MMO Updates

MMO Updates


The Road to Mordor: A fresh start

Posted: 04 Feb 2012 09:00 AM PST

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LotRO
I don't know about you, but sometimes I fall into the trap of forcing myself to do something in a game because I feel internally obliged to do it. Somewhere along the line, "setting a goal" became a Bataan Death March that absolutely had to be accomplished before I'd allow myself to do what I truly wanted. In my case, it was the stubborn determination to get through the remainder of Rise of Isengard's content even though I had slowed to slogging through it, feeling burned out on my Lore-master after well over a year of constant play on the character.

So I sat back and re-evaluated. My reasoning for finishing Isengard was to make sure I was at the top of the game and could evaluate any new high-level content that came along for you guys, which was a noble reason. But the truth was that in so doing, I was playing something that was leeched of enjoyment for the time being and really needed to be put aside. Once I realized that, the solution was obvious.

A fresh start. That's what I wanted: a completely fresh start to the game. Hey, it's still (sort of) a new year, so why not? And once I gave myself permission to do that, my adventures in Lord of the Rings Online brightened up considerably.

I might be weird in this, but I absolutely love starting over from scratch in long-term games from time to time, even though it means scrapping (or putting aside) a whole heap of achievements and the effort spent acquiring them. This week I'm going to look at my fresh start with LotRO and why it has me buzzed to log in for the first time this year.

Continue reading The Road to Mordor: A fresh start

MassivelyThe Road to Mordor: A fresh start originally appeared on Massively on Sat, 04 Feb 2012 12:00:00 EST. Please see our terms for use of feeds.

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    WRUP: We'll miss you, Miss Rubi edition

    Posted: 04 Feb 2012 07:00 AM PST

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    Probably the last Ari shot we'll see for a while.
    It's official: After more than two years here at Massively, our beloved Community Manager Rubi Bayer is departing for, well, exactly the pastures we all expected. (It's nice to be able to actually discuss that, if you've been waiting to hear about that since Monday's column.) She's been a wonderful co-worker, a spectacular friend, and a sterling columnist through all of it. We are richer for having had her as long as we did, and we can only hope that she won't forget about us while knee-deep in community management for ArenaNet. She certainly deserves it.

    Beyond the bittersweet, this week's installment of WRUP is here, with the remaining Massively staffers discussing our plans over the weekend. We're also talking about whether or not we could make a great game with $30 million, albeit with the understanding that we're mostly working from speculation. Check out our weekend plans just after the break, and let us know what sort of trouble you'll be getting into down in the comments.

    Continue reading WRUP: We'll miss you, Miss Rubi edition

    MassivelyWRUP: We'll miss you, Miss Rubi edition originally appeared on Massively on Sat, 04 Feb 2012 10:00:00 EST. Please see our terms for use of feeds.

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      The Daily Grind: What mob type is too cute to kill?

      Posted: 04 Feb 2012 05:00 AM PST

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      SWTOR
      In Star Wars Galaxies, it was the Gubbur. In Star Wars: The Old Republic, it's the Bantha. In World of Warcraft, it's those weird flower-monsters called Lashers. Every game has a super cute mob that I just feel horrible killing. Sometimes I suspect that the devs are purposely adding adorable things to MMOs and asking us to kill them just to mess with our heads in the service of some sort of Milgram experiment. Or maybe it's just meant to put us in our place out of pure revenge: "Flame my game on the forums, will you? Here's a zone full of fluffy Vorpal Bunnies that can one-shot you. Eat it, suckers!"

      So what say you? What MMO creature is simply too cute to kill?

      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 mob type is too cute to kill? originally appeared on Massively on Sat, 04 Feb 2012 08:00:00 EST. Please see our terms for use of feeds.

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        Some Assembly Required: Xsyon picks up speed

        Posted: 03 Feb 2012 07:00 PM PST

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        Some Assembly Required header
        Last year, I had the opportunity to meander around Xsyon for Choose My Adventure. Then, the game was still at the end of its beta phase. Now, with some time under its belt since release, the game continues to grow. And January has seen quite the growth spurt.

        I won't complain if the momentum that Xsyon has shown in the last month keeps up. Announcing multiple events and an architecture contest? Not to mention introducing new goodies? You go, game! Though it's small and indie, I am totally rooting for this title to succeed. Why? The main reason is that the game is reliant on player generated content: Instead of developers designing every aspect of the game, they built the world as a foundation and gave players the tools to go from there. This game is one of the few out there that offers many avenues for players to generate their own content and have a visible and lasting impact on the world around them.

        And just how is post-apocalyptic Earth shaping up with the players at the helm? This week, Some Assembly Required explores the once-ravaged land to highlight some of that generated content, from events (both player-run and developer sponsored) to small- and large-scale construction.

        Continue reading Some Assembly Required: Xsyon picks up speed

        MassivelySome Assembly Required: Xsyon picks up speed originally appeared on Massively on Fri, 03 Feb 2012 22:00:00 EST. Please see our terms for use of feeds.

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

          Posted: 03 Feb 2012 06:00 PM PST

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          Wurm Online screenshot
          I thoroughly enjoy reading your comments, especially when the discussion turns to game design or suggestions for development. I decided it was high time that I sat down and experienced, even if just a little, how the design process goes. I've had plenty of peeks at different studios, but I wanted to know what it is like to actually make a game from basically beginning to end.

          So for the next four weeks, I will be doing something special. I invited indie developer Dave Toulouse, maker of Golemizer and Star Corsairs, to help me in this journey. If you'd like to find out more about Dave, you can visit his official website, follow him on Twitter, or even read an interview I did with him a while ago. He really is the epitome of the indie spirit, and I am so thankful that he volunteered to do this with me.

          The goal is to start with a basic idea and framework, and using input from our discussions and from reader comments, assemble a very basic working mobile MMO. So let's get started!

