MMO Updates

MMO Updates


GDC Next coming to LA in 2013

Posted: 17 Sep 2012 10:00 AM PDT

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GDC Next and ADC to combine in LA in 2013
Game Developers Conference organizers have announced that this October's GDC Online will soon be replaced by a new event: GDC Next. The conference will debut alongside the newly created App Developers Conference (ADC) to take place at the Los Angeles Convention Center from November 5-7, 2013.

GDC Next focuses on gaming development related to smartphones and tablets as well as social and cloud gaming. The new ADC is dedicated to app technology and development.

Attendees will be able to sign up for the individual conferences or receive a special price to attend both. More information can be found on the official sites.

MassivelyGDC Next coming to LA in 2013 originally appeared on Massively on Mon, 17 Sep 2012 12:00:00 EST. Please see our terms for use of feeds.

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How Wargaming.net launched itself to the top

Posted: 17 Sep 2012 09:00 AM PDT

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In essence, Wargaming.net got its real start the day IBM's Deep Blue supercomputer beat Garry Kasparov at chess. Viktor Kislyi, Wargaming.net's CEO, came to the conclusion that civilization had moved on and that computers were the future. His first game, made over the course of two years with his brother and played by only two other people on the planet, was Iron Age, a turn-based strategy game in the traditions of Risk and Civilization. After that, Kislyi worked on translating the miniature wargame De Bellis Antiquitatis to the virtual (but still historically accurate) world.

After the success of DBA, Kislyi and those around him created the Massive Assault games, Galactic Assault, and Order of War. After that, development for World of Tanks began, although in the early days it was a drastically different game. The game began as a "fantasy arena style battle game," but circumstances intervened and eventually World of Tanks as we know and love it was born.

Want to brush up on your history? PC Gamer has the full details of the rise of Wargaming.net. There'll be a quiz.

MassivelyHow Wargaming.net launched itself to the top originally appeared on Massively on Mon, 17 Sep 2012 11:00:00 EST. Please see our terms for use of feeds.

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ArenaNet talks Guild Wars 2 dungeon difficulty

Posted: 17 Sep 2012 08:30 AM PDT

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Guild Wars 2 dungeon
ArenaNet has already taken a stance of waiting for players to adjust to the current state of the game before making big changes to skills and overall balance in Guild Wars 2. That mindset, as laid out by Game Director Colin Johanson in a forum post, is also being applied to dungeon difficulty. Rather than rushing to adjust to initial player feedback, ArenaNet devs are taking the long view and waiting for players to get used to the game and its difficulty. They took a similar approach with the original Guild Wars' dungeons and elite areas, to eventual success. Johanson talked about player outcry when the Domain of Anguish was first introduced, and how just months later without real balance changes, "people viewed it as the most fun thing in the game." He went on to explain:
We're actively monitoring every dungeon and working on balancing issues we encounter appropriately. We'll be keeping an eye on bosses we think don't have enough varied mechanics to warrant their large health pools and updating them over time to make them more varied/interesting fights. We'll be monitoring, and continually tweaking/adding to dungeon rewards over time and of course balancing where we see the need. And of course, we'll be looking at adding more dungeons as well!

All of that being said, the game is VERY new for most of our players, and I can absolutely promise with more knowledge of the game and advanced player skill, the explorable dungeons can all be overcome by being skilled groups. We've seen many groups do it just fine in our internal alpha test once they had time to learn how to play the game well. Just like Domain of Anguish in [Guild Wars], it takes time and practice to learn how to overcome stuff as hard as our explorable mode dungeons, and that's exactly the kind of players they are designed for.

MassivelyArenaNet talks Guild Wars 2 dungeon difficulty originally appeared on Massively on Mon, 17 Sep 2012 10:30:00 EST. Please see our terms for use of feeds.

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MV Guide: September 17 - 23, 2012

Posted: 17 Sep 2012 08:00 AM PDT

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MV Guide September 17  23, 2012
MV Guide is a weekly rundown of the MMO gaming events planned on Massively TV.

Every week, the Massively Stream Team logs in to play various MMOs live and in person, and we'd love for you to drop by the channel and visit. We have a combination of regular weekly games and new surprises each week, so you'll find a variety of titles to watch. During our streamed events, you can participate in the live chat, ask questions to learn about the game, or simply spend some time with Massively staff and readers. (Of course, streaming is subject to the whims of outside forces like server-side gremlins once in a while.)

Follow along after the jump to see what's on this week's schedule, and let us know if there's a specific game you'd like to see streamed next week!

Continue reading MV Guide: September 17 - 23, 2012

MassivelyMV Guide: September 17 - 23, 2012 originally appeared on Massively on Mon, 17 Sep 2012 10:00:00 EST. Please see our terms for use of feeds.

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    Funcom is ready to take The Secret World F2P if need be

    Posted: 17 Sep 2012 07:00 AM PDT

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    Funcom is ready to take The Secret World F2P if need be
    Funcom's new CEO is tackling tough questions about the future of The Secret World, saying that the studio is prepared to take the title free-to-play -- if need be. In an interview with GamesIndustry, Ole Schreiner said that TSW was developed to be subscription-based with the options to change the model down the road.

    "We tried leaving our options open during development so that we could launch with a different model should we have decided during development that's what we wanted, but eventually we did settle on the subscription model and that's what informed much of the game's design," Schreiner said. "That said we definitely have the tools to turn The Secret World into a free-to-play game -- or even hybrid -- should we decide to do that somewhere down the line."

    Schreiner admitted that it's become difficult for subscription titles to thrive in a F2P-dominated field. He added that The Secret World is now a "profitable operation" following the studio's restructuring: "Despite the obvious challenges, I definitely think we're heading into a promising future for Funcom."

