MMO and SEO News from Gameforumer.com

MMO and SEO News from Gameforumer.com


Preview: Dead Space 3 will feature optional 'dungeons'

Posted: 25 Jul 2012 05:01 AM PDT

Preview: Dead Space 3 will feature optional 'dungeons' screenshot

Dungeons are typically optional areas in videogames where players can explore for treasures, and fight against all sorts of danger. Usually you think of titles such as Zelda, The Elder Scrolls, and any number of role-playing games when dungeons are brought up, right? So imagine my surprise when Steve Papoutsis, Executive Producer on Dead Space 3, let me go hands-on with their take on a dungeon recently.

You'll come across multiple dungeons throughout Dead Space 3's story, full of goodies that will add more to the overall experience, and satisfy OCD completionists. These dungeons are also completely optional, so you can blow right past them if you're looking to get straight through the overall story.

Dead Space 3 (PC, PlayStation 3, Xbox 360 [Previewed])
Developer: Visceral Games
Publisher: Electronic Arts
Release: February 2013

The particular dungeon I went through was called the Lost Flotilla, and takes place in the first act of Dead Space 3. This optional section is set aboard a spaceship within a ship graveyard above the ice planet Tau Volantis. The demo was restricted within the spaceship, but we were able to get a quick peek at the surrounding space. There were ships and debris all over the place, and you'll be able to traverse the environment through Zero G exploration.

Dungeons will typically average from 30 to 60 minutes in length, and will be filled with items, ammo, treasures, additional story content, and of course, plenty of monstrous Necromorphs. Steve Papoutsis told me that the purpose of the dungeons is to "create a deeper experience for people." The traditional gameplay is still there, but now players are "able to go and explore off the beaten track and actually have areas like this that will provide extra opportunities for loot, more backstory, more logs, and things like that. So really, it extends the experience for those people that really kind are those hunter gatherers that want to collect everything."

Like the main game itself, you'll be able to explore these areas by yourself or do it with a buddy through the drop in/out co-op. In fact, there will be some dungeons only available when you're playing co-op as it relates more to Carver, the second playable character's backstory.

Of course, as this is a Dead Space game, you have to fix something that's broken down. The Lost Flotilla is running low on power, so you have to find a way to get the ship powered up. Because of this, part of the level sees you manually opening doors with telekinesis to spin the locking mechanism on each door. Simple puzzles are around too, and one section required me to flip several switches on a circuit breaker in order to progress.

Visceral also gave us a taste of the weapon crafting system, which allows you to merge weapons together. In this case, I was wielding a Line Gun with its alt fire being the Ripper chainsaw gun. A great combo, especially as I rarely use the Ripper on its own normally. You'll be able to craft different weapon combos through the new weapon crafting workbench, and more details on that will be coming next month.

The spaceship had that tight corridor feel going on, with the usual Necromorph attacks happening from any number of directions.  Because of that, I never felt the need to use the new roll or crouch feature. I think those abilities will be better used for the big boss fights, or the new human soldiers you'll be running into.

My time with Dead Space 3 was far too short, and the setting for the demo wasn't the most idle when it comes to properly judging a survival horror title. While the section I played certainly had that Dead Space feel you're used to, I can't really state much more beyond that. I definitely need to get some proper hands-on time with the co-op, and some of the more outdoor environments to truly see how much Visceral is shaking up the series.

At the very least, I love that dungeons are being added to the game. I typically replay Dead Space games three times over for the story, and because I want to upgrade Isaac and his weapons to full power. Dead Space 3's new dungeons are definitely another incentive to continue that habit.

Photo Photo Photo Photo Photo Photo Photo Photo

World of Warcraft Mists of Pandaria Releasing September 25th

Posted: 25 Jul 2012 05:01 AM PDT

World of Warcraft Mists of Pandaria

World of Warcraft's Mists of Pandaria will launch September 25th. The expansion will cost $39.99 USD and is currently available on battle.net. You can also upgrade to a Digital Deluxe Edition ($59.99 USD) and a Collector's Edition for $79.99 USD.

Club Nintendo updates their stash, adds Bonsai Barber

Posted: 25 Jul 2012 05:01 AM PDT

Club Nintendo updates their stash, adds Bonsai Barber screenshot

It looks like Club Nintendo's lineup of digital games really is going to be staggered going forward, as Mario Tennis has been replaced by Bonsai Barber on WiiWare for 150 coins. The game is normally $10, and is a fairly well regarded title, so this is actually a decent deal.

