MMO Updates

MMO Updates


Guild Wars 2's Zadorojny clarifies that Cantha and Elona are still possible

Posted: 05 Jul 2013 10:00 AM PDT

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Possible is not exactly as good as definitely happening, to be fair.
There's a lot of space covered in Guild Wars that doesn't exist in Guild Wars 2 at this time, the sort of space that would seem to be tailor-made for expansion content. Yet earlier this week Mike Zadorojny, the game's lead content designer, told reporters that expansions are off the table at least for the moment. But if you're worried that the regions of Cantha and Elona are equally inaccessible, fear not: Zadorojny has clarified that he will not rule out either area for inclusion.

Zadorojny explained that these regions still have stories to tell and that the living world setup allows the Guild Wars 2 devs to explore these regions in the future and add permanent content down the road if they so choose. He further stressed that the game has added what he considers to be an entire region's worth of content since its launch, with more coming as part of the game's current update schedule.

[Thanks to Andy for the tip!]

MassivelyGuild Wars 2's Zadorojny clarifies that Cantha and Elona are still possible originally appeared on Massively on Fri, 05 Jul 2013 12:00:00 EST. Please see our terms for use of feeds.

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Are developers afraid of the MMO label?

Posted: 05 Jul 2013 08:00 AM PDT

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Are developers afraid of the MMO label
MMOs are dead! Long live MMOs!

In a recent editorial at Eurogamer, several top MMO developers chime in on the fate of our beloved genre. "I don't see the traditional MMO having much of a chance in the future, but games that bring tons of people together -- they're definitely going to exist," says Ragnar Tornquist who recently left Funcom to concentrate on a continuation of his The Longest Journey game series that was successfully Kickstarterted in March.

Even the rare successful MMO companies are voicing a bit of concern. "Definitely the landscape of the industry is changing," says ArenaNet's MIke Zadorojny. But the editorial goes on to point out that it's not so much the genre that's changing, it's the label. Games are still massively, online, and multiplayer, but not in the traditional sense. Five years ago, everyone and their grandmother were making an MMO version of top IPs, but now, developers are actually distancing themselves from the three-letter buzzword. Ubisoft's The Division, Bungie's Destiny, and even the highly anticipated Elder Scrolls Online have all stated that their games are not traditional MMOs.

So where are we headed, and how do you feel about the changes? Check out the full article for more and let us know what you think in the comments.

MassivelyAre developers afraid of the MMO label? originally appeared on Massively on Fri, 05 Jul 2013 10:00:00 EST. Please see our terms for use of feeds.

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The Daily Grind: How do you define hardcore?

Posted: 05 Jul 2013 06:00 AM PDT

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WildStar
Earlier this week, a Massively commenter suggested that a games writer who doesn't raid constantly is by definition casual. Our columnist argued that to a games writer, a raiding endgame is just one kind of gameplay, that she felt obligated to do and write about more than just raiding, and that her considerable ("embarrassing" I believe was the word she used) playtime alone made her hardcore. And some games don't even have raiding to begin with!

I found the conversation interesting because it shows that many of us disagree on what terms like casual and hardcore mean. I think hardcore comes in all flavors: hardcore sandboxers like Jef, hardcore PvPers like Patrick, hardcore roleplayers like Eliot, even hardcore traders like me. There are even hardcore dabblers, who turn trying out new games into an 80-hour-a-week endeavor.

But today, we're asking you -- how do you define "hardcore"? Is it about breadth vs. depth? Time invested? A specific, arbitrary activity? Honorable kills? Or do we use the terms merely to minimalize others -- is it time to retire these words in a genre so enormous?

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 do you define hardcore? originally appeared on Massively on Fri, 05 Jul 2013 08:00:00 EST. Please see our terms for use of feeds.

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    Player-driven economy 'at the very heart' of Pathfinder's design

    Posted: 04 Jul 2013 06:00 PM PDT

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    Player-driven economy 'at the very heart' of Pathfinder's design
    Need some light reading material? Skip the latest Pathfinder Online dev blog, then! The update is typically verbose, but that's to be expected when discussing a sandbox title with a mile-long feature list.

    GoblinWorks' Ryan Dancey writes about the player-driven economy which is "at the very heart of the game design for Pathfinder Online." Key talking points include harvesting, processing, and of course crafting, as well as the developers' role as the "central bankers" with the power to control everything from money sinks and faucets to resource injections.

    There's a fair number of moving parts in GoblinWorks' design, and that fact isn't lost on Dancey. "We are concerned about the complexity implied by this system when it's reduced to inventory lists and markets," he explains. "Obviously the potential exists to shock players with huge lists of similar goods with very minor variations, making buying and selling decisions difficult. Our plan currently is to tackle this problem with UI design so you can filter and sort these lists quickly and understandably."

