Latest Gaming and MMORPG Updates

Latest Gaming and MMORPG Updates


How to Handle the Internet’s Worst Trolls

Posted: 07 Mar 2012 04:25 AM PST

The deplorable behavior of a vocal minority has given Xbox Live a well-deserved reputation. Fans know to keep their headsets off it they don’t want to listen to an endless stream of ignorant slurs. Other online game communities maintain equally poor reputations — ever been a new player in a game of League of Legends or DOTA? As players, we have the luxury of taking our attention elsewhere — either to single-player or to other games entirely. The developers of these games don’t have that option, the community picks the game, not the other way around. Bound to serve their game’s fans, regardless of how poor, game makers must learn to handle their native populations’ trolls and anti-social behavior.

Mike Drach, Producer on the popular ForumWarz game, learned through a long process of trial and error, how to manage the one of the most unruly communities, and shared the lessons he’s learned in a presentation at the Game Developers Conference. With communities becoming more important to the industry, Drach explained how to cope and make the most of the fan base you’re given.

Never take it personally:
Even when it seems impossible, Drach stressed the importance of not letting criticism get under one’s skin. Even after a section of the community undertook a massive off-site campaign that filled sections of the game with crude drawings of dog feces — the implication being that the game was crap, Drach stated that taking the matter personally would only encourage more unwanted behavior.

Show no weakness (but don’t show off):
“The worst thing you can do is seem ‘butthurt,’” said Drach using the community’s favorite loaded word to describe anyone who takes exception to their behavior. Showing that criticism or harassment bothers you will only bring more attacks. On the other hand, making a large show of how little you care will only encourage trolls to escalate their behavior. “Sometimes the best response is not to engage at all, and never stoop to their level.”

Choose your mods wisely:
Prominent community members don’t always make for good moderators. Reaching out to everyone, even lurkers who read but don’t engage the community can help a game find a good team.

Let the haters hate:
“If you community has trolls, give them the chance to be themselves,” he said referring to the split nature of his game’s community. Normal talk goes into the Civil Discussion forums, while the trolls head over to the Role-Play forum. You’ll find this particular strategy in use in communities all over the internet. Creating a specific lazes faire forum attracts the worst of the worst, allowing the rest of the community to go about their business and actually enjoy the game.

Throw the book at them.
Build and maintain a long list of forums rules so that you can deal out bans to the worst users and justify it to the rest of the community. It’s also important to expressly maintain the right to ban or discipline any forum member for any reason in order to allow yourself the chance to respond to unexpected behaviors.

Keep your enemies close:
As troubling as trolls can be, banning for every infraction will destroy a community quickly. Oftentimes, the most incendiary posters will change their behavior if a moderator or developer simply asks them to knock it off. If that doesn’t work, Drach recommends taking time to think about a problem before banning. Other tools like ‘hellbans’ (user’s posts are invisible to everyone but themselves) or disemvowelment can do the same job without the problems of bans which can lead much more difficult to control offsite trolling.

Don’t underestimate your users:
The soft touch advocated the last lesson helps prevent retaliation against game makers by community members. Alienated fans, particularly those with a history of anti-social posting, can create headaches for mods when they post shocking or illegal content, orchestrate hacks or scams, or even post personal information about developers.

While ForumWarz isn’t your average AAA online-action title, the principles of community management he laid out could apply to any online community, especially to hardcore games entering the free-to-play arena like MechWarrior, Tribes, and Battlefield.


GDC 2012: Gaming’s Vanishing Middle Class
As the industry polarizes toward insanely expensive blockbusters and free-to-play social games, Ryan Winterhalter asks if gaming’s creative, fertile middle ground is a thing of the past.


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Atlantica Online MMO Review

Posted: 07 Mar 2012 01:27 AM PST

Atlantica Online, recently voted the best MMORPG of 2008, utilizes a unique turn-based style of combat to offer players of all ages a tactical and strategic alternative to the MMORPG genre. With amazing high-quality graphics and sound, an engaging storyline, and several end-game PvP options, it's no wonder Atlantica Online is now being called the best F2P MMORPG of all time.

 

Publisher: NDoors
Playerbase: High
Graphics: High Quality
Type: MMORPG
EXP Rate: High
PvP: Duels / Guild vs Guild/ Arena / Open PvP
Filesize: 2GB

Website: http://atlantica.nexon.net/

Pros: +Fantastic graphics. +Turn-based combat. +7 starting classes, plenty of subclasses. +Heaps of quests. +PvP and guild systems. +Auto-run.

Cons: -Limited character customization  -Turn-based combat not for everyone.  -Game difficulty is too easy -Monster graphics are re-used frequently

 

Known officially as a 'strategy MMORPG', Atlantica Online has achieved success solely through it's innovative turn-based combat system, and guild control system. While there are few character choices in the beginning, players can choose from over 20 different 'Mercenaries' later in the game, with a maximum of 8, thereby constructing their own unique team and style. Higher level characters have much to look forward to in the way of PvP, participating in large scale guild battles over towns and land.