When you look at Bonsai Barber, your first inclination may be to yell "SHOVELWARE," but it's actually a pretty decent game. If you have an open mind, and you're willing to drop 150 coins on a game for a system that will be replaced in a few months without a guaranteed digital transfer method, you can't really go wrong.

Bonsai Barber [Club Nintendo]

DLF Pramerica Life launches `Income Rakshak' plan

Posted: 25 Jul 2012 05:01 AM PDT

Private insurer DLF Pramerica Life Insurance (DPLI) today launched a new plan that helps supplement a family's monthly income and also provides protection.

Future Generali India Insurance to pay Rs 10L accident compensation

Posted: 25 Jul 2012 05:01 AM PDT

The family members of a 21-year- old youth, who was crushed to death last year by a rashly driven tempo here, has been awarded a compensation of over Rs 10 lakhs by a MACT.

Tor Project Considers Paying Users $100/mo. For Operating High-Speed Tor Relays

Posted: 25 Jul 2012 05:01 AM PDT

For privacy-minded types and people in repressed parts of the world, Tor is a valuable tool. The anonymity-enabling onion routing service does have a few drawbacks, however, including its sometimes sub-optimal connection speeds. Tor's browsing speeds have gotten noticeably better over recent months and years, and the poor connections may disappear completely if a proposal that's currently under consideration is adopted: actually paying people and organizations with fast connections to act as a Tor exit relay.

The proposal was actually put forth by Tor founder Rodger Dingledine, who has been vociferously against paid relays for years. He recently dove into Tor data, however, and found that Tor clients -- which randomly connect to available exit relays -- connect to the five fastest available servers about a quarter of the time thanks to Tor's built-in load balancing. More capable connections get more Tor client attention, which makes sense from a congestion standpoint, but Dingledine worries that it could adversely affect the diversity of the overall Tor network.

Dingledine suggests that by offering to pay a monthly fee to hosts who operate a high speed exit relay, more people may be inclined to offer their connection for Tor use. The more speedy relays there are, the more diversified the load balancing becomes, making the overall Tor use experience that much faster and more diverse.

Of course, the plan will only work if it attracts people and organizations with high speed connections: to that end, Dingledine suggests offering $100/mo. to folks who can supply speeds of at least 100Mbps. (Other rates will also be considered.) To people who think the figure seems high, Dingledine offers the following:

We should keep in mind that the primary cost of running an exit relay is effort, not dollars: it takes dedication to find an ISP who will host it, and to hold that ISP's hand when an abuse complaint arrives. Or said another way, hosting costs are in many cases not the biggest barrier to running an exit relay.

The Tor Project has already lined up a backer for paid relays; the Broadcasting Board of Governors, the group behind the Voice of America website, has agreed to fund 125-plus fast exit relays over the next year once the details are hammered out. Dingledine warns that Tor can't become dependent on paid exit relays to the point that it crumbles if funding is yanked, however.

You can read Dingledine's entire paid node proposal here. Be warned: it's long.

Do you think the proposal for paying high-speed Tor server operators is a good idea, or do you think it could lead to the demise of Tor as we know it?

Via SC Magazine

HBO On Netflix? Not A Chance, Says HBO

Posted: 25 Jul 2012 05:01 AM PDT

Netflix's recent return to profits must have made CEO Reed Hastings a wee bit giddy; buried deep in the company's new earnings report was a paragraph that teased the possibility of a Netflix-HBO partnership. Will we someday be able to stream Game of Thrones? In a word: no. After the press circulated the speculation yesterday, HBO promptly released a statement squashing the rumor with extreme prejudice.

"We are not in discussions and have no plans to work with Netflix," Reuters reports HBO spokesman Jeff Cusson as saying. Ouch. So there you have it, cord-cutters; don't get your hopes up for on-demand True Blood anytime soon -- at least if you don't have HBO Go. And since you need an HBO subscription to access HBO Go, you wouldn't be a cord cutter if you had it.

HBO's quibbles with Netflix are nothing new, and it isn't limited to streaming video. Earlier this year, HBO stopped giving Netflix a wholesale discount for DVDs of its shows, but only after Hastings publicly identified the premium movie station as Netflix's biggest rival. Oops!