          Continue reading MMObility: Let's make a mobile game, part one

          MassivelyMMObility: Let's make a mobile game, part one originally appeared on Massively on Fri, 03 Feb 2012 21:00:00 EST. Please see our terms for use of feeds.

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            Perfect World International begins its Descent

            Posted: 03 Feb 2012 05:30 PM PST

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            It's nice that Ms. Mutant Snake Lady here still has a bared midriff.  The alternative would be too awful to contemplate.
            If you're an avid player of Perfect World International, February 15th will be the day that it all goes down. That's the launch date for the game's latest expansion, Descent, which brings along a variety of improvements and upgrades to the game. Despite the low implications of the name, the expansion will be focusing on high-level conflict, with a new zone open to players of level 95 and up to explore. Said zone includes new quest hubs, two new dungeons, and of course several new pieces of equipment.

            Progress through the zone will also bring characters into contact with the three Orders, forcing players to choose between the Orders for special character perks and improvements. Even without membership, however, each class will be gaining some new and unique skills that should alter the current distribution of abilities rather than reinforce existing roles. If this sounds right up your alley, check out the full expansion trailer just past the cut, and mark your calendar in advance.

            Continue reading Perfect World International begins its Descent

            MassivelyPerfect World International begins its Descent originally appeared on Massively on Fri, 03 Feb 2012 20:30:00 EST. Please see our terms for use of feeds.

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            Betawatch: January 28 - February 3

            Posted: 03 Feb 2012 05:00 PM PST

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            Betawatch (Brick-Force screenshot)
            This week, TERA revealed the details of its North American and European pre-orders and associated closed beta tests. WAKFU, still in beta but launching at the end of February, likewise unveiled its subscription plans, and Mythos Global officially entered open beta. Again.

            Finally, Brick-Force, a Minecraft-inspired sandbox-shooter pseudo-MMO (say that 10 times fast) from German publisher Infernum, joined our open beta list.

            Read on for the entire Betawatch roundup.

            Continue reading Betawatch: January 28 - February 3

            MassivelyBetawatch: January 28 - February 3 originally appeared on Massively on Fri, 03 Feb 2012 20:00:00 EST. Please see our terms for use of feeds.

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              MechWarrior Online previews BattleMech upgrades and pilot skill trees

              Posted: 03 Feb 2012 04:30 PM PST

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              Concept Art -- MechWarrior Online
              A couple of days ago, Piranha Games -- the studio behind the upcoming MechWarrior Online -- gave us a look at the role-based warfare and character progression we can expect from the robot-fighting title. As we reported last week, players in MWO will fall into of four roles: scout, assault, defense, or command. Today's update on the game's official site gives us a closer look at the various ways that players can earn XP and on what they can spend it. For instance, every 'Mech will have an upgrade tree, which is divided into tiers. Players must spend experience in order to purchase all of the upgrades on a given tier before they are able to access the subsequent tier.

              To get a look at the various abilities and skill trees through which players will be progressing when they finally find themselves in the cockpit, just click on through the link below to the official MechWarrior Online site.

              MassivelyMechWarrior Online previews BattleMech upgrades and pilot skill trees originally appeared on Massively on Fri, 03 Feb 2012 19:30:00 EST. Please see our terms for use of feeds.

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              'Just getting started': Scott Hartsman rallies the RIFT faithful for 2012

              Posted: 03 Feb 2012 04:00 PM PST

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              RIFT
              "What an amazing year it has been," begins Scott Hartsman in his one-year state of the game report for RIFT. Citing Trion Worlds' ability to "think about MMOs a little bit differently than everyone else," Hartsman recalls the mountain of accomplishments of the previous year, including the seven major content updates leading up to the recent Update 1.7 and the RIFT Lite service.

              The best part? "We're just getting started," he exults.

              Hartsman identifies the "key themes" of the team's 2012 focus, including playing with other people, improving the soul system, leaping forward in PvP, coming up with new ways to interact with the game world, and expanding RIFT's endgame. The interactions theme is intriguing, especially considering his phrasing: "When we say interact, we mean both interacting with the game in non-combat ways, and interacting from out of game entirely."

              The letter dives into more specifics with each of these themes before culminating in a promise of even more surprises to come later this year.

              Massively'Just getting started': Scott Hartsman rallies the RIFT faithful for 2012 originally appeared on Massively on Fri, 03 Feb 2012 19:00:00 EST. Please see our terms for use of feeds.

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              BioWare bringing weekly blogs and video guides for Star Wars: The Old Republic

              Posted: 03 Feb 2012 03:30 PM PST

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              Video guides to being a Sith mostly include a whole lot of pictures of puppies for you to scream at.
              Bringing someone new into the world of an MMORPG can be a difficult task. BioWare is trying to make it easy for MMO newcomers to get into Star Wars: The Old Republic, and to that end the team has launched the first of a series of video guides to playing the game. The first video, narrated by Social Media Coordinator Eric Musco, covers starting fresh in the game, creating a character, and taking part in your first conversations.

              Of course, you might be an old hand at playing the game by now. (If not, the video is embedded just past the cut.) For those players not in need of a helping hand, BioWare has also announced the launch of two weekly features -- a blog post rounding up all developer posts to the forums over the prior week, and a Q&A session that will pull 10 questions from a community thread to be answered each week. So even if you don't need help getting into the game, you can have a little extra guidance about what's going on behind the scenes.

              Continue reading BioWare bringing weekly blogs and video guides for Star Wars: The Old Republic

              MassivelyBioWare bringing weekly blogs and video guides for Star Wars: The Old Republic originally appeared on Massively on Fri, 03 Feb 2012 18:30:00 EST. Please see our terms for use of feeds.

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              The Firing Line: Global Agenda year two retrospective

              Posted: 03 Feb 2012 03:00 PM PST

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              The Firing Line - Global Agenda turns two
              You! Yeah, you! You still haven't played Global Agenda, have you? I know, I know, you're going to get around to it, it's on your list, blah blah and etc. While you've been dilly-dallying about, Hi-Rez Studios' sci-fi shooter has gone and turned two years old!

