest boss or get the best armor. I'll leave that to gamers who like that sort of thing. I play an MMO to sort of lose myself inside the world of a character of my own making. Over the years I've noticed a pattern in how I establish a great character, one that I want to continue playing. Originally, I wanted to refine this process into a list in case other players wanted to compare, but the list keeps evolving, so instead, I'll give some examples of how I have been creating unique and wonderfully flawed main characters in some of my favorite MMOs.

  • Free for All: Looking at Second Life's mesh with Bernhard Drax

    by 
    Beau Hindman
    Beau Hindman
    05.30.2012

    I've been hearing the word "mesh" thrown around the Second Life community for quite some time now. I'm no dummy, so I have a pretty decent idea about what it is and how it works. Essentially it is a modeling tool that allows creators more flexibility when it comes to building in Linden Lab's sandbox. Mesh creations can seem more realistic, flowing, and smooth when compared to much of their prim counterparts. But I'm getting ahead of myself already and now need to explain what a prim is. I decided to get some help from Bernhard Drax, known in Second Life as machinima artist Draxtor Despres. He works with Bytegang, a group responsible for Flufee and the first series of fully-mesh avatars in Second Life. Even with his explanation, it won't be easy for me to explain mesh, but let's have a go at it. Mesh is important to understand because it represents a huge shift in not only how Second Life residents build, but how they play as well.

  • Free for All: Istaria's updates, community, and future development

    by 
    Beau Hindman
    Beau Hindman
    05.23.2012

    Before anyone asks in the comments section: Yes, Istaria is still around. I've noticed that many players seem to think if something is out of their sight, it's out of every other player's mind too, but the truth is that there are many, many smallish and indie MMOs in existence that not only continue to do well but offer unique gameplay for anyone who might be interested. Istaria is even still referred to as Horizons by many, even though that change was made a long, long time ago. Despite all of the outdated opinions and its status as an "older" game, interesting things are happening in the world of Istaria. I took some time and asked Amarie Ancalimon, Community Relations manager from Virtrium, about the latest string of patches and updates. I got plenty of information back, so let's get to it!

  • Free for All: Planet Cyrene adds to the high-stakes worlds of Entropia

    by 
    Beau Hindman
    Beau Hindman
    05.16.2012

    I'm not much of a shooter fan and probably never will be. Sure, I have as much fun blasting my way through monsters as the next gamer, but I rarely have the patience or physical stamina to overcome the pains and frustrations of shooter PvP. After all, my first rule of PvP applies especially well to shooters: There is always someone better than you. Planet Cyrene, the new world being added to the impressive portfolio of Entropia Universe, tasks players tasks similar to those found in Planet Calypso and mixes in PvP arenas that promise to frustrate (or delight) players, depending on their skill level. I sat down with Ed Robles III, lead developer for Planet Cyrene, to see just how nasty and expensive things might get. Remember, this is the Entropia Universe we are talking about, and that means players will spend real money on bullets, armor, and practically everything else. Fortunately, players can earn items that are worth real money as well. Call it gambling or whatever you want, but it still seems to be a pretty successful formula.

  • Free for All: Zeroing in on my favorite free-to-play mains

    by 
    Beau Hindman
    Beau Hindman
    05.09.2012

    I felt a little nostalgic this week. Heck, at my age, I feel nostalgic every time I smell chimney smoke or hear Christmas music. I suspect it will only grow more common with age. MMOs have been such a huge part of my life for well over a decade now that I feel nostalgic about many of the things that happened during that time, and for many of the characters I have grown -- and lost. I'm not overly sentimental about it, but it is interesting how we feel about the pixelated versions of ourselves, the ones we control while sitting at a keyboard or while touching a tablet. I don't want to downplay how important gaming can be for many of us, either. Once, years ago, I met a fellow player in a social game called There. She was a wonderful person who had over time lost the ability to walk. She loved the freedom that the avatar gave her. Needless to say, she was very connected to her character. I made a short list of some of my favorite characters from the years. As I think about it, this list says a lot about me as a gamer and about the types of games I love.

  • Free for All: Why social gaming could destroy MMOs and how we can fight it

    by 
    Beau Hindman
    Beau Hindman
    05.02.2012

    I am a huge fan of social media. Twitter, Facebook, Google Plus -- it all makes sense to me and has shown to be a very useful tool in not only communicating with friends but finding new games, developers, and websites. My Twitter feed provides enough news and information that I can skip any standard media. I haven't watched a local newscast for a long, long time. On top of that, I can communicate with readers in real time, sharing photos and tidbits of cool. Has social media affected MMO gaming? It definitely has. Watch any smart developer's Twitter feed and you will see the community team interacting directly with players, answering questions, hosting contests, and helping players feel as though the developers are actual people. Social media has also changed how we connect to our games, MMO or not. All of this means that everything is social now. Going to the dentist? Share it with your friends. Defeated a boss monster on your Xbox? Tweet it. Just picked up that epic sword in Dark Age of Camelot? Post it to your Facebook. Heck, many MMOs now have a Twitter or Facebook option built right into the client. All of this instant connectivity is nice, but it's possible that the "massively" part of MMO will soon apply to any game. What will this do to the genre?