Cisco Workers Brace for Another Round of Job Cuts

Posted: 25 Jul 2012 05:01 AM PDT

San Jose's networking kingpin Cisco is planning to hand out about 1,300 pink slips, which equates to 2 percent of its workforce, as it attempts to cope with a sluggish global economy and flat sales. The latest round of layoffs come just one year after Cisco announced 6,500 job cuts, but reducing jobs is not a cure-all to Cisco's problems, nor is a weak economy the only thing the company has to worry about.

Less than hour after Cisco announced the planned layoffs, VMWare said it was acquiring Nicira for $1.26 billion. A Bloomberg report called the back-to-back announcements a "double whammy," noting that Nicira develops technology that lets businesses enjoy networking features without having to buy costly hardware.

"VMware's purchase of Nicira underscores what may be an even bigger problem -- companies may simply not need as much Cisco gear," Bloomberg writes.

Cisco, which had 65,223 workers as of May of this year, said in a statement that the job cuts "are part of a continuous process of simplifying the company, as well as assessing the economic environment in certain parts of the world." How many of those job cuts will affect the Bay Area is unknown at this time.

Image Credit: Flickr (simonov)

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Samsung Galaxy Tab 10.1 Avoids German Court's Ban Hammer, Galaxy Tab 7.7 Not So Lucky

Posted: 25 Jul 2012 05:01 AM PDT

If you're into sports, then you know how maddening it can be to see the referees penalize teams like crazy in one game, and then swallow their whistles in the next. That makes it hard for players and coaches to decipher the rules, which is exactly how Samsung must be feeling right about now. Not only are different courts around the world issuing opposite rulings in Samsung's patent fight with Apple, at least one is also factoring in the size of Samsung's devices, or so it seems.

According to Foss Patents, a German appeals courts sided with Samsung and upheld a lower court's denial of a preliminary injunction Apple was seeking against the Galaxy Tab 10.1N, which is a slightly modified version of the original Galaxy Tab 10.1.

At the same time, Apple won a preliminary injunction against the smaller Galaxy Tab 7.7, effectively banning sales of the device across the entire European Union. The reason for the discrepancy in rulings is because the Galaxy Tab 7.7 is essentially a smaller version of the original Galaxy Tab 10.1, not the modified 10.1N. Makes sense, but it comes as little consolation to Samsung.

"Samsung is disappointed with the court's ruling," the company said in a statement, according to AllThingsD. "We will continue to take all available measures, including legal action, to protect our intellectual property rights and defend against Apple's claims to ensure our products remain available to consumers throughout the European Union."

Venue also matters. Apple has been successful in banning sales of the Galaxy Tab 10.1 here in the U.S., but over the in U.K., a judge denied Apple's request and further ordered the company post a message on its website and take out ads in newspapers and magazines exonerating Samsung by declaring the Galaxy Tab doesn't copy the iPad's design.

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Tough Crowd: Apple Posts $8.8 Billion Profit, Falls Short of Analysts' Expectations

Posted: 25 Jul 2012 05:01 AM PDT

Apple late Tuesday announced financial results for its fiscal 2012 third quarter ended June 30, 2012, and the numbers are nothing short of obscene. All those iDevices, app sales, and other products and services combined to rake in an $8.8 billion profit on quarterly revenue of $35 billion, compared to $7.3 billion profit on $28.6 billion in revenue during the same quarter one year ago. Nonetheless, analysts collectively shrugged their shoulders and said, 'Meh, it could have been better.'

Investors have come to expect much from Apple, sometimes too much, so when the Cupertino company reported 'only' 26 million iPhone sales in Q3, Apple's share price promptly dipped more than 5 percent in after hours trading, The New York Times reports. Those iPhone sales represent a 28 percent unit growth over the same quarter last year, however they're well short of the 35 million iPhone devices Apple sold in the previous quarter. What that likely means is that consumers are already looking ahead to the iPhone 5, which is expected to launch this fall.

"Our weekly iPhone sales continue to be impacted by rumors and speculation of future products," Apple CFO Peter Oppenheimer told USAToday.

Apple iPad sales are still going strong. The company sold 17 million iPad devices during the quarter, which is a whopping 84 percent increase over one year ago. It also sold 4 million Macs (2 percent unit increase year-over-year) and 6.8 million iPods (10 percent decline year-over-year).

