General Gaming Article

General Gaming Article


Panasonic's Toughbook C1 Receives Sandy Bridge Upgrade

Posted: 25 Jun 2011 08:37 AM PDT

Panasonic has updated its Toughbook C1 convertible tablet PC with a second-generation Intel chip. The upgraded C1, which lays claim to being the lightest 12.1-inch convertible tablet, features a Core i5-2520M vPro 2.50GHz processor as opposed to the 2.4GHz Core i5-520M found inside its predecessor. Hit the jump for detailed specs.

The Sandy Bridge processor is not the only thing that gives the latest model an edge over its predecessor. Here is a list of some of the other upgraded features:

  • 320GB 7200rpm shock-mounted flex-connect hard drive with quick-release
  • RAM:  2GB DDR3 (1333MHz) RAM (expandable to 8GB)
  • Battery Life: Up to 12 hours with optional second battery and 6 hours without it
  • Weight: 3.28 lbs (3.73 lbs with optional second battery)
  • Interfaces: SDXC card slot
  • Embedded Connectivity: Wi-Fi , Intel(R) Centrino(R) Advanced-N 6205 802.11a/b/g/n
  • Optional Integrated Features: 1.3MP webcam, 128 solid-state drive (SSD)

When compared to the previous model,Windows 7 is said to boot 30 percent faster on the upgraded C1. Designed to survive 30" drops and 6-ounce spills, the ToughBook C1 has a 12.1-inch widescreen WXGA multi-touch display. It will be available next month with a starting price of $2,599.

MMO Updates

MMO Updates


First Impressions: ARGO Online

Posted: 25 Jun 2011 10:00 AM PDT

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Ask any of the Massively staff and they will gladly tell you that I have a borderline obsessive fascination with all things steampunk (HNNNNGH!), so I was rather pleased when I found out that the subject of my next first impressions column was ARGO Online, which bills itself as a steampunk fantasy MMORPG. But of course, whether I'm borderline obsessive or not, a steampunk setting does not necessarily make a good game.

ARGO is very much what most expect out of a westernized Korean free-to-play MMO; it's rife with translation issues, grindy quests, and inadequately explained systems. But despite all of that, there are a few interesting features to be found buried in the sand. What are these features? And moreover, do they make the game worth playing? Follow past the cut to find out.

Continue reading First Impressions: ARGO Online

MassivelyFirst Impressions: ARGO Online originally appeared on Massively on Sat, 25 Jun 2011 12:00:00 EST. Please see our terms for use of feeds.

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WRUP: In praise of protests edition

Posted: 25 Jun 2011 08:00 AM PDT

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Protests are a wonderful thing. In the context of MMOs, protests are a great way to let developers know how unhappy you are with the current state of the game. Unfortunately, there's only really one way to make such a protest effectively: cancelling your subscription and encouraging others to do the same. A mass gathering of players shouting in protest on the servers is mostly sending the message that when the company screws up, players will be right there to continue paying a subscription fee in order to complain.

Luckily for you, WRUP isn't protesting anything. Instead, we're just talking about what the Massively staff will be playing this weekend. And for this week's bonus, we're also discussing how many chances a game has to hook us. So jump on past the break to check in on our activities for the next couple of days, and let us know what you'll be up to in the comments!

Continue reading WRUP: In praise of protests edition

MassivelyWRUP: In praise of protests edition originally appeared on Massively on Sat, 25 Jun 2011 10:00:00 EST. Please see our terms for use of feeds.

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The Daily Grind: What's your favorite SWG memory?

Posted: 25 Jun 2011 06:00 AM PDT

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So yeah, millions of sandbox fans cried out in terror and were suddenly silenced. Something terrible has happened, yada yada. By now the news of Star Wars Galaxies' untimely demise has circled round the interwebs a few million times.

What better time, then, to get on with a bit of nostalgia, amirite? Whether you're a dyed-in-the-wool Pre-CU-loving NGE-hating John-Smedley-cussing veteran, a former player who took a break and planned on returning one day, or a newly interested curiosity-seeker a bit late to the party, chances are you've got an SWG memory or two in your back pocket (along with all your droids and speeder bikes).