  • Free for All: New browser-based converts shine light on issues

    by 
    Beau Hindman
    Beau Hindman
    04.25.2012

    I recently threw out a prediction that within five years, most of our MMO content will be coming through our browsers. To be more specific, I think that most players in the United States will be enjoying their favorite MMOs within a browser. That can mean several things but does not refer to games like Free Realms, a client-based game that is only signed-into at the browser level. As with any discussion about genres, mechanics or styles in the MMO world, I have to be very specific. It's pretty likely that a very large percentage of the US playerbase is already playing browser-based games. Look at the American market for games like RuneScape, Battlestar Galactica Online, Club Penguin, Drakensang Online, Evony, and Ministry of War and you might just find millions of players. Next we need to consider that there are more games coming into the browser market. This new batch is essentially a group of standard, client-based MMOs that are porting themselves to the browser. I tend to be a little skeptical about some of these in the short-term, for several reasons.

  • Free for All: From realistic dragons to a dragon icon

    by 
    Beau Hindman
    Beau Hindman
    03.28.2012

    Ah, graphics. If ever there was a deciding factor for most gamers, it would be graphics. How does a game look? How do the graphics make you feel as a player? I'm as guilty as anyone else who might consider himself to be a graphics snob of sorts, but I lean more in the opposite direction. For whatever reason, I am not as easily impressed as I once was and tend to go for more representational graphics. I'm not quite at the stage where my MMO gaming has been reduced to a blob of text on my screen, but I definitely enjoy simplicity. The problem is that many MMOs do not provide that precise formula to hit my graphics sweet spot, or as in the more common scenario, there are parts of certain titles that I would adore if only they hadn't been packaged with the rest of the game. Ryzom, for example, is one of my favorite freemium titles. To this day, it packs more graphical punch and originality than games a quarter of its age. Now I find myself leaning more toward very basic graphics delivered smartly through my browser. I've even gone through an Anime obsession! Yes, it's been one of those years.

  • Free for All: Becoming a mediocre trader in several free titles

    by 
    Beau Hindman
    Beau Hindman
    03.21.2012

    I often find myself achieving little things in many different games while other gamer buddies of mine are busily conquering actual gods or dragons within one or two particular titles. Sure, I would love to join a group of battleworn adventurers as they took down one of the final bosses in almost any game, but I rarely find the time to work a character into the ranks of the ascended. OK, so I have time, but not if I wanted to do what I do here. That is to say, I am not dedicated to one game because it is my job to tell you readers about several games. About every game. About as many games as possible. I can't do that while maintaining a high DPS score. It's a give and take, but I love to explore, fortunately. Let me tell you about how I love to trade or craft in some of my favorite titles and why it's important to me.

  • Free for All: Two years and counting

    by 
    Beau Hindman
    Beau Hindman
    03.07.2012

    On March 9th, 2012, this column will turn two years old. I thought it would be a fun idea to look back on those two years and recount what I might have learned. I've learned a lot, actually. When I was first hired to write a column about free-to-play games, I thought I would be covering relatively simple topics, stuff like "how much would you pay for a horse?" or "how many free-to-play games do you have on your hard drive?" Pretty soon I realized that free-to-play, to many people, represents a sort of gaming movement and genre rather than a payment model. The discussions have been open, frank, and sometimes infuriating. It's easy for me to write so simply that it can seem as though I am attempting to make a larger point, and it's much easier to make much more of the term "free-to-play" than is necessary. I have seen the lines being drawn by many players who feel that free-to-play is a sort of scary neighbor who threatens the peaceful existence of their neighborhood, while many others couldn't care less. Like I said, I have learned a lot.

  • Free for All: Checking out Rosh Online

    by 
    Beau Hindman
    Beau Hindman
    12.07.2011

    Recently I was asked to take a press tour for Rosh Online, a new "massive war" MMO from Ignited Games. Press tours can be a lot of fun. You get to chat with the developers and ask direct questions about specific things that are happening right then in front of you, and you get to hear detailed explanations about systems that might normally take a while to figure out while you explore deeper parts of the world. The problem with jumping right into a game that you have never played before is that you can't really get an exact sense of what it is like to be a real, brand-new player. It's important to know how that feels so that it can be passed on to potential newbies. Either way, I enjoyed my time with Rosh Online, but I did have quite a few issues with it. I'm sure a lot will change over time, especially since this game is brand-new, but in the meanwhile I'll tell you all about it. Click past the cut!

  • Choose My Adventure: There's no crying in the Spiral edition

    by 
    Beau Hindman
    Beau Hindman
    02.02.2011

    Ah, another week of playing in the Spiral of Wizard101. It's been a lot of fun so far, and I've learned more than I thought I would. Of course, the game continues to run smoothly without almost any issues, and the combat is really starting to ramp up. I've barely dipped my toes into crafting and gathering, only going so far as to take on the first quest in a line that seems to explain it. I even dabbled in pet-raising and games, as well, probably the main area in which I can see the need for more improvement. Other than that, I mostly enjoyed jumping into open groups with other players. Solo play is a blast, for sure, but having three other wizards at your side as you battle a gaggle of baddies is a sight to be seen. I'll have to get much better, though, in spite of finding it easy to mow down my enemies. I've started to notice chinks in the armor of my deck and have begun to wonder what it is I am doing wrong. I have an idea, but more testing is needed. Click past the cut to read the details of my adventure, and maybe you can give me some advice, too!