"We're thrilled with record sales of 17 million iPads in the June quarter," said Tim Cook, Apple's CEO. "We've also just updated the entire MacBook line, will release Mountain Lion tomorrow and will be launching iOS 6 this Fall. We are also really looking forward to the amazing new products we've got in the pipeline."

Looking ahead to the fourth quarter, Apple anticipates revenue of around $34 billion.

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MMO Updates

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End of Nations dev diary explains lore

Posted: 25 Jul 2012 09:00 AM PDT

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End of Nations dev diary talks
Chaos. Turmoil. These are the terms developers of the free-to-play MMORTS End of Nations use to describe the upcoming game from Trion Worlds and Petroglyph Games. Yesterday, the studios released a new video dev diary in which the developers discussed the background and lore of the game.

Audio Director Frank Klepacki explains the setting of the game this way: "What would the very near future be like if the economy actually did collapse, if the world really gave rise to a military power that controlled everything?" Petroglyph President Mike Legg explains that the the villain of the game is the oppressive Order of Nations, which strips civil liberties from the population. The team then describes the rise of the two rebellious factions, the Shadow Revolution and Liberation Front, which must try to set aside their own fighting to team up against the larger foe.

You can watch the video, which also includes a good dose of gameplay footage, after the break.

[Source: Trion Worlds press release]

Continue reading End of Nations dev diary explains lore

MassivelyEnd of Nations dev diary explains lore originally appeared on Massively on Wed, 25 Jul 2012 11:00:00 EST. Please see our terms for use of feeds.

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    Shadowrun Online details new business model, shows off gameplay footage

    Posted: 25 Jul 2012 08:30 AM PDT

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    Shadowrun Online details new business model, shows off gameplay footage
    Cliffhanger Productions announced an additional payment model last night, right in the middle of its current Kickstarter project to bring Shadowrun Online to fans everywhere. Today, Executive Producer Jan Wagner released a new developer video detailing that new payment model, referring to it as one "similar to Guild Wars" in which you purchase the game once and can play as long as you'd like.

    Wagner says that the game will be playable not only as an MMO but as a single-player game, and there will be PvP. In fact, with the mention of upcoming expansions and the way hub cities work, it seems that Shadowrun Online has more than just a business model in common with Guild Wars.

    You can check out the entire dev video, including some great in-game footage, just after the cut below.

    [Source: Cliffhanger Productions press release]

    Continue reading Shadowrun Online details new business model, shows off gameplay footage

    MassivelyShadowrun Online details new business model, shows off gameplay footage originally appeared on Massively on Wed, 25 Jul 2012 10:30:00 EST. Please see our terms for use of feeds.

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      Exclusive: Illyriad major trade update launching this week

      Posted: 25 Jul 2012 08:00 AM PDT

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      Illyriad screenshot
      Illyriad fans, rejoice! The highly anticipated trade revamp is hitting the free-to-play fantasy MMORTS at the end of this week. This huge update will significantly alter the economic landscape of the game. Going beyond just an overhaul of the trade system, this update also introduces crafting, expands harvesting, and opens the way for players to gain power and wealth through commerce.

      How significant are these changes? Currently there are 17 items that can be traded among players; after the update, that number skyrockets to over 300. With the addition of crafted equipment, troop customization increases from eight basic troop types to include thousands of possibilities. Other changes include over 50 new special resource types, nine new mounts, 72 new weapons, 53 new armor types, 13 new specialist buildings, and 187 new technologies to research.

      The sheer number of additions is not the only change. With many commodities being regional, potential business moguls will find that establishing trade routes and even creating monopolies will be profitable. If you enjoy economic strategies instead of just military, check Illyriad out.

      [Source: Illyriad Games press release]

      MassivelyExclusive: Illyriad major trade update launching this week originally appeared on Massively on Wed, 25 Jul 2012 10:00:00 EST. Please see our terms for use of feeds.

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        World of Warcraft Mists of Pandaria expansion releasing September 25th

        Posted: 25 Jul 2012 07:30 AM PDT

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        World of Warcraft Mists of Pandaria expansion releasing September 25th
        World of Warcraft's Mists of Pandaria will be going live on September 25th for $39.99 US from major retailers and also from the main website for the same price. You can upgrade to the Standard Edition and Digital Deluxe Edition ($59.99 US) through your Battle.net account page now. There will also be a Collector's Edition for $79.99 US.