              That's OK, though, because the game has more options, more content, and more pew-pew than at any time in its history, and thanks to a gaggle of anniversary events, now is the perfect time to saddle up.

              Continue reading The Firing Line: Global Agenda year two retrospective

              MassivelyThe Firing Line: Global Agenda year two retrospective originally appeared on Massively on Fri, 03 Feb 2012 18:00:00 EST. Please see our terms for use of feeds.

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                Know your path with this handy SWTOR infographic

                Posted: 03 Feb 2012 02:30 PM PST

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                Star Wars: The Old Republic leveling chart
                Are you playing Star Wars: The Old Republic? Are you a completionist who wants to ensure that you don't miss a thing? Well, thanks to this handy chart from the folks over at OldRepublic.net, you don't have to worry about that again. The flowchart gives the planetary leveling path for both Empire and Republic players and includes all of the flashpoints currently in-game and at which point in the game they should be tackled. Now you'll never accidentally skip over another flashpoint again (but that won't make Balmorra any less harrowing, unfortunately). For the full chart, just click on through the link below to OldRepublic.net

                MassivelyKnow your path with this handy SWTOR infographic originally appeared on Massively on Fri, 03 Feb 2012 17:30:00 EST. Please see our terms for use of feeds.

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                Victory: The Age of Racing changes publishers, burns rubber into beta

                Posted: 03 Feb 2012 02:00 PM PST

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                Screenshot -- Victory: The Age of Racing
                It's been quite some time since we last heard from Vae Victis regarding its F2P racing MMO, Victory: The Age of Racing. The game was originally slated to be a 1960s Formula One racing title, but over time it has evolved to take place in a distant, post-apocalyptic future when humanity has been reduced to small pockets of survivors. Maybe said survivors held a council meeting to decide what they should be doing with their time: repopulating the earth, planting sustainable crops, scavenging for food... the choices are endless. But apparently one thing was more important than all that: racing.

                Victory was originally picked up to be published by GamersFirst, but after three years of deliberation, Vae Victis decided to self-publish the title "to best fulfill each particular need it will have and finally create the best possible product for our beloved players." The official post goes on to announce the initiation of Victory Beta 1, which is "a new version of the game that offers dozens of new features and fixes," such as the addition of a matchmaking system, achievements, new game modes, the Pro class for experienced players, and much more. For the full details, head on over to Vae Victis' blog, and then click on over to the game's official site to get behind the wheel.

                MassivelyVictory: The Age of Racing changes publishers, burns rubber into beta originally appeared on Massively on Fri, 03 Feb 2012 17:00:00 EST. Please see our terms for use of feeds.

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                Champions Online 'ambitiously' re-itemizing the game

                Posted: 03 Feb 2012 01:30 PM PST

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                Champions Online
                As the groundhog pops up to see his shadow, so too do the devs of Champions Online pop up with their monthly UNTIL Field Report, dishing out the plans and proposed future updates for the game. This month's report is rather lengthy and kicks off with a promise about upcoming "ambitious" re-itemization of all items and rewards in Champions.

                Currently in testing and on deck for the near future is a '90s Iron Age costume set, alerts, zone balancing, and a look at why them women folk walk so dang funny (apparently arms and legs are moving out of sync on female characters). Players also have a new travel power -- Distortion Acrobatics -- and specialization trees to look forward to.

                There's also some good information in the report as to why some features and concerns have yet to move from low to high priority, such as the "lukewarm" feedback of team duels and the difficulties of balancing XP gifting.

                As the next update for Champions Online nears, Cryptic promises a more in-depth series of dev diaries detailing the changes.

                MassivelyChampions Online 'ambitiously' re-itemizing the game originally appeared on Massively on Fri, 03 Feb 2012 16:30:00 EST. Please see our terms for use of feeds.

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                LotRO video rock stars could win fame, glory, and Turbine Points

                Posted: 03 Feb 2012 01:00 PM PST

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                LotRO
                Do you consider yourself a rock star within your MMO? Do men and women swoon upon your approach? Does a soundtrack ring out exalting your triumphs with every step you take? Do you carry a Sharpie around at all times to autograph body parts? Then you probably have an ego problem or something.

                For everyone else, A Casual Stroll to Mordor is calling on creative talents to come up with fun "I am a rockstar" videos for Lord of the Rings Online -- and the site is willing to pay handsomely for the best efforts. Players are tasked with making a rock star-themed commercial, which can be any shade of serious or funny, and submitting it for a chance to win in-game store cash. Two Turbine Point cards, valued at 2500 and 1500 TP, are up for the first and second place winners.

                Entries for the contest are due by February 17th. There are several rules for prospective video-makers, so head on over to CSTM for the full details.

                MassivelyLotRO video rock stars could win fame, glory, and Turbine Points originally appeared on Massively on Fri, 03 Feb 2012 16:00:00 EST. Please see our terms for use of feeds.

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                EverQuest II players prepare to pay it forward tomorrow

                Posted: 03 Feb 2012 12:30 PM PST

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                Pay it Forward
                We here at Massively always have a soft spot in our otherwise cold and calculating hearts for players who take the initiative to help a fellow gamer out in a fun and creative way. So we couldn't let a story slip by about how a group of EverQuest II vets are planning to shower newbies with gifts and goodies in the hopes of fostering a better server community.

                Jayne on EQII's Freeport server is helping to organize the return of the Pay It Forward player event, an activity that apparently got a lot of great responses the last two times around. What is Pay It Forward?
                It's a day when adventurers and crafters come together to donate crafted goods, items rotting away in your bank, plat, rares, masters... you name it... to young adventurers, asking only that they perform some random good deed for a complete stranger in return.
                He's asking that interested participants meet at the crafting area on the Isle of Mara tomorrow, February 4th, at 4:00 pm EST with gifts to hand out to low-level players.