Today's Daily Grind is pretty simple. What's your favorite SWG memory? Tell us. Tell us now (or we'll force you to watch Attack of the Clones).

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!

MassivelyThe Daily Grind: What's your favorite SWG memory? originally appeared on Massively on Sat, 25 Jun 2011 08:00:00 EST. Please see our terms for use of feeds.

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EVE Online controversy erupts in protests

Posted: 25 Jun 2011 04:00 AM PDT

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Over the past few days, our inboxes here at Massively have been positively overflowing with tips and comments from readers about the ongoing turmoil in EVE Online. It all began with the Incarna update, which added an item shop to the long-running sci-fi sandbox. Players began to voice their concerns over the bizarrely high prices of items in the shop, with one particular item reaching an insane $68 US.

Before this hullabaloo had the chance to so much as come to a simmer, an internal newsletter from CCP was leaked to the internet. The document outlined the introduction of microtransactions into EVE, and mentioned that at some point ships, ammunition, and so forth may be available for purchase with real-world currency. This naturally sent players into even more of a frenzy.

The whole ordeal came to a head yesterday when CCP Zulu attempted to douse the flames by addressing the issues directly in a dev diary. The play backfired, however, as players took issue with the dev blog's tone and attitude toward the upset players. Not long after that, an internal CCP email was leaked explaining the reasoning behind the controversial blog post, which only added fuel to the flames.

The result of this blazing hellstorm of controversy? Riots, of course. Players have gathered en masse at Rens, Jita, and Amarr as players rally to show their displeasure. As of the time of this writing, the protests are still going strong and show few signs of stopping.

What will come of these protests, though? Hopefully we'll be finding that out soon enough. Be sure to stick with Massively in the coming days, as our resident EVE expert, Brendan Drain, will be covering the topic in his column this Sunday while we await response from CCP Zulu. Until then, be sure to go check out Brendan's appearance on EVE Radio for an in-depth discussion of the issues at hand.

MassivelyEVE Online controversy erupts in protests originally appeared on Massively on Sat, 25 Jun 2011 06:00:00 EST. Please see our terms for use of feeds.

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Raph Koster on the legacy of Star Wars Galaxies

Posted: 24 Jun 2011 07:00 PM PDT

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Amid all the internet commentary sure to be forthcoming over the next few days regarding Star Wars Galaxies' and its upcoming swan-song, none of it is really as relevant as the thoughts of the man primarily responsible for designing the original game.

Raph Koster offers up a bit of commentary on SWG's demise via his personal website, and despite the brevity, he manages to touch on exactly why the game mattered to so many of us and why it will be sorely missed. "It gave us features that continue to amaze people who don't realize what can be done: Real economies complete with supply chains and wholesalers and shopkeepers, that amazing pet system, the moods and chat bubbles [...], player cities, vehicles, spaceflight," Koster says.

It also gave us dancing, and while many progression-focused gamers scoff at SWG's social features, Koster rightly concludes that they may well be the game's legacy since they allowed us to "stop saving the world or killing rats and realize the real scope and potential of the medium." In the end, Koster says that SWG's potential may have overshadowed the final product, but what remained was nonetheless a mold-breaking MMORPG. "I'd rather work on something with great potential than on fulfilling a promise of mediocrity. There's a reason people are passionate about it all these years later," he wrote.

MassivelyRaph Koster on the legacy of Star Wars Galaxies originally appeared on Massively on Fri, 24 Jun 2011 21:00:00 EST. Please see our terms for use of feeds.

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Betawatch: June 18 - 24, 2011

Posted: 24 Jun 2011 06:00 PM PDT

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Welcome to Betawatch, Massively's weekly report on the state of MMO betas. In each installment, we'll report everything from the latest open betas, closed betas and even alphas in one convenient place. Plus, we'll make sure to include as much info on each game's current status, including projected release dates (if known) and links to the sign-up forms to get yourself into that beta you've been seeking.

This week's Betawatch sees a single new addition as Snail Games' The Chosen kicks its way into closed beta. If Chinese historical epics are your cup of tea, you've got just over a week to give the game a go before it launches on July 5th.