        Look for more info to come as it develops.

        [Source: Blizzard press release]

        MassivelyWorld of Warcraft Mists of Pandaria expansion releasing September 25th originally appeared on Massively on Wed, 25 Jul 2012 09:30:00 EST. Please see our terms for use of feeds.

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          A Mild-Mannered Reporter: Two City of Heroes factions played as one

          Posted: 25 Jul 2012 07:00 AM PDT

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          A Mild-Mannered Reporter header by A. Fienemann
          At launch, City of Heroes didn't have factions at all. You were a hero. That's just what you were. Once City of Villains went live, however, the game had its second faction, one that existed in contrast to the original option. Now you could be a villain, a super-powered bastard of the first order, stealing and destroying and doing generally villainous things.

          And yet people don't really think of the game, on a whole, as a two-faction game. Oh, the game has two factions -- everyone acknowledges that. But it's not lumped into the same category as the many games that have a direct split between two opposing player factions largely because the game has two factions only in the most high-level sense.

          Let it be known that this article isn't meant to discuss whether or not two factions are a good size for a game or not; that's a Soapbox topic right there, and it's not one I have a very strong feeling about anyway. No, this is entirely about why it is that City of Heroes has two factions but you never really see them as such. Being a hero or villain is almost a afterthought when it comes down to it.

          Continue reading A Mild-Mannered Reporter: Two City of Heroes factions played as one

          MassivelyA Mild-Mannered Reporter: Two City of Heroes factions played as one originally appeared on Massively on Wed, 25 Jul 2012 09:00:00 EST. Please see our terms for use of feeds.

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            The Daily Grind: Is it possible to get as attached to vehicles as avatars?

            Posted: 25 Jul 2012 06:00 AM PDT

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            The Daily Grind Is it possible to get as attached to vehicles as avatars
            Vehicle MMOs, whether they be space-based ones with starships or Mad Max-style road warriors, seem to come with a pretty severe handicap when it comes to personal connection. I've long since believed that it's simply far, far harder to identify with a non-living vehicle than it is a virtual humanoid in games, and because of that, such titles will be at a disadvantage when trying to keep players attached to their in-game avatars.

            Part of this problem might stem from the fact that most vehicle MMOs have you constantly ditching old models in favor of new ones. Apart from games like Marvel Heroes, you just don't see that in traditional MMOs; your avatar at the beginning is the same one at the end, just better clothed. By viewing your vehicular avatars as disposable tools, you have a much harder time properly bonding with that item.

            Then again, I could be wrong. It's the internet, so I'm sure to be called out as such. I genuinely want to know: Is it possible to get as attached to vehicles as your in-MMO avatars?

            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: Is it possible to get as attached to vehicles as avatars? originally appeared on Massively on Wed, 25 Jul 2012 08:00:00 EST. Please see our terms for use of feeds.

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              German consumer advocacy group accuses Blizzard of deceptive marketing with Diablo III

              Posted: 24 Jul 2012 06:00 PM PDT

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              The packaging also never explains why the female demon hunter thought a metal corset and high heels was an appropriate choice for combat, but apparently that's not under scrutiny.
              The debate over Diablo III's always-online requirement doesn't seem to be over for a German consumer advocacy group. The Federation of Consumer Organizations is officially claiming that Blizzard Entertainment used deceptive advertising when marketing Diablo III and has given the company until July 27th to respond to these claims. If no response is received, the group will be taking Blizzard to court over these practices. This is in addition to a class-action lawsuit being organized by Korean internet cafe owners over the game's non-functional status following launch.

              Diablo III's current packaging states that players must be online to access Battle.net, but it does not specify that accessing Battle.net is a requirement of continuing to play the game. The outcome of these particular grievances could have a great deal of influence on the implementation of always-online services in the future, but it's unclear what Blizzard's response (if any) will be to this particular complaint.

              MassivelyGerman consumer advocacy group accuses Blizzard of deceptive marketing with Diablo III originally appeared on Massively on Tue, 24 Jul 2012 20:00:00 EST. Please see our terms for use of feeds.