                MassivelyEverQuest II players prepare to pay it forward tomorrow originally appeared on Massively on Fri, 03 Feb 2012 15:30:00 EST. Please see our terms for use of feeds.

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                Conan O'Brien shows off SWTOR same-sex footage

                Posted: 03 Feb 2012 12:00 PM PST

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                Yoda and Starkiller
                Leave it to Conan O'Brien to offer up the funniest take on Star Wars: The Old Republic's same-sex relationship controversy (which, incidentally, isn't that much of a controversy until it's actually in the game!).

                The late-night talk show host treated viewers to some "exclusive footage" -- apparently authorized by George Lucas himself (wink, nudge) -- that pairs up Star Wars icons like Darth Vader and Boba Fett and Yoda and Galen Marek (also known as Starkiller). Oh, and wait until the Family Research Council gets a load of Han Solo and Chewbacca. Check it out after the break.

                Continue reading Conan O'Brien shows off SWTOR same-sex footage

                MassivelyConan O'Brien shows off SWTOR same-sex footage originally appeared on Massively on Fri, 03 Feb 2012 15:00:00 EST. Please see our terms for use of feeds.

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                Bigpoint teases Battlestar Galactica Online carrier ships

                Posted: 03 Feb 2012 11:30 AM PST

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                Battlestar Galactica Online - carrier-class ship
                Bigpoint has let us know that it's about to kick off what it calls "space trials" for some new carrier-class ships in Battlestar Galactica Online. The craft will be visible on the Kobol beta server today in both Colonial and Cylon variants.

                Carriers function as support and supply vessels and can also serve as mobile outposts with repair and recharge capabilities.

                What's that? You say you want to pilot one of these shiny new vessels? Well, this is Bigpoint, so you'll need to enter a lottery via the community forum for your chance to jump in the cockpit of BSGO's latest and greatest. If you're not up for that, the ships will be available to all players on all servers after the completion of the trial period at the end of this month. You'll need to be level 40 (and in possession of nearly 500,000 in-game cubits) to get one for yourself.

                MassivelyBigpoint teases Battlestar Galactica Online carrier ships originally appeared on Massively on Fri, 03 Feb 2012 14:30:00 EST. Please see our terms for use of feeds.

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                Interview confirms World of Darkness dev team, predicts DUST 514 sales

                Posted: 03 Feb 2012 11:00 AM PST

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                EVE Online title image
                When CCP Games laid off 20% of its worldwide staff back in October of last year, the World of Darkness dev team bore the brunt of the cuts while DUST 514 continued on course for its launch later this year. In an interview over at TenTonHammer today, CCP's new Chief Marketing Officer, David Reid, joined CEO Hilmar Petursson to discuss the development of both games. Hilmar reveals that a team of 60 developers are currently working on WoD, and that DUST 514 will be playable at this year's EVE Online fanfest event in March.

                Despite acknowledging that the entire PlayStation Network comprises a total of 60 million users, Reid asserts that DUST will bring "tens of millions of people that play shooters on PSN into the New Eden universe," going on to make the bold statement that "EVE could be the biggest game in the world at the end of 2012" as a result. Reid also claims that "EVE Online is the only game in the West that has shown consecutive growth year after year," a statement that's sure to upset RuneScape developer Jagex and others. The statement also comes with a slightly bitter note as this year EVE may have lost its record of continual subscription growth during the summer drama.

                MassivelyInterview confirms World of Darkness dev team, predicts DUST 514 sales originally appeared on Massively on Fri, 03 Feb 2012 14:00:00 EST. Please see our terms for use of feeds.

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                Storyboard: You guys must be the party

                Posted: 03 Feb 2012 10:00 AM PST

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                I always wonder if people read more into these header images than they ought to.
                A couple of weeks back, I wrote an article about dealing with a major ongoing storyline in an MMO. For those of you who neither read the article nor can spare the time to click the link and read it now: It talked about the problems presented by having a storyline and offered a few different solutions for handling such inconsistencies. Of course, as I noted, very few of these problems apply to open-world sandbox games that have no sort of ongoing developer-run story for you to stumble around.

                No, those games have issues entirely their own, starting with the very nature of player-run stories.

                A completely player-driven story has the advantage of not having several issues that can crop up when dealing with an ongoing in-game story, but it also still has some serious problems. There are still issues that you're going to have to have answers for when you're in a game that lets you craft the world to match your whims, and unfortunately the methods for doing so aren't quite as straightforward as the methods for dealing with an in-game storyline.

                Continue reading Storyboard: You guys must be the party

                MassivelyStoryboard: You guys must be the party originally appeared on Massively on Fri, 03 Feb 2012 13:00:00 EST. Please see our terms for use of feeds.

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                  The MMO Report: EQ was the first MMO edition

                  Posted: 03 Feb 2012 09:00 AM PST

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                  Casey Schreiner
                  Casey Schreiner returns with this week's MMO Report, G4TV's weekly newscast about all things massively multiplayer. First up is a shout-out to the newly free-to-play EverQuest, though Ultima Online, Meridian 59, and The Realm players might dispute Casey's notion that EQ "started it all."

                  Funcom's new Blue Mountain trailer for The Secret World also gets a mention, as does the Family Research Council's facepalm-inducing reaction to the prospect of same-sex snogging in Star Wars: The Old Republic. TERA's legal troubles are next, and Uncle Casey's mailbag rounds out this week's show. Head past the break to watch it in full.

                  Continue reading The MMO Report: EQ was the first MMO edition

                  MassivelyThe MMO Report: EQ was the first MMO edition originally appeared on Massively on Fri, 03 Feb 2012 12:00:00 EST. Please see our terms for use of feeds.