    MassivelyFuncom is ready to take The Secret World F2P if need be originally appeared on Massively on Mon, 17 Sep 2012 09:00:00 EST. Please see our terms for use of feeds.

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    The Daily Grind: How would you balance a guild perk system?

    Posted: 17 Sep 2012 06:00 AM PDT

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    GW2
    If there's one frustration I have with gaming guilds in all the time I've led one, it's the expectation that they be huge. MMOs talk big about wanting a diverse playerbase and supporting a wide variety of players and guilds, but that's like saying you can wear any color as long as it's black. The reality is that small guilds are at a severe disadvantage in most MMO guild achievement systems because guilds are rewarded more for having warm bodies than for any particular skill or success

    Guild Wars 2, for example, performs random attendance checks and doles out points based on guild activity. The more people you load into your guild, the more points you farm and perks and consumables you can buy. This creates a "rich get richer" scenario for guilds that are already "winning," and eventually, no one will join guilds that aren't maxed out and providing a steady stream of perks to help them "win" even more (as seen in World of Warcraft).

    Why not go with Lord of the Rings Online's system, which bestows guild perks according to a guild's age rather than its recruiting binges? Should games keep rewarding guilds strictly for their size, or is there a better way? How would you design and balance an MMO guild achievement 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!

    MassivelyThe Daily Grind: How would you balance a guild perk system? originally appeared on Massively on Mon, 17 Sep 2012 08:00:00 EST. Please see our terms for use of feeds.

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      ArcheAge flagging system, piracy options explained

      Posted: 16 Sep 2012 06:30 PM PDT

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      ArcheAge flagging system, piracy options explained
      So you wanna be a pirate in ArcheAge? It's doable according to a translated post on the ArcheAge Source fan forum. The game's PvP implementation features a familiar "red" flagging system for outlaw players. Killing (or stealing from) your fellow players will result in bad karma. When your meter gets to 3,000, you're a red, and you can do things like form a pirate expedition force (we have no idea either, but it sounds cool).

      Pirate factions can only be joined by other pirate players, and you won't be able to interact with NPCs on the game's starter continents (you'll also aggro the guards). Fear not, though, as pirate players do have access to their own island filled with friendly NPCs and quests. Click past the cut to see some booty-plundering gameplay courtesy of a twelve-minute video.

      [Thanks to Dengar for the tip!]

      Continue reading ArcheAge flagging system, piracy options explained

      MassivelyArcheAge flagging system, piracy options explained originally appeared on Massively on Sun, 16 Sep 2012 20:30:00 EST. Please see our terms for use of feeds.

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      MMO Week in Review: Two million sold

      Posted: 16 Sep 2012 06:00 PM PDT

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      MMO Week in Review: GW2
      At the end of every week, we round up the best and most popular news stories, exclusive features, and insightful columns published on Massively and then present them all in one convenient place. If you missed a big MMO or WoW Insider story last week, you've come to the right post.

      Guild Wars 2 broke the two-million-sold mark this week, in spite of having only just resumed digital sales. After releasing GW2's admittedly bizarre launch trailer, ArenaNet took to its blog to discuss the game's endgame, balance, and economy before declaring to fans that "responsible MMO companies" give away lots of content for free. And our own Flameseeker Chronicles hosted a thoughtful debate on the game's leveling journey.

      Read on for more of this week's top MMO stories.

      Continue reading MMO Week in Review: Two million sold

      MassivelyMMO Week in Review: Two million sold originally appeared on Massively on Sun, 16 Sep 2012 20:00:00 EST. Please see our terms for use of feeds.

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        EVE Evolved: Four ways Guild Wars 2 is like EVE Online

        Posted: 16 Sep 2012 04:00 PM PDT

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        EVE Evolved title image
        With its single-shard server structure and sandbox ruleset, EVE Online seems to have little in common with a sharded fantasy themepark like Guild Wars 2. But dig a little deeper past GW2's fluffy exterior and you'll find it shares some core game mechanics and ideas with the world's biggest PvP sandbox. GW2's Trading Post bears a striking resemblance to EVE's Jita 4-4 market, and many of the same market tricks that work in New Eden have proven just as effective in the land of Tyria.

        EVE's PLEX system lets people buy game time for in-game ISK and undercuts illicit RMT by giving players a legitimate way to buy ISK, a system that's very closely mirrored in GW2's gem trade. GW2's Karma system resembles a heavily restricted version of EVE's loyalty point mechanic, and PvP in both games may be more similar than it appears. The same strategies that work for faction warfare fleets in the depths of space are currently helping guilds win World vs. World vs. World PvP.

        In this week's EVE Evolved, I look at four Guild Wars 2 game mechanics that are similar to those in EVE Online and how lessons from EVE can be applied to GW2.

        Continue reading EVE Evolved: Four ways Guild Wars 2 is like EVE Online

        MassivelyEVE Evolved: Four ways Guild Wars 2 is like EVE Online originally appeared on Massively on Sun, 16 Sep 2012 18:00:00 EST. Please see our terms for use of feeds.

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          One Shots: Go directly to jail

          Posted: 16 Sep 2012 02:00 PM PDT

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          One Shots Go directly to jail
          You have to love a culture that thinks jail should be a breathtaking experience for the prisoner... literally! Today's One Shots from reader Lovander (Tarnished Coast represent!) shows how Guild Wars 2's Sylvari race mixes glowing sparkles with deadly detention cells. Lovander wrote,
          I came upon this jail in the Sylvari capital, The Grove. Every cell is a Venus Fly Trap. Loved the design!
          Follow on for the color screenie plus a few more One Shots beyond the break.

          Continue reading One Shots: Go directly to jail

          MassivelyOne Shots: Go directly to jail originally appeared on Massively on Sun, 16 Sep 2012 16:00:00 EST. Please see our terms for use of feeds.

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