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              Shadowrun Online changes business models during Kickstarter push

              Posted: 24 Jul 2012 05:00 PM PDT

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              Current development on firefights in warehouses progresses nicely, so it has the right feel of the setting.
              There's little debate over whether or not free-to-play is a viable business model, but there are some legitimate concerns over its implementation when mixed with PvP. That's a concern that's been raised by Shadowrun Online fans as the game pushes for Kickstarter funding, and it's one that the developers have addressed in an update on the game's business model. Rather than following a straight free-to-play model, the game will be moving forward under a model more reminiscent of Guild Wars.

              At launch, the game will retail for $39.99 (Kickstarter backers will be able to get the game at the $25 donation level), with a new "campaign" launched every three or four months at $14.99. Cliffhanger Productions isn't fully replacing the free-to-play model, as both the campaign option and the free-to-play option will be launched on separate servers to support both business models. It's a far-reaching change based on community feedback, and it should be interesting for fans to see how this affects overall donations to the ongoing funding campaign.

              MassivelyShadowrun Online changes business models during Kickstarter push originally appeared on Massively on Tue, 24 Jul 2012 19:00:00 EST. Please see our terms for use of feeds.

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              The Game Archaeologist interviews Puzzle Pirates' Matt Jensen

              Posted: 24 Jul 2012 04:00 PM PDT

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              The Game Archaeologist interviews Puzzle Pirates' Matt Jensen
              Two weeks ago, we opened the book to a strange game indeed. The odd combination of swashbucklers and minigames has sentenced Puzzle Pirates to the fringe of MMO society, yet it's thrived there as an offbeat title that caters to a... very select and fanatical crowd.

              Which is totally cool with me, by the way. I love MMOs that take a path less-traveled.

              Today I got the pleasure of sitting down with Puzzle Pirates Lead Developer Matt Jensen to talk about what it's like to work on the lovechild of Captain Hook and Bejeweled. If nothing else, he convinced me that it would be awesome to work at Three Rings Design because the dress code every day is peg legs and frilly blouses. His team also has one of the coolest offices ever.

              Continue reading The Game Archaeologist interviews Puzzle Pirates' Matt Jensen

              MassivelyThe Game Archaeologist interviews Puzzle Pirates' Matt Jensen originally appeared on Massively on Tue, 24 Jul 2012 18:00:00 EST. Please see our terms for use of feeds.

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                Flameseeker Chronicles: Guild Wars 2's Legacy of the Foefire

                Posted: 24 Jul 2012 03:00 PM PDT

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                Guild Wars 2
                This Guild Wars 2 beta was possibly more exciting for me than any of the previous ones. It was bigger in pretty much every sense -- more areas, more races, more PvP, more people. It was sill rife with its fair share of technical issues, but those issues did not seem to really define the norm. And most importantly, it was the last one, which left each experience flavored with the subtle taste of anticipation.

                What did you get up to? I'd hope some of you who aren't quite as comfortable with structured PvP took this last opportunity to get in and give it a go while the scene is (theoretically) as open and easy to join as possible. If you did, you probably ran into the Legacy of the Foefire map. If you didn't, here's a bit about what you missed.

                Continue reading Flameseeker Chronicles: Guild Wars 2's Legacy of the Foefire

                MassivelyFlameseeker Chronicles: Guild Wars 2's Legacy of the Foefire originally appeared on Massively on Tue, 24 Jul 2012 17:00:00 EST. Please see our terms for use of feeds.

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                  How Turbine made Lord of the Rings Online's Rohan region

                  Posted: 24 Jul 2012 02:30 PM PDT

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                  How Turbine made Lord of the rings Online's Rohan region
                  "Enough painting outside the lines. Enough being coy. The Riddermark. Rohan. Finally."

                  Thus begins a brand-new developer diary on Lord of the Rings Online's latest expansion, Riders of Rohan. The article tackles the development of East Rohan, which we're told is six times larger than average landscape releases in the game to date.

                  The team decided early on to split Rohan into two major sections, both for practicality and for thematic purposes. East Rohan will represent an earlier timeframe in the book as well as a more "classic" locale that fans remember from the books: "For now, we're dealing with the time when Gríma Wormtongue still holds sway over Théoden, the king's son is dead, orcs are running rampant, and the beleaguered Rohirrim can barely keep it all from falling apart."