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                  Latest Gaming and MMORPG Updates


                  OP-ED: I’m Getting Too Old for These Long Games

                  Posted: 04 Feb 2012 06:54 AM PST

                  Kingdoms of Amalur: Reckoning

                  Kingdoms of Amalur: Reckoning has a lot of content. This much we know. Releasing next week isn’t the most perfect time as far as I’m concerned with the Vita’s launch on the horizon and both Twisted Metal and Resident Evil: Revelations competing for my time, but it’s also a much more comfortable spot than any point in the last quarter of 2011 would have been. One of its developers recently pondered if the amount of content crammed into the game was overdone, and I can’t help but think it just might be.

                  “We recently had a content completion play through about two months ago… so, QA guys, they’ve been playing the game for years, they know all there is to know about it, its ins and outs, etc… their goal is to play everything,” lead designer Ian Frazier told Strategy Informer. “Do every quest, every dungeon, everything possible, but as fast as possible. That means easy difficulty, skip all cut scenes and dialogue, sprint everywhere that’s sprintable, fast travel everywhere you can, don’t do any combat you don’t need to do… that all took around 200 hours, and that was a speed run.”

                  Even the main campaign is pegged at taking between 30 and 40 hours to complete. That begs the question: is there too much content?

                  “I think in terms of a selling point — bang for your buck — I think it’s great,” Frazier said. “It should be on the back of the box. But as a developer I have to look at it and think, ‘Did we overdo this?’ I really don’t know.”

                  The purpose of Frazier saying this might be a PR move more than anything else, a last-minute attempt to reinforce the fact that there is this game coming out that has a lot of stuff for players to do. But it’s also a very interesting, valid question he raised, and it’s one I’ve flip-flopped on as I’ve gotten older. I simply don’t have dozens, much less hundreds of hours to invest into a single game anymore.

                  Banjo-Tooie

                  It wasn’t always like this, of course; when I was younger I was free to obsess over a single game if I enjoyed it enough to deem it worthy of such a time investment. I remember how excited I would get to play Rare games like Banjo-Tooie (and to a lesser degree Donkey Kong 64) because there was so much to do. So much to collect. I could spend what felt like countless hours finding and doing every last thing the cartridge contained, and I was going to dominate that trivia contest at the end of the game even if I was only competing against the computer. And when I was done it was back to spending dozens of hours in Perfect Dark‘s Combat Simulator, which would have no real impact on my ability to attend school and spend time with friends.

                  If I really felt compelled to do so, I might still be able to devote a good deal of time to a single game today, but it would come at the expense of all my spare time. That means ignoring anything else I’m interested in doing, whether it be making use of that Star Wars: The Old Republic subscription I’m paying for or watching the latest episode of Archer. There are the occasions where I’m really able to throw myself into something like Fallout 3 for work purposes, but that’s an excuse the average person is not afforded.

                  This shift came gradually, as I’m sure it did for many others, as I slowly accumulated more responsibilities. School became more time-consuming; work took the place of what previously had been time spent doing whatever I felt like. In what feels like a cruel joke, making a living meant having more money to spend on the games and systems I wanted, but it also meant having more ways to split my rapidly-shrinking spare time.

                  While I wouldn’t be derisive about it, once upon a time I would be taken aback to hear a game had only a 5-10 hour story mode to complete. Now it feels like a relief. A shorter game is a game I’m more likely to finish, and while I have a propensity for leaving games unfinished because I feel the need to move onto something new, I now find a shorter game with a consistently strong experience to be preferable to something with filler that might have seemed better to me as a kid.

                  Mass Effect 2

                  I remember hearing stories similar to my own when I was younger; as gamers grew older and had families, gaming was forced to take a back seat to real life. “That won’t happen to me,” I told myself. I could live a productive, happy life and still devote the same amount of time to gaming as I always had. Fast forward a decade and Mass Effect 2 is taking me weeks to complete. Weeks. This would have been unthinkable to Young Me as ME2 was a game I could not be more excited for, yet here I was struggling to find the time to play it.

                  Likewise, I’ve spent a fraction of the amount of time with Skyrim than I would have if it been released years ago. And these situations are only made worse because I’m prone to collecting everything I can in games, no matter how useless, which tends to make playing even a game like Uncharted 3 more time consuming than it would be otherwise.

                  The words of Roger Murtaugh have never rang so true for me.

                  This change in the way I’m able to play games hasn’t lessened my appreciation for games like Skyrim or Kingdoms of Amalur. I do, however, find myself selfishly wishing the more linear games out there were designed to have less of the fluff they can sometimes be filled with. (Backtracking is something I rarely enjoy.) In the case of Reckoning I do wonder if time spent on some obscure content only a small percentage of gamers will ever see would be better spent polishing a section of the game that more people are likely to play. The answer probably depends on how open you are to spending a great deal of time with a single game.

                  What I know I would like to see is developers recognizing not everyone can play games for long stretches at a time and creating ways that make it easier to play in smaller bursts. Not enough games allow you to save your progress at any time, despite the fact that there are ways to do so without opening the door for exploits. Temporary saves that are deleted once they’re loaded are one possible solution that could perhaps even be integrated at the system level.

                  Failing that or something similar, I suspect I’m going to continue building up the most enormous of backlogs to take care of once I’m retired.


                  Posted by: admin in Gaming News
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                  Rift’s first 20 levels now free to play

                  Posted: 04 Feb 2012 06:54 AM PST

                  Rift Lite débuts today with the latest Rift 1.7 patch, Carnival of the Ascended, with features the ability to get married in game, improvements to PvP and the new Rivel of Souls Chronicle among other things.

                  "In the past ten months, Rift has evolved at a breakneck pace, through seven massive updates that set new expectations for live MMOs, in features, in content, and in service," said Scott Hartsman, Executive Producer of Rift and Trion's CCO. "We think a Lite edition with no time limit is the best way for players to see what an amazing experience Rift continues to be."