Primary Character Weapon Choices - Sword, Spear, Axe, Gun, Gun, Cannon, Staff, Maniac, Musician

D-Class Mercenaries – Swordsman, Spearman, Archer, Gunner, Artilleryman, Shaman, Monk, Viking

C-Class Mercenaries - Beast Trainer, Witch, Princess, Prophet, Exorcist, Oracle, Inventor, Cannoneer, Lady Knight, Janissary, Hwarang, Minstrel

B-Class Mercenaries - Spartan, Pirate, Elementalist

 

 

 

Atlantica Online System Requirements

Minimum Requirements:

OS: Windows XP/ 2000 / Vista
CPU: Pentium 4 1GHz or higher
RAM: 512MB or higher
HDD: 5GB or more
VGA: GeForce4 TI4200, 64MB or better (vertex pixel shading support required)

Recommended Specification:

OS: Windows XP/ 2000 / Vista
CPU:Pentium 4 2GHz or higher
RAM: 1GB or higher
HDD: 10GB or more
VGA: GeForce4 TI4200, 64MB or better (vertex pixel shading support required), DirectX 10

Looking at the Future of Video Games

Posted: 06 Mar 2012 04:18 PM PST

The 2012 Game Developers Conference is in full swing this week, sprawling across all three buildings of San Francisco’s Moscone Center. While lots of interesting things happen each year at GDC, we realize they’re often very dry and technical GDC is an swap meet where the people who make the games you love trade ideas, not a convention like PAX or a trade show like E3. In other words, you shouldn’t expect many huge announcements or in-depth hands-on with hot upcoming titles this week.

Instead, 1UP’s editors will each be tackling appointments, lectures, and interviews from their own individual perspective and reporting back to you on the angle they’ve each elected to explore. From the challenges of preparing for next-gen hardware to the role of narrative, we’re talking to the people who make games about the future of their work. What’s in store for them, and by extension, you? That’s what we aim to find out this week.


Can Games be Friendly to Women?

Unfortunate trends continue to make gaming hostile towards female players. Bob Mackey investigates what it will take to change this.

OP-ED: With Mass Effect 3, BioWare Snuggles up to Inclusivity
There’s much more to Mass Effect 3′s same-sex romance options than simply courting controversy.

The Free-to-Play Minecraft-Style Kickstarter-Funded Future of PC Games

What do developers at GDC2012 view as the actual future for this most vaunted of platforms? Thierry Nguyen investigates.

Coming Soon!

What Can the Next Generation Learn from Gaming History? 

As we move into the next generation of consoles, Jeremy Parish asks how the classics of bygone days shape the new age of game design.

Square Enix Localization Looks to the Future
From spoony bards to mog clocks, how Square is tackling the translation needs of the HD era.

Let Me Tell My Own Damn Story

MyCheats editor Marty Sliva pursues his belief that games don’t need to tell a story, but rather supply the tools for us to create our own personal narratives.

Why Does Asura’s Wrath Not Trust Me?
The action spectacle stifles all user creativity in its aim to echo anime.

How Cool are Indie Games? (So Cool)

Managing editor Matt Leone spot-checks some of the most exciting small independent games and developers, then looks forward to what?s coming next.

 
Contrast: A Portal-Inspired Puzzle Game About Shadows
A new indie game centers itself on one mechanic — the idea that you can move in 3D or flatten yourself against walls in 2D.

Making Way for the Next Generation

It’s the year 2012, and we’re in the seventh generation of our current console cycle. Associate editor Jose Otero is convinced that this extraordinary period could be coming to a close soon, as rumors continue to point to the possibility of new hardware from Sony and Microsoft. Is it too soon to pull the trigger and move home consoles forward?

Coming Soon!

Gaming's Vanishing Middle Class
As the industry polarizes toward insanely expensive blockbusters and free-to-play social games, Ryan Winterhalter asks if gaming’s creative, fertile middle ground is a thing of the past.

How to Handle the Internet’s Worst Trolls
One developer explains how to make a deal with the devil.


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Ghosts’n Goblins Online (KR)

Posted: 06 Mar 2012 04:18 PM PST


[More info] Several months after Closed Beta 1 ended, Ghosts’n Goblins Online will finally be entering Closed Beta 2 today in Korea! Lasting only a mere 5 days, Player Vs Player (PvP) will be added and the main feature to be tested out along with a couple of new dungeons and areas. PvP will come in either 1 Vs 1 or 3 Vs 3, with new skilled only limited for this mode. For example, there is a skill which allows players to attack a nearby foe even if they are knocked down.