                  The dev diary speaks of the challenges of crafting the region, geographically and visually, and how the team's had to deal with the gaps in Tolkien's explanation of the culture.

                  MassivelyHow Turbine made Lord of the Rings Online's Rohan region originally appeared on Massively on Tue, 24 Jul 2012 16:30:00 EST. Please see our terms for use of feeds.

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                  The Soapbox: MMOs waste millions on voice-over

                  Posted: 24 Jul 2012 02:00 PM PDT

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                  The Soapbox MMOs waste millions on voiceover
                  Disclaimer: The Soapbox column is entirely the opinion of this week's writer and does not necessarily reflect the views of Massively as a whole. If you're afraid of opinions other than your own, you might want to skip this column.

                  A-list voice actors are not new to the video game genre. Over the last 20 years, video games have pulled from the same pool of talent as cartoons and commercials. But it really wasn't until last year with DC Universe Online that we started to see MMOs advertise the voice talent they had in the games. DCUO filmed multiple documentary-style videos to impress us with the level of voice-over work the game had. Although DCUO was the first fully voiced MMO, Star Wars: The Old Republic made a point to tell us that it had over 200 different voice actors (300 if you believe IMDB) with over a thousand recording sessions for over 200,000 lines of dialogue.

                  In the end, what's the pay-off? Six months after launch, the majority of players will threaten to leave a SWTOR pick-up group if the other players don't skip over the dialogue. Although a large portion of players did watch all the dialogue shortly after the game launched, all the players I spoke to said that the cutscenes started to grate on them before they'd even reached level 50. And even though DCUO was the first MMO to be fully voiced, SWTOR got away with advertising that it was first mainly because voice-overs were considered so insignificant by the MMO community that almost no one noticed the fib. And dare we even talk about the expense of recording 200,000 lines of dialogue? Is fan excitement over, say, Mark Hamill's Joker worth the cost of bringing him in on the project in the first place?

                  Continue reading The Soapbox: MMOs waste millions on voice-over

                  MassivelyThe Soapbox: MMOs waste millions on voice-over originally appeared on Massively on Tue, 24 Jul 2012 16:00:00 EST. Please see our terms for use of feeds.

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                    RIFT gives previous subscribers a free weekend of play, hosts Conquest event

                    Posted: 24 Jul 2012 01:30 PM PDT

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                    RIFT gives previous subscribers a free weekend of play, hosts Conquest event
                    To prepare for the coming of RIFT: Storm Legion, Trion Worlds is throwing open the doors to previous subscribers in an attempt to lure them back to Telara. From July 25th through the 29th, anyone who's previously played the paid version of the game can access the full version for free.

                    Trion's also putting the spotlight on its new three-faction Conquest PvP during the week. Players have a limited opportunity to snag special titles if they engage in combat or craft with excellence in Conquest, but these titles are going away as of the 30th.

                    The dev team will be joining the fun as well; the devs plan to make appearances in each Conquest wargroup for those foolhardy enough to take them on. These grudge matches are scheduled on the 26th and 27th.

                    MassivelyRIFT gives previous subscribers a free weekend of play, hosts Conquest event originally appeared on Massively on Tue, 24 Jul 2012 15:30:00 EST. Please see our terms for use of feeds.

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                    EverQuest II's Qeynos Rises patch revamps city, PvP

                    Posted: 24 Jul 2012 01:00 PM PDT

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                    EverQuest II's Qeynos Rises patch revamps city, PvP
                    It's patch day in EverQuest II, and we'll give you two guesses as to the primary feature of the Qeynos Rises update.The city has been remade to eliminate most (but not all) of the loading screens between its various quarters. Like last year's Freeport makeover, the update has given one of EQII's capital cities a new coat of visual polish as well as tweaked the layout of the racial hamlets. New quests have been added, too.

                    Today's patch also features a slew of PvP updates, including "new PvP stats derived from PvE stats, PvP gear that is useful in PvE combat, revised achievements, infamy, bounty, and a new token earning system." There's more, so head to the official EQII website for the full scoop.

                    MassivelyEverQuest II's Qeynos Rises patch revamps city, PvP originally appeared on Massively on Tue, 24 Jul 2012 15:00:00 EST. Please see our terms for use of feeds.