Meanwhile, Heatwave Interactive's Gods & Heroes: Rome Rising moves from open beta to launch.

Head on past the cut for the full list of this week's betas!

Continue reading Betawatch: June 18 - 24, 2011

MassivelyBetawatch: June 18 - 24, 2011 originally appeared on Massively on Fri, 24 Jun 2011 20:00:00 EST. Please see our terms for use of feeds.

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Aeria Games announces new Lime Odyssey details

Posted: 24 Jun 2011 05:00 PM PDT

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Aeria Games announced recently that there's a new addition incoming to its rather large stable of free-to-play MMORPGs. The nascent title is the bizarrely named Lime Odyssey, which sees players jumping into the world of Nysis in search of a mystical substance known as LIME. Players must collect this sacred substance in order to "restore peace to the fractured continent." A press release today gave us a few new details on the game.

Being touted is being touted as the spiritual successor to Ragnarok Online, the game includes three different classes (Thief, Mage, and Warrior) and three professions (Tailor, Chef, and Blacksmith). If this piques your interest, head on over to the game's official site, and head on past the cut for the game's announcement trailer.

Continue reading Aeria Games announces new Lime Odyssey details

MassivelyAeria Games announces new Lime Odyssey details originally appeared on Massively on Fri, 24 Jun 2011 19:00:00 EST. Please see our terms for use of feeds.

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CCP addresses EVE controversies in new dev blog

Posted: 24 Jun 2011 04:30 PM PDT

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As controversy burns through New Eden like white-hot internet spaceship exhaust, CCP higher-ups have at last reached out to the EVE Online community via a new dev blog. The piece, authored by senior producer Arnar Hrafn Gylfason, tackles the week's two hot topics in brief fashion.

First up is an attempt to quell the brouhaha surrounding the internal company memo that leaked earlier this week and brought to light some of CCP's discussions regarding future microtransactions. Gylfason defends EVE staffers, who he says were simply following orders by discussing microtransactions in ways that were "exaggerated purposefully to draw contrasts and make points." He also points out that EVE's future RMT implementations are not contained in the memos, as much of the discussion was theoretical in nature.

Finally, Gylfason addresses the hugely controversial prices in EVE's new item shop, and despite the public outcry, he doesn't seem too apologetic. On the contrary, he intimates that the prices will stay and that CCP "will gradually introduce items at other price points, definitely lower and probably higher than what's in the store today." Stick with Massively for more from resident EVE expert Brendan Drain as he talks candidly with CCP about Incarna and the week that was.

MassivelyCCP addresses EVE controversies in new dev blog originally appeared on Massively on Fri, 24 Jun 2011 18:30:00 EST. Please see our terms for use of feeds.

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Storyboard: Cooking up a roleplaying event, part two

Posted: 24 Jun 2011 04:00 PM PDT

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Today, I'm continuing on with my discussion of roleplaying events from two weeks ago, which seems fitting given the big event that I'm undertaking at the moment. (I'm running our Choose My Adventure column for the next few weeks -- you've missed a chance to decide on the game, but you can still make me dance like a puppet in other ways.) The first time around, we discussed three big mistakes that you can make when you're planning your event, making the same basic erroneous assumption that leads you to just throwing random ingredients into a bowl and calling the resultant mass a cake.

Really, just read the article; I think it came out rather well.

The funny part is, most of the stuff we discussed last week comes up during the planning stages of an event. We haven't even touched upon behavior during the event itself, which is the sort of thing that really makes the whole thing sing -- or as is sometimes the case, squawk awkwardly to the tune of MacArthur Park. So now that we've got the first part out of the way, let's talk a little more about making that sweet, sweet event cake come out nice and tasty.

Continue reading Storyboard: Cooking up a roleplaying event, part two

MassivelyStoryboard: Cooking up a roleplaying event, part two originally appeared on Massively on Fri, 24 Jun 2011 18:00:00 EST. Please see our terms for use of feeds.

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Cabal readies Episode VI: Legacy of Darkness expansion

Posted: 24 Jun 2011 03:30 PM PDT

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Summer's heating up for denizens of Nevareth (that's the world of Cabal Online, if you're scoring at home), and the free-to-play MMO's Legacy of Darkness expansion looks to add a fair bit of the content to the game very shortly.