    MassivelyPlayer-driven economy 'at the very heart' of Pathfinder's design originally appeared on Massively on Thu, 04 Jul 2013 20:00:00 EST. Please see our terms for use of feeds.

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    Champions unleashes new lockbox-powered story arc

    Posted: 04 Jul 2013 04:00 PM PDT

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    Champions unleashes new lockbox-powered story arc
    The prelude to Champions Online's latest story arc kicked off yesterday with the release of the SOCRATES Data Cache lockbox. The game's latest dev blog has all the details, and it mentions something about "a desperate race to save Millennium City."

    Lockboxes apparently factor into the arc quite heavily, as they'll drop from monsters but will require a 100 Zen Cosmic Key of Cash Shop Power to open. The arc features five new digitally themed costume pieces.

    MassivelyChampions unleashes new lockbox-powered story arc originally appeared on Massively on Thu, 04 Jul 2013 18:00:00 EST. Please see our terms for use of feeds.

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    The Summoner's Guidebook: Anything except solo top in League of Legends

    Posted: 04 Jul 2013 02:00 PM PDT

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    The Summoner's Guidebook Anything except solo top
    It's really no surprise that I'm not an amazing Summoner's Rift player. I feel like I perform decently as support, do fairly well as jungler and ADC, and play solo mid somewhat poorly. Aside from those roles, there's one I haven't talked about, and that's solo top.

    The solo top lane is the bruiser lane in League of Legends. It's most typical to see melee fighters and tanks there, and it tends to be a little more chaotic than the other lanes. I dislike playing solo top largely because it is the one lane where players are really encouraged to fight each other, and we all know that I prefer to farm peacefully and dislike being aggressive.

    However, for whatever reason, I have a lot of successes there. I'm nowhere near as good in top lane as in bottom lane (in either role), but it's a place I can go and not feel like dead weight.

    Continue reading The Summoner's Guidebook: Anything except solo top in League of Legends

    MassivelyThe Summoner's Guidebook: Anything except solo top in League of Legends originally appeared on Massively on Thu, 04 Jul 2013 16:00:00 EST. Please see our terms for use of feeds.

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      New FFXIV videos continue the tour of Eorzea, demo group finder

      Posted: 04 Jul 2013 01:00 PM PDT

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      New FFXIV videos continue the tour of Eorzea, highlight group finder
      Back in February, Final Fantasy XIV fans were treated to a whole slew of great stuff, including a video tour -- composed of both PC and PS3 footage -- of A Realm Reborn's refurbished land of Eorzea. Come May, a second part of this series showed off even more. But not even two videos could cover all there is to see, so today's third installment continues the journey, allowing players to to travel through various areas in La Noscea, The Black Shroud, Thanalan, Coerthas, and Mor Dhona.

      Square Enix also released its fourth developers' commentary video. In it, Producer Naoki Yoshida and community team member Toshio Murouchi discuss and demonstrate the "Duty Finder," a feature that helps players to find and form balanced dungeon groups even while on different worlds. Once formed, the group will be automatically transported into the instance and then back to each member's original spot once completed.

      Before you run off to watch fireworks (if that's your thing), watch both the latest installment of the Eorzea tour and the devs' group-finding demo after the cut.

      Continue reading New FFXIV videos continue the tour of Eorzea, demo group finder

      MassivelyNew FFXIV videos continue the tour of Eorzea, demo group finder originally appeared on Massively on Thu, 04 Jul 2013 15:00:00 EST. Please see our terms for use of feeds.

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      The Guild Counsel: Finding common ground in guild management

      Posted: 04 Jul 2013 12:00 PM PDT

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      The Guild Counsel Finding common ground in guild management
      Trying to describe a guild is like trying to describe a chimera. Sure, a chimera is an animal, but it's got the heads of a goat and lion and a snake for a tail. Add in the ability to breathe fire, and you have the ultimate mish-mosh of fauna. Guilds are no different. On the surface, all guilds are a network of players, but there are as many different sizes and types of guilds as you can imagine.

      Given that fact, I sometimes feel it's an impossible task to write a column about guilds and have it resonate with everyone. And last week, Massively reader Justin brought up that very subject. Is there common ground when it comes to lessons of guild management?

      Continue reading The Guild Counsel: Finding common ground in guild management

      MassivelyThe Guild Counsel: Finding common ground in guild management originally appeared on Massively on Thu, 04 Jul 2013 14:00:00 EST. Please see our terms for use of feeds.

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