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                    Massively Speaking Episode 209: Space skirts

                    Posted: 24 Jul 2012 12:30 PM PDT

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                    Massively Speaking Episode 209
                    We're going to let you know this up front: In this episode, Bree loses a bet. The proof is in the above picture. You'll just have to listen to the full episode to find out why. So what are you waiting for?

                    Have a comment for the podcasters? Shoot an email to podcast@massively.com. We may just read your email on the air!

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                    Read below the cut for the full show notes.

                    Continue reading Massively Speaking Episode 209: Space skirts

                    MassivelyMassively Speaking Episode 209: Space skirts originally appeared on Massively on Tue, 24 Jul 2012 14:30:00 EST. Please see our terms for use of feeds.

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                      Guild Wars 2 weaves together three story types

                      Posted: 24 Jul 2012 12:00 PM PDT

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                      Guild Wars 2 on the three stories it tells
                      ArenaNet Continuity and Lore Designer Jeff Grubb claims that there are three types of stories that players will encounter in Guild Wars 2, and he's written up an informative post explaining how the team has woven these tales into the game. "This is an underlying theme of the game -- people coming together and cooperating to fight a greater foe," Grubb explains.

                      The first type is what he calls Story of the World. This is the over-arching narrative that deals with the biggest threat to the world (the Elder Dragons) and how it is to be countered. ArenaNet chose to use dynamic events to tell these stories so that players are gradually made aware of the threat.

                      The second story type is your personal one, which tells of your own rise to power, fame, and glory in a variety of ways. Finally, there's the story of the five central iconic characters in the game (Destiny's Edge) and how they relate to you and each other.

                      MassivelyGuild Wars 2 weaves together three story types originally appeared on Massively on Tue, 24 Jul 2012 14:00:00 EST. Please see our terms for use of feeds.

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                      Mad Catz announces new Combat Pilot multiplayer flight sim

                      Posted: 24 Jul 2012 11:00 AM PDT

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                      Combat Pilot image
                      Flight sim enthusiasts who want to fly and train as military pilots while interacting with other enthusiasts from around the world will be able to do so in a new multiplayer flight simulator experience called Combat Pilot. Developed by Mad Catz Interactive's new internal studio ThunderHawk Studios, the game will launch summer 2012.

                      "We believe that Combat Pilot will prove to be an important destination for the flight simulation community to gather, interact, and share experiences," states Mad Catz President and CEO Darren Richardson. "Combat Pilot will allow the flight simulation community to come together and interact as never before." However, just as real pilots can't just hop in the cockpit without a license, those entering the Combat Pilot world won't get to just hop into formation with others without earning their wings first.

                      Interested folks should note that the game does not stand alone; it is built around Flight Simulator X from Microsoft, which must be purchased separately.

                      For a look at the game, check out the gallery below and watch the video after the break.

                      [Source: Mad Catz press release]

                      Gallery: Combat Pilot

                      Continue reading Mad Catz announces new Combat Pilot multiplayer flight sim

                      MassivelyMad Catz announces new Combat Pilot multiplayer flight sim originally appeared on Massively on Tue, 24 Jul 2012 13:00:00 EST. Please see our terms for use of feeds.

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                        Funcom outlines The Secret World's dungeon mechanics

                        Posted: 24 Jul 2012 10:30 AM PDT

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                        The Secret World - the nightmare mode gatekeeper
                        If you've been thinking about dungeon-running in The Secret World but you've yet to take the plunge, Funcom has published a new blog post that may push you over the edge.

                        The piece outlines the basics (one dungeon per play field, five-player groups, etc.), but it also gives a bit of insight into Funcom's encounter design. Gone are traditional waves of time-consuming trash mobs. The devs have instead opted to provide a series of ever more challenging boss fights.

                        Once you've mastered a dungeon's eccentricities in normal mode (and once you've completed all the Solomon Island and Egypt dungeons), you can access each instance's elite mode. If you're skilled enough to survive elite mode, you can test yourself against Funcom's fearsome guardian. If you survive one of his challenges (of which there are three, one each for the main group roles of healing, tanking, and damage-dealing), you can access nightmare mode dungeons.

                        Read all about TSW's dungeon options on the official website.

                        MassivelyFuncom outlines The Secret World's dungeon mechanics originally appeared on Massively on Tue, 24 Jul 2012 12:30:00 EST. Please see our terms for use of feeds.

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