The Episode VI update "throws a series of challenging encounters at players of all levels including outdoor bosses, a dungeon point system, a revamped upgrading system, and a brand new time-based instance [called] Maquinas Outpost," according to a new press release.

The new dungeon boasts some slick rewards too, not the least of which is the drool-inducing Drei Frame armor set. Episode VI: Legacy of Darkness also boasts its share of smaller gameplay tweaks, chief among them improved drop rates, new customization items, new pets, and increased success rates on rune crafting. While we can't give you a definitive release date as of yet, we can tell you to head to the official Cabal website for further details.

MassivelyCabal readies Episode VI: Legacy of Darkness expansion originally appeared on Massively on Fri, 24 Jun 2011 17:30:00 EST. Please see our terms for use of feeds.

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Leapers and gliders swoop into EverQuest II

Posted: 24 Jun 2011 03:00 PM PDT

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Slipping in under the cloud cover -- or soaring above it -- of a busy day for SOE is the news that leapers and gliders have landed in EverQuest II. These are special mounts for lower-level characters that allow them to get a taste of flight without the full thing, by giving them either the ability to "super-jump" or glide for a good distance.

We first heard about these mounts at E3, where David Georgeson revealed how players as young as level 30 could start earning their wings (so to speak). As part of this update, ground mounts have had their speeds significantly increased, going from 65% to as high as 130%. Ground mounts are still faster than leapers and gliders on land, and players will have to stick to the same category of mount for alternate appearances (no flying rhinos, alas).

EverQuest II has the details about where to get your spiffy new mounts, and don't miss our own thoughts about how these jumpers and soarers will change the landscape of the game!

MassivelyLeapers and gliders swoop into EverQuest II originally appeared on Massively on Fri, 24 Jun 2011 17:00:00 EST. Please see our terms for use of feeds.

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One Shots: On a grand scale

Posted: 24 Jun 2011 02:30 PM PDT

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Runes of Magic columnist Jeremy Stratton shared a truly impressive image with us for today's One Shots:
This screenshot is from inside the main hall of Obsidian Stronghold and has been my current wallpaper for a while now. I love the grand feel to it, and there are so many cool details in the flags, emblems, and wall dressings. There are many NPC factions in Runes of Magic, and they all have great standards (flags), but the Order of the Dark Glory's standard is my favorite.
Keep your eyes on One Shots all week to see what the Massively staff loves playing and showing off. Next week's theme is all about gear. It'll be your chance to show off your most epic armor and weapons and tell us all about how you acquired them! The week after that is pet week, and we can't wait to see your awesome pet companions and hear all about them. Just send a screenshot to oneshots@massively.com along with your name, the name of the game, and a paragraph or two telling us about what we're seeing!

MassivelyOne Shots: On a grand scale originally appeared on Massively on Fri, 24 Jun 2011 16:30:00 EST. Please see our terms for use of feeds.

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Exclusive: Smedley on the sunsetting of Star Wars Galaxies [Updated]

Posted: 24 Jun 2011 02:00 PM PDT

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When I penned this week's Soapbox about Star Wars Galaxies and the NGE, I had no idea what was in store for MMO gamers today. In fact, I was so confident that the pre-eminent MMO sandbox was going to be around forever (or at least another eight years) that I reassured commenters that there was no need to fear Star Wars: The Old Republic. The two games might both feature the Star Wars IP, but their goals are so dramatically different -- one being a dialogue-driven themepark, the other being a player-driven sandbox -- that they shouldn't conflict unduly. Surely Star Wars fans could play both indefinitely and enjoy both types of gameplay.

Unfortunately, on Thursday we learned that just won't be so. Sony Online Entertainment has announced that Star Wars Galaxies will be shutting down on December 15th of this year, marking what is in my mind the most significant sunset of a major MMO to date (and a personally painful one for many on the staff at Massively, including me). I know what you're thinking, and no, the impending closure is due neither to the hackings nor to a dwindling playerbase. Past the break, an audibly regretful John Smedley, President of SOE, sits down with us to chat about SWG's sunset, explaining the reasons that led to the decision and offering a new hope for the future.

