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Storyboard: Over, done, finished, finito

Filed under: Culture, Opinion, Roleplaying, Storyboard, Miscellaneous

Yes, I know, there's no Mass Effect MMO.  Not yet.
The best stories have an ending. And if you want to tell a decent story in a roleplaying format, you're going to need some sort of an ending eventually. The problem is that most endings have a pretty strict sense of finality to them, and really ending your roleplaying kind of implies that your character is riding off into the sunset and possibly sipping martinis. (Depending on the game, they may be space martinis. Lots of things are possible.)

So you want to end the story without ending your character's story on a whole. That's a good approach and one that can be handled. But it's also one that's a bit easier said than done, hence my devoting an entire column to it. So let's talk about creating a satisfying ending that manages to wrap up a story without subsequently wrapping up every aspect of your character.

Betawatch: February 4 - 10, 2012

Filed under: Betas, MMO industry, Betawatch, Miscellaneous

Betawatch (RODE pic)
Mmgame USA's Rise of Dragonian Era joins our closed beta list this week. The F2P sandpark title is aiming for a March launch, but prizes (including cash and video cards) await those who give the beta a spin this weekend.

Massively also secured codes for Seven Souls Online's beta, which begins on February 15th.

Finally, we're keeping an eye on the ongoing TERA sneak-peeks and beta events. If you preordered, you should be able to participate starting today.

Read on for the complete Betawatch roundup!

The Firing Line: Controller wars edition

Filed under: Betas, Sci-fi, Trailers, Video, PlanetSide, Game mechanics, MMO industry, New titles, News items, Opinion, Free-to-play, Consoles, MMOFPS, DUST 514, PlanetSide 2, Sandbox

The Firing Line - DUST 514 merc banner
Welcome back to The Firing Line, shooter fans. Some interesting stuff went down this week, much of it related to DUST 514. Even if you're not partial to what some have dubbed "the controller wars," there's still plenty of online shooter news for you to peruse after the cut.

Join me on the other side for a glimpse of Hawken, Firefall, and my PlanetSide character!

MMObility: Let's make a mobile game, part two

Filed under: Betas, Fantasy, Real life, Business models, Game mechanics, Opinion, Free-to-play, Browser, Mobile, Casual, Humor, Miscellaneous, MMObility

My MMO screenshot
Last week I started working with Dave Toulouse, indie developer of Golemizer and Star Corsairs, to build our very own mobile MMO. For the sake of completing the project within the month of February, we kept our game designs simple and easy for anyone to play. The idea was not to create a state-of-the-art video game but instead to build a working framework that illustrated some of the basics of MMO design.

Ironically, my first column on the subject was received rather coolly when I consider my normal column response, but last week's responses taught me a valuable lesson about design: Players often want to talk about what is not possible rather than what is. Dave told me how his players often told him what they wished his games would achieve, without ever considering just how difficult it is to make a game.

Still, there were several great ideas in the comments section. I'm going to use those ideas to break down this week's update.

Some Assembly Required: Salem dev talks permadeath, griefing, and skill-based gameplay

Filed under: Fantasy, Game mechanics, Interviews, MMO industry, New titles, Free-to-play, Some Assembly Required, Sandbox, Crafting

Some Assembly Required - architecture banner
Hello, sandbox faithful, and welcome to a special interview edition of Some Assembly Required. We recently had a chance to pitch some questions to the team behind Seatribe's upcoming Salem title, and creative director Björn Johannessen was kind enough to answer them.

Salem is being advertised by publisher Paradox as "the crafting MMO," but it's also rife with throw-back mechanics including a huge amount of player freedom and a permadeath/punishment system similar to the one in Johannessen's Haven & Hearth.

The Guild Counsel: Why is it so hard to say congratulations?

Filed under: Guilds, Opinion, The Guild Counsel, Miscellaneous

Miracle on ice  handshake
When was the last time you said congratulations to someone in game? And no, I don't mean the spammy "congrats" when someone in guild gains a level, an AA, a skill up, a crafting combine, or any of the dozen other milestones that pop up every day in chat. Those are the easy congratulations because the accomplishment has no direct effect on you. I'm talking about the congratulations when someone beats you in game. You might be in a duel or battleground, and the other guy ends up taking you out. You might be racing for a named mob, and the other guy gets there first. Or you might be in that guild that always seems to fall just a bit short and winds up the bridesmaid when it comes to guild progression.