                  Rift Lite is immediately available and is accessible to anyone with a Trion account on any of the games servers. Trion promise that the game is unlimited in every way bar the previously mentioned level cap.

                  The new Carnival of the Ascended also starts its initial stage today, culminating in a few weeks time with what Trion promise to be the 'largest and most spectacular World Even Telara has ever witnessed'.

                  You can get started with Rift Lite right here.


                  Posted by: admin in Gaming News
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                  APB Reloaded MMO Review

                  Posted: 04 Feb 2012 01:27 AM PST

                  All Points Bulletin: Reloaded is a MMO set in the modern fictional city called San Paro, where players play the role of either criminals or enforcers in a fight for control of the streets. Originally released as a full-price game, APB closed and now returns nearly one year later on the free-to-play model and under a different publisher. Shooter and MMORPG fans both will find something for themselves here, whether it is on the streets in the thick of the action, or in the workshop customizing their cars with mods and decals.

                   

                   

                  Publisher: GamersFirst
                  Playerbase: High
                  Graphics: High Quality
                  Type: MMORPG
                  EXP Rate: Medium
                  PvP: Open World/Mission Based
                  Filesize: 5,140 MB

                  Website: http://www.gamersfirst.com/apb/

                  Pros:+Intense, high-speed action. +Vibrant city to play in. +Huge customization potential. +Beautiful graphics and art. +Super addictive character progression.

                  Cons: -Abysmal matchmaking system. -Significant lack of content. -Money store prices are absurdly -A truckload of bugs and glitches.

                  APB is a GTA-style MMO based around the tried and true concept of cops and robbers. It's deceptively simple, amazingly fun, and is bound to keep you latched to your screen for many hours on end as you rob, fight or arrest your way to fame. Wield a plethora of firearms, drive a variety of vehicles, and make your mark as you fight for the streets of San Paro as one of two factions:

                  Criminal: Criminals get to perform a variety of missions and roles, such as ramming stores with their cars for loot, or mugging civilians for a little extra cash. Their pro-active role means they have to keep an eye out for Enforcers who can take them out or arrest them, then steal their "hard-earned" money.

                  Enforcers: Enforcers play a more reactive role; they patrol the streets hoping to "Witness" criminals committing a crime, which allows them in turn to arrest or take them out. Enforcers gain access to a special range of weapons called "Less-than-lethal" weapons who's role is to stun rather than kill, in order to arrest (Check the full review for more on this).

                   

                   

                  APB Reloaded Requirements

                  Minimum Requirements:
                  OS: Windows Vista / Windows 7
                  CPU: Core 2 Quad Q6600 2.4GHz
                  RAM:  4 GB
                  HDD: 15 GB Free
                  Graphics Card: nVidia GeForce 7800

                  Recommended Specification:
                  OS: Windows Windows 7
                  CPU: Core 2 Quad Q8600 2.6 GHz or better
                  RAM: 6 GB or more
                  HDD: 20 GB or more
                  Graphics Card: GeForce 8600GT or better

                   

                  [TPGS 2012] Dragon’s Prophet

                  Posted: 04 Feb 2012 12:52 AM PST


                  Taipei Game Show, or TPGS, usually pales in comparison against G*Star, ChinaJoy and even Tokyo Game Show in terms of online games on display. 2012′s edition is no surprise as well, but Dragon’s Prophet (more info here) is relishing the lack of competition at the event. Developed by the Taiwanese studio behind Runes of Magic (RoM), the game is almost all about, well, dragons.

                  Currently around 80% of completion, a 15 minute demo client, which is actually one of the dungeons, was available for attendees to try the the game out first-hand. Remember about the cross-server functions I talked about earlier (link)? New information was released, including cross-server player search to form dungeon parties, cross-server auction, cross-server guild application and more.

                  Also mentioned previously, guild territory, towns and PvP wars will take place on individual sky islands, which is pretty similar to the guild system found in Perfect World’s Forsaken World. The first test phase is currently scheduled for the 2nd half of this year. Once again, only the Taiwanese and Japanese servers are confirmed.


                  Posted by: admin in Gaming News
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                  Sony Right to Not Panic Over Vita Just Yet

                  Posted: 03 Feb 2012 06:50 PM PST

                  PlayStation Vita

                  Not unlike the situation Nintendo was faced with in the months after the launch of the 3DS, there has been talk of doom and gloom regarding the Vita. Sales of the new handheld have not been particularly mind-blowing in Japan since launch, and Sony has not attempted to portray its launch as anything it is not. More importantly, it has not yet begun to panic — and nor should it.

                  After 325,000 units were sold in its opening week, Vita sales in Japan have declined week-over-week more often than not. 3DS, PlayStation 3, and even the PlayStation Portable have routinely outsold it, although this finally changed last week when the Vita sold almost 3,000 units more than the PSP. Still, that’s nothing to write home about, which is perhaps why Sony CFO Masaru Kato didn’t go as far as it seemed he was going to when describing Vita’s sales.

                  “Now the company has not publicly announced the units of shipping and sales. At the appropriate time, we would do so,” Kato said during an earnings call this week, Eurogamer reports. “But as far as sell-through, three weeks have passed and our sell-through is 500,000. This was announced on the 10th of January. So as a start, I think we had a very — a good start.”

                  “Including software and hardware, we are carrying out the sales promotions and we do it to boost the sales, and we do not think we have any problems,” he added.

                  PlayStation Portable was a much larger success in Japan than in other markets around the world, and that was due in large part to the availability of Monster Hunter. As of yet Vita has neither a Monster Hunter nor anything even beginning to approach that level of popularity to drive hardware sales in Japan. The biggest launch title in the west is almost undoubtedly Uncharted: Golden Abyss. Although Uncharted 3 did do a great deal better than its predecessors in Japan (selling 124,989 units in its first week according to Media Create), Golden Abyss wasn’t about to sell a great deal of Japanese gamers on an expensive new piece of hardware no matter how good it looks.