Continue reading Exclusive: Smedley on the sunsetting of Star Wars Galaxies [Updated]

MassivelyExclusive: Smedley on the sunsetting of Star Wars Galaxies [Updated] originally appeared on Massively on Fri, 24 Jun 2011 16:00:00 EST. Please see our terms for use of feeds.

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Guild Wars 2 takes us down into the dungeons

Posted: 24 Jun 2011 01:30 PM PDT

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Although Guild Wars 2 is bringing plenty of hot newness to the scene, it's also carrying on the proud tradition of dungeon-running from Eye of the North and, well, every MMO that came before it. That's not to say players should be lulled into complacency, as Jeff Grubb notes that the dungeons are very dangerous and not for the solo adventurer.

In a new article at Guild Wars 2, Grubb gives us insight into ArenaNet's philosophy behind dungeon building as well as the mechanics behind them. "When creating the dungeons, the team was faced with two seemingly exclusive desires: we wanted to tell a story with a set beginning, middle, and end, but we also wanted to create an instanced area that players could return to and enjoy in multiple ways," he writes.

The dungeons are connected by an overarching storyline about a former group of adventurers known as Destiny's Edge. By the time players are ready for these instances, they'll have been introduced to the band, their legacy, and the resulting breakup. Dungeon-diving will give players an opportunity to meet the members and perhaps bring them back together.

Grubb notes that the game is currently home to eight dungeons, all of which are level 35 or higher. In addition to the story mode, dungeons also offer up to three different exploration modes apiece that should significantly up the replay value on these instances.

You can read the introduction to Guild Wars 2's most deadly places on the official blog!

MassivelyGuild Wars 2 takes us down into the dungeons originally appeared on Massively on Fri, 24 Jun 2011 15:30:00 EST. Please see our terms for use of feeds.

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The Road to Mordor: Class graduation

Posted: 24 Jun 2011 01:00 PM PDT

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Amid all of the hubbabaloo of E3, Rise of Isengard reveals, and pre-order madness, something equally as significant has been taking place on the Lord of the Rings Online scene: proposed class changes.

Turbine's been fairly good giving each of the classes a pass over this last year, but it looks as though something even more significant is in the offering when the expansion hits this fall. As we all know, the level cap is going up to 75, virtues will increase to a new cap of 12, and stats will be expanded in several ways. But there's even more on top of that: Orion and Zombie Columbus have been posting a steady stream of proposed class changes on the forums.

These aren't all tiny tuning measures, either. In many cases, weak elements of classes and class builds will be radically revamped, and how you play these classes will change forever. As with any prospect of change, these proposed notes are both exciting and scary to behold. I felt it was high past time we at least chew on the reveals thus far and see how our classes will be graduating to the next level when Isengard arrives.

Of course, these are all proposed and highly subject to change between now and whenever they're implemented. As Orion said, "Blogs are coming out before the major changes so that we can get your feedback early, often and when we are still agile enough to respond to the valid reasoning behind concerns or true issues that are found." Read with a grain of salt (if you like, perch the salt on your shoulder so it can view the screen better).

Continue reading The Road to Mordor: Class graduation

MassivelyThe Road to Mordor: Class graduation originally appeared on Massively on Fri, 24 Jun 2011 15:00:00 EST. Please see our terms for use of feeds.

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The Secret World unveils the Kingsmouth Lighthouse

Posted: 24 Jun 2011 12:30 PM PDT

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There's something spooky about your average lighthouse, particularly when viewed through the gloomy gauze of a dark and storm-drenched night. It's no surprise, then, that The Secret World will feature a lighthouse or two, and Funcom's latest location reveal centers around the beacon located by the port town of Kingsmouth.

This particular lighthouse was built by the Illuminati in the 1700s. The purpose was two-fold. First was obviously the desire to see ships safely into the harbor. Beneath that benign exterior, though, lurked "a clear and powerful statement: This was Illuminati territory, their eye was all-seeing, their light shone brighter and stronger than any other."