There will be a PvP match-making window, where players can search for others on equal level of PvP skills. I suppose this is done by matching the K/D ratio. Points will be given out after each match, and they can be used to upgrade their characters.


The new dungeons will include an underwater sewer area, where players will have to maneuver carefully to avoid being drowned. I guess these are just normal pit holes which players will fall into if jumping is not controlled properly.


To cap things off, there will be various new skills, and the auction house and mail system now usable. The game UI is apparently tweaked as well to allow players to access keys faster and more graphical resolutions are implemented. My only question is, how the hell are players able to test all these new features with just 5 days?!


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When Mega Man Ruled the World: An Anniversary Tribute

Posted: 06 Mar 2012 01:26 PM PST

When the original Mega Man hit the NES in 1987, it was a revelation: The slickest, most open-ended platform shooter ever made. With only ten stages, it was short compared to standards like Super Mario Bros. and Wonder Boy, but what it lacked in length it made up for with replayability… not to mention sheer challenge. Its sequel, 1989′s Mega Man 2, was even more spectacular. Together, the two games defined a genre and became high-water marks for 8-bit game design.

Sadly, a decade later, Mega Man had practically become a mockery of itself. The old-school sprites of Mega Man 8 and Mega Man X4 were comforting to gamers who weren’t completely convinced that the PlayStation’s chunky polygons should be an absolute replacement for classic game design; yet at the same time, the 2D Mega Man titles felt like relics, doing nothing to push the limits of technology or play mechanics. Mega Man had become iterative, where once he was innovative. Meanwhile, the Legends spin-off actually did introduce new ideas, including an early form of Zelda’s Z-targeting and real-time story cutscenes with lip-synched facial animations, but it was largely dismissed by Mega Man fans and detractors alike: By the former for being too different from the older games, and by the latter for wearing the name “Mega Man.”

When Nintendo’s 32-bit handheld Game Boy Advance was announced a few years later, Capcom producer Keiji Inafune and his team set out to revitalize the series and restore its luster. Unlike Legends, this new game would diverge far enough away from the classic template of gun-driven action that there would be no confusion over its purpose. Instead, this game would reinvent Mega Man for the post-Pokémon age. Debuting Oct. 30, 2001, Mega Man Battle Network — or “Rockman.EXE” in Japan — would be a collection-heavy portable role-playing game where the player’s avatar wasn’t Mega Man himself but rather a young man named Lan Hikari who in turn used Mega Man as his own virtual intermediary into the world of cyber-battling. And to ensure its popularity, the game would offer both an afternoon cartoon tie-in and a heavy emphasis on head-to-head competition with players, including special events where Capcom would distribute exclusive content, Mew-like.

In truth, that’s about as far as the Pokémon connection went: Surface inspiration. Calling Battle Network a Pokémon clone would be downright fatuous; a few minutes is all it takes to realize that the two series’ overall design and play mechanics are wildly different. Capcom cleverly looked to the classic Mega Man titles for inspiration, drawing on both the series’ fiction and its play elements. Mega Man faced off against bosses like Ice Man and Guts Man as he unraveled the evil Lord Wily’s plan to destroy the digital network that formed the backbone of the game’s society. In the process, the player would acquire abilities from defeated foes — all foes rather than bosses only. Unlike fights in Pokémon, though, Mega Man was a permanent one-member party for combat throughout the adventure, and his abilities were augmented with chips collected from vanquished enemies.

Narratively, Battle Network stood as an alternate reality to the original Mega Man series. Where the classic games represented a world where doctors Thomas Light and Albert W. Wily revolutionized the world with robotics, Battle Network’s was a world where Tadashi Hikari (Japanese for “Right Light” — a cheeky reference to inconsistencies in how Dr. Light’s had been transliterated into English over the years) had instead applied his genius to computer networks. Rather than creating robot masters to do his bidding, Wily instead recruited human operators of Internet warrior-avatars called Navis. Where Mega Man had been special in the old games due to the infinite flexibility enabled by his adaptable nature, here the titular character was unique for being a virtual personality construct based on Lan’s twin brother Hub, who had died as an infant. Lan and Hub/Mega Man shared a special link that enabled them to fight far more efficiently than other human-Navi partnerships, though it also meant that (unlike other Navis) Mega Man couldn’t be restored from a backup file in the event of deletion, and his destruction would be fatal to Lan.

While it made for a handy dramatic device, the almost mystical connection between Lan and Mega Man underscored one of the biggest problems with the Battle Network games: As a story-driven series, it relied entirely too much on terrible plotting. The first game set the tone for the following games, bending logic and reason in the service of advancing the plot and creating excuses for virtual combat. Adults would often find themselves helpless at the hands of minor technical inconveniences, villains would suffer from sudden deficits of common sense, and society itself would break down in bizarre ways, all to allow Lan and his virtual brother to save the day with video game combat. This led to some truly bizarre contrivances, like the time a bear threatening school kids at a campground turned out to be a fake creature with a loudspeaker and an Internet connection. The Battle Network games missed no opportunity to sacrifice coherent plotting for flimsy excuses to battle.