                  Monster Hunter 3G

                  A French Sony exec reportedly stated recently that a Monster Hunter game is due out for Vita sometime this year. If true that would be a major boon for the platform, just as the announcement of Monster Hunter 3G (pictured above) and Monster Hunter 4 were for the 3DS last year.

                  Just because there is no point in worrying about Vita sales in Japan until the system fails to sell with a game like Monster Hunter available, that does not mean there are no matters that should concern Sony. Among them is a problem Nintendo will be faced with when trying to sell the Wii U, and that is the concerns of early adopters who fear Vita will get a 3DS-style price drop shortly after release. It’s a problem for Nintendo because it’s already shown its willingness to drop the price of new hardware if deemed necessary, and it’s a problem for Sony because it, like Nintendo, is launching portable hardware for $250 (or more, in the 3G system’s case) in a market rife with competition from iPads and iPhones and iPod Touches that did not exist when the PSP was launched.

                  The truly devoted fans of Sony and those who can’t stand to live without a new piece of hardware will buy a Vita on February 22; there’s no doubting that. Others may not be able to so easily look past worries that the Vita’s price could be dropped if early sales figures disappoint. I could not resist the urge to pre-order a Vita following the announcement of the Launch Bundle last week. I do, however, remain unconvinced I need one badly enough at launch to forgo the opportunity of getting one for less money six months down the line.

                  Another area of concern for prospective buyers is the sour taste that may still be lingering from Sony’s most recent PSP iteration, the PSP Go. (The PAL-only, budget E-1000 model doesn’t count.) I’m fairly confident Sony has learned its lessons from the Go, but not everyone who bought one is necessarily so forgiving. After paying a premium for the Go its owners were faced with paying as much as, if not more than retail prices for games, not all of which were available through the PlayStation Store — the only place to get games on a Go.

                  We should have a clearer idea in the next few months whether the memories of these things will impact consumers’ interest in the system. With such a strong launch lineup, particularly compared with that of the 3DS, the Vita has a lot going in its favor. But should the system struggle, it will be quite the dilemma for Sony to deal with knowing that quickly dropping the Vita’s price could make it more difficult to sell the eventual PlayStation 4.


                  Posted by: admin in Gaming News
                  Find related article at: http://www.1up.com/news/sony-vita-panic-not-yet

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                  Dance Central 2 Can Import Dance Central 1′s Songs for $5

                  Posted: 03 Feb 2012 01:27 PM PST

                  Dance Central 2

                  Much like the Rock Band games, Harmonix will allow you to bring the first Dance Central‘s songs into Dance Central 2, provided you’re willing to part with a small licensing fee.

                  Microsoft’s Twitter account revealed a price earlier today: 400 Microsoft Points ($5) will be the cost to play the previous game’s songs in DC2. Of course, you’ll need a copy of the first game in order to import the songs in the first place, as well as 200-250MB of free space on your 360′s hard drive and an Internet-connected system (Xbox Live Gold isn’t necessary). You’ll need more than just a DC disc — you’ll be asked to input a code from the back of the manual, meaning you can’t pass around a copy of DC with friends or rent it to get the songs in DC2 on the cheap.

                  A pre-order deal will save you from having to pay at all. A free 400 points awaits those who pre-order DC2 at select retailers.

                  Instructions for how to do the importing can be found here. Whether or not you elect to pay the fee, any downloadable content you purchased for the first game will automatically show up in DC2.


                  Posted by: admin in Gaming News
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                  MMORPG News

                  MMORPG News


                  Guild Wars 2: Press Beta Event Announced

                  Posted: 02 Feb 2012 05:32 PM PST

                  NCSoft and Arena.Net will be treating members of the press to a beta event in the near future. MMORPG.com is one of the lucky attendees and we will have full beta previews, news and articles for our readers on February 20th. That's all we can say...for now. ;) Let the buzz begin!

                  Dungeons & Dragons Online: Eberron Unlimited: Screenshot of the Week: DDO Edition! Winners Announcement

                  Posted: 03 Feb 2012 03:26 PM PST

                  We've pored over your many awesome DDO screenshots for this week's "Screenshot of the Week," and today we're excited to announce the winning entry!

                  Rift: Chronicles - Odds and Ends

                  Posted: 01 Feb 2012 04:17 PM PST

                  In today's Chronicles of One Telaran, we get an inside peek at v1.7's new Soul Templates, a nifty (an quick) way to get the build you want. In addition, we gain a bit of knowledge about the history of St. Valentine's Day and how it ties into Rift. Oh really? Yes! Check it out!

                  General: RTSGuru.com | Can Blizzard's DOTA Find Its Niche?

                  Posted: 03 Feb 2012 07:13 AM PST

                  In a new editorial piece at RTSGuru.com, the editors wonder aloud, or at least online, about the niche viability of Blizzard's DOTA. Can it find its place in the genre? Read on to see what our buddies over at RTSGuru.com think and then leave them a few comments!

                  Dominus: The Beta Blues

                  Posted: 02 Feb 2012 09:25 AM PST

                  Beta testing is just a quick way to get into our most anticipated MMO IMMEDIATELY...right? Right? Well, maybe not as today's Developer Perspectives opines. We mourn the loss of what used to be an actual testing period for games. Check it out and then add your thoughts in the comments....unless you're That Guy.

                  Wakfu: Osamoda & Sadida Class Trailers

                  Posted: 02 Feb 2012 09:38 AM PST

                  Square Enix and Ankama Games have partnered with MMORPG.com to bring our readers two new trailers featuring the Osamoda and Sadida classes. Check out the Wakfu: Osamoda & Sadida Class Trailers and let us know what you think in the comments.