There is plenty of competition in MMOs, but you rarely see much sportsmanship from players. In this week's Guild Counsel, we'll look at why it's so hard to say "congrats" and why that has an effect on guilds as well as on the communities overall.

Ask Massively: We do not play games for a living edition

Filed under: City of Heroes, City of Villains, Game mechanics, MMO industry, Opinion, Ask Massively, Miscellaneous

Total paycheck for this bit of roleplaying: $0.00.
One of the most persistent misconceptions about what we do here at Massively is this idea that we play games for a living. Allow me to be perfectly clear in this: What you're seeing right now? This article? The one I wrote? Writing this is what I do for a living. I write about games, and I enjoy games, but if I decided to not write any of my columns for a month and just play Star Wars: The Old Republic, I would be fired. That is not my job.

Now that we've gotten that out of the way, it's time for another installment of Ask Massively, this time featuring questions about gambling and the latest City of Heroes cash shop offering. If you've got a question you'd like to see in a future installment of the column, mail it to ask@massively.com or leave it in the comments below. Questions may be edited for brevity and/or clarity.

The Perfect Ten: MMO prisons

Filed under: World of Warcraft, Age of Conan, City of Heroes, Dungeons and Dragons Online, Fallen Earth, Opinion, Ultima Online, Humor, Champions Online, DC Universe Online, Star Wars: The Old Republic, Perfect Ten, Miscellaneous

Perfect Ten Prisons
Chillin' in the clink. Spending time in stoney lonesome. Thrown into the slammer. Checking in to the big house. Doing (perfect) 10 to life in the hole. Learning the ropes in juvie.

Prison: The only fun thing about it is the slang that people have come up to describe it. And while you may never actually want to spend any time in the crowbar hotel in real life, chances are you've already done so in MMOs. Jails are an ever-popular locale in online gaming, and they almost always deal with an epidemic of escaped -- yet still milling around casually -- prisoners.

So in today's Perfect Ten, we talked to the warden and got you a special glimpse into pixelated pokeys, if only to scare you straight. No more exploits and bots for you, young man or woman!

The Summoner's Guidebook: A community guide to League of Legends

Filed under: Fantasy, Free-to-play, Guides, MOBA, League of Legends, The Summoner's Guidebook

Greetings, summoners, and welcome to the first installment of the Summoner's Guidebook! For a new player, the Guidebook is a one-stop-shop to gaining familiarity with the various elements of League of Legends. For the more advanced players, we'll also be covering ways to improve on weak areas of your play and how to deal with the toughest of matchups.

I was a new player once, and I remember being extremely daunted by the number of things I needed to learn to be competitive in LoL. Although the journey from newbie to expert was long and difficult, I learned a lot about common mistakes and how to reduce them. If you're looking to step up your game or if you're just getting into the League, the Summoner's Guidebook is the place for you to learn without being treated like you're a noob.

This week, we're going to cover the community resources available to you. There are a lot of websites dedicated to League of Legends, and it would be foolish to assume that this column is the only place to get advice on the game. If there's something I haven't covered yet or there's a topic I'm unfamiliar with, you can be sure that one of these places will have the info you're looking for. This article can't possibly cover all the League fansites on the internet (there are probably hundreds), but I can focus on the ones with the best information.

The Daily Grind: How many chat channels do you use?

Filed under: Fantasy, EverQuest II, Game mechanics, MMO industry, Free-to-play, The Daily Grind

EverQuest II - chat boxes
MMO global chat is a funny thing. I've met friends in it, I've ignored half the server because of it, and I'm amused (and appalled) by it on a daily basis. One thing I normally don't do is turn it off completely, unless I'm gunning for an immersive solo or small-group session that's heavy on roleplay.

My EverQuest II Sage has 19 (19!) channels on his UI, and though I rarely see any activity in the ratonga or evil chat rooms, I keep tabs on them anyway in case a useful nugget happens by.

What about you, dear readers? Does your MMO of choice have multiple global chat channels, and if so, how many do you monitor at once?

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!

A Mild-Mannered Reporter: The obligations to the useless

Filed under: Super-hero, City of Heroes, City of Villains, Game mechanics, Opinion, Free-to-play, Humor, A Mild-Mannered Reporter

A Mild-Mannered Reporter header by A. Fienemann
I'm going to let all of you in on a secret. Actually, it might not be a secret; everyone might have figured this out by now independent of any admission on my part. But here it is, just the same.