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Assassins Creed 3 Trailer Now Available

Posted: 06 Mar 2012 10:17 AM PST

Good news, Assassins Creed 3 fans! Ubisoft has unveiled a reveal trailer for the third episode in the series. It's nearly a minute and a half long and features a new assassin in native American Indian guise. No need for us to gab on about it though, check it out below:

YouTube Preview Image


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MMO Updates

MMO Updates


GDC 2012: A look at Seven Souls Online with the NEOWIZ team

Posted: 07 Mar 2012 09:00 AM PST

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Seven Souls Online
Just a few short weeks ago, Seven Souls Online was in closed beta and Massively readers were scooping up beta keys to test it out. Now, with closed beta, well, closed and open beta just around the corner, the team at NEOWIZ GAMES sat down to show off the state of the game and its plans for launch. The devs showed some beginner gameplay and then revealed some of the content that's ready and waiting for the higher levels. From jackpots to cubes to rage mode, Lead Community Manager Cesar Gatica and Marketing Manager Joon Yoon explained it all. What the heck are jackpots, cubes, and rage mode? Read on!

Continue reading GDC 2012: A look at Seven Souls Online with the NEOWIZ team

MassivelyGDC 2012: A look at Seven Souls Online with the NEOWIZ team originally appeared on Massively on Wed, 07 Mar 2012 12:00:00 EST. Please see our terms for use of feeds.

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    Funcom stock price could 'double or triple' depending on success of The Secret World

    Posted: 07 Mar 2012 08:00 AM PST

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    The Secret World - creature concept art
    Funcom has a lot riding on The Secret World, and a new piece at MCV outlines stock prospects for the company as the horror-conspiracy MMORPG's June 19th launch date draws nearer.

    Funcom stock has risen dramatically on the Norwegian Stock Exchange since last summer, and analysts expect further growth leading up to The Secret World's release. After that, though, the predictions aren't as clear given the significant fluctuations in Funcom's stock price since its 2005 introduction.

    MCV notes that shares peaked with 2008's Age of Conan release, but prices dropped significantly soon after as the game "didn't make the expected sales impact." Nonetheless, analysts are enthusiastic about prospects for post-Secret World performance. "Funcom is one of the stocks that could double or triple in value. If Funcom's next game is a success, they will definitely end up as the stock of the year," Carnegie's Espen Torgersen says.

    MassivelyFuncom stock price could 'double or triple' depending on success of The Secret World originally appeared on Massively on Wed, 07 Mar 2012 11:00:00 EST. Please see our terms for use of feeds.

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    Why I Play: City of Heroes

    Posted: 07 Mar 2012 07:00 AM PST

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    City of Heroes
    When I first sampled City of Heroes, I was just recovering from a nasty break-up with Star Wars Galaxies and looking for a new roleplaying paradise. What I found after a month was that I had a lot more fun planning my next character using the little booklet that came with the box than I actually did grinding my way up through the levels. That early version of the game... was not good.

    Fast-forward a few years to the Paragon Studios takeover and the implementation of the Mission Architect. I fell in love all over again. It took several years (and all the improved content those years enabled), but the game eventually became something I wanted to play.

    And I'm going to tell you why.

    Continue reading Why I Play: City of Heroes

    MassivelyWhy I Play: City of Heroes originally appeared on Massively on Wed, 07 Mar 2012 10:00:00 EST. Please see our terms for use of feeds.

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      GDC 2012: SOE's PlanetSide 2 gunning for the big time

      Posted: 07 Mar 2012 06:00 AM PST

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      PlanetSide 2 - TR minigun
      Our PlanetSide 2 bootcamp didn't start on the war-torn planet of Auraxis. It started on a plushly appointed hotel terrace in the middle of downtown San Francisco. Sony Online Entertainment brought its A-game to GDC 2012, and though its MMOFPS sequel is still undergoing internal alpha testing, the demo was striking enough to make us feel like battle-weary soldiers returning from the front.

      Executive producer Josh Hackney kicked things off with a short spiel that touched on what made the original PlanetSide unique (truly massive combat, ambitious open-world design, and a passionate/enduring community, in a nutshell). Hackney then turned the microphone over to creative director Matt Higby and a team of SOE devs who proceeded to wow the gaggle of game journos with an hour of pure awesome.

      Continue reading GDC 2012: SOE's PlanetSide 2 gunning for the big time

      MassivelyGDC 2012: SOE's PlanetSide 2 gunning for the big time originally appeared on Massively on Wed, 07 Mar 2012 09:00:00 EST. Please see our terms for use of feeds.