                  General gaming

                  General gaming


                  Sony Right to Not Panic Over Vita Just Yet

                  Posted: 03 Feb 2012 06:18 PM PST

                  PlayStation Vita

                  Not unlike the situation Nintendo was faced with in the months after the launch of the 3DS, there has been talk of doom and gloom regarding the Vita. Sales of the new handheld have not been particularly mind-blowing in Japan since launch, and Sony has not attempted to portray its launch as anything it is not. More importantly, it has not yet begun to panic -- and nor should it.

                  After 325,000 units were sold in its opening week, Vita sales in Japan have declined week-over-week more often than not. 3DS, PlayStation 3, and even the PlayStation Portable have routinely outsold it, although this finally changed last week when the Vita sold almost 3,000 units more than the PSP. Still, that's nothing to write home about, which is perhaps why Sony CFO Masaru Kato didn't go as far as it seemed he was going to when describing Vita's sales.

                  OP-ED: I'm Getting Too Old for These Long Games

                  Posted: 03 Feb 2012 01:59 PM PST

                  Kingdoms of Amalur: Reckoning

                  Kingdoms of Amalur: Reckoning has a lot of content. This much we know. Releasing next week isn't the most perfect time as far as I'm concerned with the Vita's launch on the horizon and both Twisted Metal and Resident Evil: Revelations competing for my time, but it's also a much more comfortable spot than any point in the last quarter of 2011 would have been. One of its developers recently pondered if the amount of content crammed into the game was overdone, and I can't help but think it just might be.

                  "We recently had a content completion play through about two months ago... so, QA guys, they've been playing the game for years, they know all there is to know about it, its ins and outs, etc... their goal is to play everything," lead designer Ian Frazier told Strategy Informer. "Do every quest, every dungeon, everything possible, but as fast as possible. That means easy difficulty, skip all cut scenes and dialogue, sprint everywhere that's sprintable, fast travel everywhere you can, don't do any combat you don't need to do... that all took around 200 hours, and that was a speed run."

                  Skyrim Predicts the Super Bowl

                  Posted: 03 Feb 2012 01:09 PM PST

                  While everyone on the internet is busy running Madden simulations to predict the Super Bowl we thought we'd take a different approach. In order to determine the winner between the Patriots and the Giants, we're taking Skyrim's home-grown patriots, the Stormcloaks, and pitting them against the country's giants.


                  Yakuza: Dead Souls Wants to be Every Zombie Game

                  Posted: 03 Feb 2012 12:46 PM PST

                  You know a trend is getting out of hand when even the complaints about it start to grate on the nerves; that said, I'm going to take it easy on the zombie-game genre in this brief look at Sega's upcoming addition to the Yakuza series, Dead Souls. It's difficult to ignore the recent plague of zombie games, so there's no point in stating the obvious with empty complaints. Instead, why don't we attempt to figure out just what's inspiring all of them?

                  Outside of the general public's fascination with reanimated flesh, filling a game with undead foes serves as a promising prospect for developers; after all, who needs to program complex A.I. when you can give all of your game's enemies the intelligence of a grunt from Doom? It also helps that zombie tropes are so well-known (and expected) that developers don't need to exert much creativity. You've got some undead humans, maybe a few mutations sprinkled in here and there, and a cast of characters looking to get from point A to point B without getting devoured. Hell, it even gives your protagonists the chance to murder thousands and come out at the end with clean hands, unlike Uncharted's Nathan Drake.

                  Mass Effect 3 Demo Shows the Absurdity of Xbox Live Gold

                  Posted: 03 Feb 2012 11:20 AM PST

                  Downloading the upcoming February 14 Mass Effect 3 demo will upgrade the subscriptions of Xbox Live Silver members to Gold so that all players can sample the game's multiplayer before its release on March 6.

                  The temporary upgrade system that the demo takes advantage of indicates that Xbox Live as we know it is so outdated that it can't cope with offering users a single demo. The current XBL Gold/Silver division needs to change. After five years of Microsoft's biggest competitor offering multiplayer for free the console maker maintains what amounts to a $60 annual surcharge to play online. Online gaming is not new or novel -- it gained popularity nearly 20 years ago. Even consoles began supporting the function in the Dreamcast era. Multiplayer gaming should come standard with any system in 2012.

                  What You Need To Know About DOTA 2

                  Posted: 03 Feb 2012 09:00 AM PST

                  No matter how popular DOTA gets, it can still be hard to find fellow players -- even at the 1UP/IGN office, a fair amount of people don't even know what it is. For the newbies, DOTA is a user-created scenario done in the Warcraft III World Editor. It actually stands for "Defense of the Ancients," and is free to play for anyone who already owns Warcraft III and its expansion. There has historically been one important barrier to entry into its community though: difficulty. DOTA has always been complex, deep, and robust; and it maintains a steep learning curve.

                  The map (or mod, or game, or however you want to classify it) was passed along to different unpaid developers, and has been curated by the long-time anonymous developer "IceFrog" for the last seven years. I have been an active player since 2004, and was hooked with my first game. Playing DOTA with my friends regularly is easily the geekiest thing I've ever done. If someone walks in and you are playing Battlefield or Call of Duty, he or she can understand right away what's going on in the game. But when a friend walks in on me playing DOTA, it's not simple. They hear me shouting at my four friends on Ventrilo things like, "Where's our courier and why didn't anyone call missing on Pudge!? He just came bot with QoP and ganked the s--- out of me!"

                  Six Game Design Crimes on Trial

                  Posted: 03 Feb 2012 07:20 AM PST

                  Feature

                  Header

                  Six Game Design Crimes on Trial

                  Take a look at how gaming's worst transgressions would fare in a court of law.

                  By: Marty Sliva February 3, 2012

                  I hate to be the bearer of bad news, but the world of video games is rife with crime -- and I'm not talking about virtual decapitations in Mortal Kombat, or the countless murders of the Grand Theft Auto series. The misdeeds in question are those committed on the design level; crimes where the player ends up being the victim. We've gathered an identity parade of recent games guilty of committing various degrees of injustice, and equated them to what we believe are their real-world crime equivalents.

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