Today, the Kingsmouth Lighthouse still holds its share of secrets. The facility was automated at some point in the past and has since fallen into a state of neglect. A hidden staircase is rumored to exist somewhere in the rock at the lighthouse's base, and bronze panels inscribed with warding symbols have been reported as well. Eccentric author Sam Krieg has also taken up residence, and while we could tell you more about this eclectic location, there'd be no reason for you to visit the official Secret World website.

MassivelyThe Secret World unveils the Kingsmouth Lighthouse originally appeared on Massively on Fri, 24 Jun 2011 14:30:00 EST. Please see our terms for use of feeds.

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Guild Wars 2 dives head first into underwater combat [Updated]

Posted: 24 Jun 2011 12:00 PM PDT

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ArenaNet has proclaimed, "If you like MMOs, you'll want to try out Guild Wars 2; if you hate MMOs, you'll really want to try out Guild Wars 2." In other words, the game is breaking a lot of the conventions of the classic MMO. Guildcast, a Guild Wars and Guild Wars 2 podcast, was granted the opportunity to investigate one of the new areas of exploration: underwater combat.

The first thing of note is that when the player hits the water, her combat skills change just as if she had switched weapons. And just like switching a weapon, the toolbar change happens fluidly and automatically without the player actively having to switch out skills.

As for how you can breathe underwater, Guildcast says in the write-up, "As soon as you're fully submerged, a small breathing apparatus appears over your character's face and you can stay under indefinitely. That's it. No muss, no fuss, no 'find this potion, drink it, and you have ten minutes.'" It can't get any easier than that.

Swim over the Guildcast site for the full impressions of underwater exploration in GW2 and be sure to check out the full gallery of images as well. Let us know what you think. Does Guild Wars 2 truly break all the conventions?

[Update: The official GW2 site now offers a post by ANet game designer Jonathan Sharp that goes into even more "depth" (pun intended) on underwater combat!]

MassivelyGuild Wars 2 dives head first into underwater combat [Updated] originally appeared on Massively on Fri, 24 Jun 2011 14:00:00 EST. Please see our terms for use of feeds.

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The Old Republic's Daniel Erickson says writers are game designers

Posted: 24 Jun 2011 11:30 AM PDT

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Can game writers be classified as game designers? BioWare writing director Daniel Erickson thinks so. In a brief interview at PC Gamer, Erickson lays out his views on the legitimacy of game writing in no uncertain terms.

"You can teach a writer to be a junior game designer. You cannot teach a junior game designer to be a writer. You need somebody who is a senior master level writer and then you teach them the basics of game design," he says.

Erickson goes on to describe BioWare's writer boot camp, which involves a three-month training period and a lot of work that will never see the light of day. While the article doesn't directly mention Star Wars: The Old Republic, it's clear that Erickson and BioWare are looking to further spread the word regarding the upcoming MMO's heavy narrative focus.

MassivelyThe Old Republic's Daniel Erickson says writers are game designers originally appeared on Massively on Fri, 24 Jun 2011 13:30:00 EST. Please see our terms for use of feeds.

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Matt "Positron" Miller discusses designing City of Heroes Freedom

Posted: 24 Jun 2011 11:00 AM PDT

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Whenever a subscription-based MMO announces its transition to a free-to-play model, players tend to worry. There are a number of aspects to the F2P model that can drastically change the game's dynamics. Will players who pay have an innate advantage over those who don't? What about rewards for the customers who have remained loyal subscribers over the years?

The folks at Paragon Studios understand these concerns, and Matt "Positron" Miller has posted up a short diary explaining the thought process behind the recently announced City of Heroes Freedom. Miller takes the time to assure players that the switch to a hybrid payment model is not a decision the team made lightly, and that the devs have plans set to ensure that the game remains enjoyable for long-time subscribers and new, non-paying players alike. It's a rather interesting and candid look into the philosophy behind the switch and is well worth the read for any CoH fan. You can check out the whole piece on the official site.

MassivelyMatt "Positron" Miller discusses designing City of Heroes Freedom originally appeared on Massively on Fri, 24 Jun 2011 13:00:00 EST. Please see our terms for use of feeds.

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