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        The Daily Grind: What's the most epic battle in which you've ever fought?

        Posted: 07 Mar 2012 05:00 AM PST

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        Tabula Rasa
        At the end of the day, the dead and dying fade into the mist. At the end of the day, scores are tallied and winners are awarded. At the end of the day, the bruised and battered warriors enter the great feasting hall and find themselves revitalized. At the end of the day, glasses are raised and boasts are uttered. At the end of the day, tales of epic battles are on everyone's lips.

        So tell, great fighter of old: What is your best battle boast? What epic confrontation stirred in your heart the sense of heady immortality as you rushed down the hill to meet your fate? What conflict left you panting and grinning, satisfied with the blood spilled and the glory seized? What fine account will you pass down to your descendants when you are half-blind with age, sitting in front of a roaring fire, and softly patting your honed blade?

        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 the most epic battle in which you've ever fought? originally appeared on Massively on Wed, 07 Mar 2012 08:00:00 EST. Please see our terms for use of feeds.

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          GDC 2012: Advanced recon of PlanetSide 2 uncovers hot zone photographs

          Posted: 06 Mar 2012 06:30 PM PST

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          PlanetSide 2
          Massively's boots are on the ground at this week's Games Developer Conference, and we've stormed Sony Online Entertainment's stronghold to find out any and all information about its upcoming MMOFPS PlanetSide 2. We've been tweeting the excitement from the show floor, and while hearing it is one thing, seeing it for yourself is another.

          That's why we're bringing to you a mega-upload of 22 hot new images and concept art from this MMOFPS. Showing off a huge variety of environments, ships, soldiers, outfits, and action sequences, these screenshots are pure eye-candy for those anticipating this title. And after the cut, you'll find two GDC videos of the game, courtesy of PlanetSide Universe and tipster Kyle.

          This is only the beginning, however. Stay tuned to Massively for our first impressions of PlanetSide 2 and an interview with SOE's Tramell Isaac coming later this week!

          Gallery: PlanetSide 2


          Massively sent four resolute reporters to San Francisco to bring you back the biggest MMO news from this year's GDC, the largest pro-only gaming industry con in the world! From games like The Secret World to PlanetSide 2, we're on the case, so stay tuned for all the highlights from the show!

          Continue reading GDC 2012: Advanced recon of PlanetSide 2 uncovers hot zone photographs

          MassivelyGDC 2012: Advanced recon of PlanetSide 2 uncovers hot zone photographs originally appeared on Massively on Tue, 06 Mar 2012 21:30:00 EST. Please see our terms for use of feeds.

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          EVE Online talks about bringing ship trees to ship shape

          Posted: 06 Mar 2012 06:00 PM PST

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          Because you can never have enough internet spaceships, right?
          Every MMO has to face an issue of complexity creep, and EVE Online is no exception. The current trees for ship progression and skill advancement are the result of numerous patches, additions, and alterations to a core system that's left an enormous mess behind. As a result, the whole system is in need of an overhaul, one that the most recent development blog discusses in detail.

          The first changes involve cleaning up and streamlining the progression system so that ships such as Destroyers and Battlecruisers are a part of the standard path rather than unusual deviations. There's also a removal of some of the more labyrinthine requirements for tech 2 ships. The other major focus is a removal of the current system of ship tiers, with the developers trying to specialize ships based on roles and make each hull useful in its own fashion. EVE Online players are going to be seeing a big upheaval in the way that ships work in the future, so it's probably a good idea to get a feel for where the changes are arriving sooner rather than later.

          MassivelyEVE Online talks about bringing ship trees to ship shape originally appeared on Massively on Tue, 06 Mar 2012 21:00:00 EST. Please see our terms for use of feeds.

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          Peek into the future of Star Wars: The Old Republic's Legacy system

          Posted: 06 Mar 2012 05:00 PM PST

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          Force Choke, as always, is the best ability in the game.
          Yesterday, the Star Wars: The Old Republic guild summit gave players a good idea of what to expect from patch 1.2. But just hearing about things like the new Legacy features and upcoming Operations isn't enough for everyone, which is no doubt part of the reason the development team has put together a trailer for all of the new features. And while the new Operation, Flashpoint, and Warzone might be the most immediately interesting, there's a lot more on display in the trailer.

          In fact, the trailer shows off more of the cross-race options for new characters that can be unlocked via the Legacy system as well as the upcoming appearance modification and UI customization that the patch will add. There's also a preview of new minipets, the promise of new daily missions on Corellia, and several other tweaks to improve the game. But why take our word for it when you can jump on down and watch the video for yourself?