I'm not actually a very good City of Heroes player.

I mean, I'm "good" in the sense that I play the game, enjoy it, think about it, try to improve my character appropriately... but I'm not actually very skilled at the game. My rotations look awkward, my slotting is usually sub-optimal, and my ability to recall important data is pretty paltry. I understand the mechanics just fine, but when it comes time to log into the game, somehow I wind up as the guy who just subtly makes the entire team worse. I'm not terribly skilled. And for all that I'm going to be playing the game for some time to come, I don't think that I'm ever going to reach the point that I say I'm really any good.

MMO Family: Why safe chat isn't so safe (and why that's OK)

Filed under: Opinion, Kids, MMO Family, Family, Miscellaneous

Toontown
One of the toughest issues that game developers have to treat when it comes to kid-friendly MMOs is chat. I touched on this in a past column, but it's worth further discussion. If you're making a game where lots of players are interacting and doing stuff together, you need to allow them to communicate, otherwise you're pretty much making a single-player game with the other players as background scenery.

On the other hand, when it comes to kids MMOs, having open communication means other players can use it to harass each other. Worse is the scenario of the deranged adult abusing it to exploit young people. As a result, virtually every kid-friendly MMO has some sort of filter in place that restricts what players can say to each other. But are these chat filters really that effective? Are kids better off without them? Let's take a look in today's MMO Family.

Free for All: Comparing the payment models of Glitch and Ryzom

Filed under: Sci-fi, Business models, Culture, Ryzom, Opinion, Free-to-play, Browser, Casual, Free for All, Sandbox

Ryzom screenshot
I thought it might be a cool idea to do a comparison of free-to-play models for my next few articles. As free-to-play has become more and more popular, cash shops and tiers of service have become much more important to how a player might enjoy or interact with a game. While the standard free-to-play model, the most popular one by far, is one that allows players to download a free client, has no subscription at all, and tacks on a cash-shop, the freemium variant is quickly becoming widespread. Freemium seems to be the model of choice for many Western games that were previously subscription-only.

The problem is that I do not really like the freemium model. I'm old-school, I guess. I enjoy the model that was imported to the States maybe eight years ago. A free client with a cash shop on top is all I need to steer my fun by. I'd rather skip any sort of tiered service as well.

There are exceptions to the rule, of course.

Choose My Adventure: Craft it one piece at a time

Filed under: Fantasy, Polls, Game mechanics, Ryzom, Opinion, Free-to-play, Crafting

Said Corlede in... well, not snow.
Sometimes, a well-planned weekend turns into a complete mess. Case in point: This past weekend, which I fully meant to use to get more of a footing in Ryzom, wound up being almost entirely dominated by a mixture of other responsibilities and necessities. As a result, I didn't get nearly as much time playing the game as I would have liked. The plan is to spend more time crafting away over the course of the week, but this article needs to be written up earlier than that.

As you can imagine, this results in a little bit of a hole in the narrative. Fortunately, crafting is pretty deep as a system but fairly thin in terms of a core narrative, unless you find "and then I made another set of light sleeves" to be engrossing. So while I didn't get several hours of story, if you're not familiar with what the system offers, there's still plenty of ground to cover.

The Daily Grind: Do children have a place in MMOs?

Filed under: Culture, Opinion, The Daily Grind, Humor, Miscellaneous

World of Warcraft
Today's discussion topic needs a smidge of clarification. I'm not asking you whether or not real-life kids should be playing MMOs, as plenty already do and it's great to be raising a future crop of gold farmers and extreme fashion designers.

What I am asking is whether child NPCs have a place in MMOs. When you think about it, most of our virtual worlds are nearly devoid of anyone under the age of 18 (except if you're in certain Asian titles where it seems like nobody, including yourself, has hit puberty yet). Whole cities are bustling with merchants and kings, yet not a single child is to be seen. If there are kids, they tend to be in place for a one-time unique quest or a special event, such as World of Warcraft's Children's Week.

But with all of the war, slaughter, and volatile situations, is it a good thing that someone has whisked these kids off to safety? Would MMOs be more questionable with their content if a kid was to come stumbling along while you were skinning a boar or decapitating an Orc leader? Or would these worlds be more believable and immersive if the whole range of ages was represented?

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!

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