          [Source: BioWare press release]

          Continue reading Peek into the future of Star Wars: The Old Republic's Legacy system

          MassivelyPeek into the future of Star Wars: The Old Republic's Legacy system originally appeared on Massively on Tue, 06 Mar 2012 20:00:00 EST. Please see our terms for use of feeds.

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            Turbine enlists Chance Thomas to score LotRO, DDO expansions

            Posted: 06 Mar 2012 04:30 PM PST

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            Chance Thomas
            If you were disappointed by the absence of new music in Lord of the Rings Online's last couple of expansions, then today is a good opportunity to break out the headphones in celebration. Composer Chance Thomas has announced that Turbine contracted him to create an "all-original orchestral, choral and acoustic ensemble score" for this fall's Riders of Rohan.

            It's not just LotRO audiophiles who have cause to rejoice, either: Thomas is also on board with creating the music for Dungeons and Dragons Online's first expansion, Menace of the Underdark.

            Thomas' career in video game music dates back to the late '90s with Quest for Glory V. LotRO players know him best as one of the composers for both Shadows of Angmar and Mines of Moria. Menace of the Underdark will release June 25th, while Riders of Rohan is scheduled for some time this fall.

            MassivelyTurbine enlists Chance Thomas to score LotRO, DDO expansions originally appeared on Massively on Tue, 06 Mar 2012 19:30:00 EST. Please see our terms for use of feeds.

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            Scott Hartsman: A fully dynamic RIFT 'lacked clarity'

            Posted: 06 Mar 2012 04:00 PM PST

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            Scott Hartsman
            It's a well-known fact that throughout a good portion of its development process, RIFT was designed to be a completely dynamic world free from the traditional questing system. So why did Trion Worlds feel the need to shoehorn in these established MMO elements?

            Scott Hartsman doesn't duck the question in a recent interview but gives an open explanation for how the process came to be. He said the team originally began with a huge concept of a world where everything could change and be transitory but discovered that it had one big flaw: Players didn't feel connected to the world they were supposed to be saving.

            "A lot of it came down to a lack of clarity," Hartsman admits. "People need to feel like they have a place in the world in order to feel like it's a world they want to keep coming back to." To provide a way to anchor players in the story and place of the world, the team went back and added a static layer in addition to the dynamic one already present and created new ways for the two to interact.

            Hartsman reveals that everything in RIFT is created, balanced, and scaled by designers, as the team rejects fully machine-generated content (although the devs have used programs to assist in the design). He says that the team's main focus, from before launch until now, has been to get its subscribers to play together, as those relationships help "stick" a player to a game like nothing else.

            MassivelyScott Hartsman: A fully dynamic RIFT 'lacked clarity' originally appeared on Massively on Tue, 06 Mar 2012 19:00:00 EST. Please see our terms for use of feeds.

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            City of Heroes launches Issue 22, and it's going to be a killer

            Posted: 06 Mar 2012 03:00 PM PST

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            Alas, poor Statesman!  I knew him, Manticore.
            If you've been looking forward to Issue 22 of City of Heroes, your wait is finally over. The new issue, Death Incarnate, hit the live servers just this afternoon. That means the inclusion of new powersets for Controllers and Dominators, a newly revamped experience in Dark Astoria for solo Incarnates, buffs for Stalkers and Gravity Control, and new content for low-to-mid-level characters. In other words, no matter how you want to play, you're likely to find something in the latest patch to get excited about.

            Need a little more convincing? Well, there's a lovely new trailer for the update to help get everyone ready to charge into the newfound circus of death. There's also a new developer diary discussing the fine points of Darkness Control, the new powerset included for free for all VIP subscribers. All told, it's a good collection of toys for City of Heroes players, even if it might behoove said players to fear the reaper just a little bit more.

            Continue reading City of Heroes launches Issue 22, and it's going to be a killer

            MassivelyCity of Heroes launches Issue 22, and it's going to be a killer originally appeared on Massively on Tue, 06 Mar 2012 18:00:00 EST. Please see our terms for use of feeds.

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            LEGO plus internet spaceships: The scourge of bare feet everywhere

            Posted: 06 Mar 2012 02:00 PM PST

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            PEW PEW PEW
            EVE Online players, have you ever wanted to bring your internet spaceships into the real world? Of course you have, but unfortunately we're still a ways away from interstellar travel, so for now you'll have to settle with the next best thing: LEGO! One particularly creative EVE Online player has posted a LEGO model of the game's Minmatar frigate, the Rifter, to the LEGO CUUSOO site.

            If the model garners 10,000 supporters on the CUUSOO site, it will be reviewed by LEGO for the possibility of being manufactured as an official LEGO product. While the licensing issues involved may make that prospect something of a pipe dream, it never hurts to try, right? So go and show your support and maybe someday you can own a LEGO internet spaceship of your very own.

            MassivelyLEGO plus internet spaceships: The scourge of bare feet everywhere originally appeared on Massively on Tue, 06 Mar 2012 17:00:00 EST. Please see our terms for use of feeds.

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            Blizzard buffs the bejeezus out of WoW's Scroll of Resurrection

            Posted: 06 Mar 2012 01:00 PM PST

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            Screenshot -- World of Warcraft
            World of Warcraft's Scroll of Resurrection has received a rather considerable buff. The feature previously allowed currently subscribed players to invite a retired friend to come back to Azeroth for a time. Now, however, the resurrected player will be provided a treasure trove of freebies to further entice retired players back to the game.

            The returning player will be able to boost one character directly to level 80, which seems pretty amazing in and of itself, but there's more. Scroll of Resurrection will also supply its target with a free upgrade to Cataclysm, seven days of free game time, and free realm and faction transfers so that returning players can join their friend right away. So, retirees and recovering addicts, if you need a little more Azeroth in your life, now's the perfect time to jump back in.

            MassivelyBlizzard buffs the bejeezus out of WoW's Scroll of Resurrection originally appeared on Massively on Tue, 06 Mar 2012 16:00:00 EST. Please see our terms for use of feeds.

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            ArenaNet's Jon Peters talks Guild Wars 2 competitive PvP

            Posted: 06 Mar 2012 12:00 PM PST

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            Screenshot -- Guild Wars 2
            Gaming can be a great way to wind down and relax, but as any real gamer knows, relaxation is for sissies. Competition is where the real action's at! Don't worry, Guild Wars 2 designer Jon Peters knows all about competition, and he even took some time out of his certainly busy day to sit down and talk a bit about Guild Wars 2's competitive PvP.

            Anyone who played the original Guild Wars knows the heavy focus the game put on balanced, competitive PvP. Well, ArenaNet is taking that to the next level in Guild Wars 2. Peters even goes on to state that the devs "consider it to be one of the primary goals of Guild Wars 2 competitive PvP to make it into an eSport." Peters goes on to discuss how the team is focusing on bringing players a balanced-but-exciting PvP experience. For the full details, just click on through the link below to the full interview at ZAM.

            MassivelyArenaNet's Jon Peters talks Guild Wars 2 competitive PvP originally appeared on Massively on Tue, 06 Mar 2012 15:00:00 EST. Please see our terms for use of feeds.

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            Hyperspace Beacon: One step forward...

            Posted: 06 Mar 2012 11:00 AM PST

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            Hyperspace Beacon: One Step Forward...
            You might notice that the Hyperspace Beacon changed its face a bit. That's because I'm reporting from the Guild Summit in Austin, Texas -- BioWare's headquarters. Over 250 guilds and fan sites were invited to not only see the team's plans for Star Wars: The Old Republic but also voice their ideas for what they want from the game.

            Of course, a game carrying the Star Wars name appeals to a large diverse group of people, and not just because of the Star Wars IP; BioWare has created a name for itself with incredible story-driven games like Mass Effect 3, which released this morning. Among the pre-summit discussion was the question of whether and how much BioWare leans on the Star Wars IP for the success of the game. The consensus among the guild leaders I spoke to was an interesting and surprising one: Although BioWare certainly leaned on Star Wars for the story elements of the game, the lack of huge success for the most recent LucasArts games suggests that the Star Wars IP actually leaned on BioWare's reputation.

            When I jumped into Q&A with the guild leaders, I half-expected a bunch of over-enthusiastic fanboys. I was pleasantly surprised to find that, although they were fans, those invited to this summit were very level-headed and oftentimes critical of the game's development. Thankfully, during the course of the summit, the developers were equally willing to address these concerns.

            Continue reading Hyperspace Beacon: One step forward...

            MassivelyHyperspace Beacon: One step forward... originally appeared on Massively on Tue, 06 Mar 2012 14:00:00 EST. Please see our terms for use of feeds.

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              GDC 2012: Wargaming.net reveals first World of Warplanes gameplay trailer

              Posted: 06 Mar 2012 10:00 AM PST

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              World of Warplanes - alpha trailer
              Wargaming.net is kicking the tires and lighting the fires of its newest World War II-era action MMO. World of Warplanes is currently in alpha testing, and the firm has just released a new trailer featuring plenty of PvP footage from the upcoming game.

              If you're into horsepower, dogfighting, or fast-paced action gameplay, you'll want to click past the cut as soon as possible and check out a minute and a half of what Wargaming.net calls "pure adrenaline." And don't forget to check in with Massively later this week for our World of Warplanes coverage from GDC 2012.

              Massively sent four resolute reporters to San Francisco to bring you back the biggest MMO news from this year's GDC, the largest pro-only gaming industry con in the world! From games like The Secret World to PlanetSide 2, we're on the case, so stay tuned for all the highlights from the show!

              Continue reading GDC 2012: Wargaming.net reveals first World of Warplanes gameplay trailer

              MassivelyGDC 2012: Wargaming.net reveals first World of Warplanes gameplay trailer originally appeared on Massively on Tue, 06 Mar 2012 13:00:00 EST. Please see our terms for use of feeds.

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                General gaming

                General gaming


                Looking at the Future of Video Games

                Posted: 06 Mar 2012 03:27 PM PST

                The 2012 Game Developers Conference is in full swing this week, sprawling across all three buildings of San Francisco's Moscone Center. While lots of interesting things happen each year at GDC, we realize they're often very dry and technical GDC is an swap meet where the people who make the games you love trade ideas, not a convention like PAX or a trade show like E3. In other words, you shouldn't expect many huge announcements or in-depth hands-on with hot upcoming titles this week.

                How to Handle the Internet's Worst Trolls

                Posted: 06 Mar 2012 03:13 PM PST

                The deplorable behavior of a vocal minority has given Xbox Live a well-deserved reputation. Fans know to keep their headsets off it they don't want to listen to an endless stream of ignorant slurs. Other online game communities maintain equally poor reputations -- ever been a new player in a game of League of Legends or DOTA? As players, we have the luxury of taking our attention elsewhere -- either to single-player or to other games entirely. The developers of these games don't have that option, the community picks the game, not the other way around. Bound to serve their game's fans, regardless of how poor, game makers must learn to handle their native populations' trolls and anti-social behavior.

                Mike Drach, Producer on the popular ForumWarz game, learned through a long process of trial and error, how to manage the one of the most unruly communities, and shared the lessons he's learned in a presentation at the Game Developers Conference. With communities becoming more important to the industry, Drach explained how to cope and make the most of the fan base you're given.

                Counter-Strike: Global Offensive Loses Cross-Platform Play

                Posted: 06 Mar 2012 12:03 PM PST

                Counter-Strike Global Offensive

                Among the biggest additions in Counter-Strike: Global Offensive, at least on the surface, was support for cross-platform play. As revealed a few weeks after the game's initial announcement last August, players on PC, Mac, and PlayStation 3 were to be able to play online against each other. That is no longer the case, with Valve making the call to ditch cross-platform play.

                Believe it or not, the rationale for doing this is not because PS3 players would be at a disadvantage against keyboard-and-mouse-wielding computer players. (This advantage was to be downplayed slightly through support for both PlayStation Move and keyboard and mouse control setups on PS3, in addition to DualShock/Sixaxis.) Instead the decision was driven by a desire to be able to deliver updates for the game as often as Valve would like, and on consoles those simply cannot happen as rapidly as on computers.

                Square Enix Localization Looks to the Future

                Posted: 06 Mar 2012 11:40 AM PST

                Few companies know the ins and outs of game localization (adapting a game from its native region into something that sounds natural and appropriate in other languages) better than Square Enix. The English localization of Square's games has gone from laughable -- see the barely-comprehensible English script for Final Fantasy II circa 1991 -- to some of the best around. Much of the credit can be traced back to Richard Honeywood, who spoke at GDC five years ago on his work to take Square's localization department from two people to a full team during the PlayStation era.

                Street Fighter X Tekken Review: A Fun Fighting Crossover Held Back by Corporate Greed

                Posted: 06 Mar 2012 11:00 AM PST

                From the moment you press start for the first time, Street Fighter X Tekken is ready and willing to help you to become a better fighting game player. That's a bold goal, for sure; and one that the developers at Capcom have struggled to implement for casual players in their past fighting games. Understandably, this is something a lot of developers struggle with: How do you open the flood gates so everyone can enjoy your game and still keep the hardcore happy at the same time? The first entry in the crossover series between Street Fighter and Tekken takes baby steps towards leveling the playing field to favor both casual and hardcore, but fumbles a few interesting ideas along the way. The best parts of SFXT manage to shine through though, even if part of it feels like a starter pack for more content down the road.

                SFXT's biggest asset is its art style, and nothing here steals the show quite like it. By borrowing from the exaggerated and inky trappings of Street Fighter 4, SFXT sports a familiar look but manages to improve on it through darker/richer colors and a more diverse cast. Arguably, Street Fighter has seen its share of blond-haired warriors and martial arts dudes who scream while wearing Karate gis, so understandably the new additions to the roster shouldn't feel that fresh. But, somehow, they still do. The Tekken fighters add a layer of visible flair that complements the existing Street Fighter roster quite well, and simultaneously introduce new play styles for players to learn. With 38 combatants to mix and match, there's plenty to discover here.

                OP-ED: With Mass Effect 3, BioWare Snuggles up to Inclusivity

                Posted: 06 Mar 2012 07:32 AM PST

                Note: Mild romance subplot spoilers for Mass Effect 3 ahead.

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