Roberts on Star Citizen's exploration gameplay, publisher-free development Posted: 26 Sep 2013 10:00 AM PDT Filed under: Sci-Fi, Business Models, Game Mechanics, Interviews, MMO Industry, New Titles, News Items, Sandbox, Crowdfunding, Star Citizen, Buy-to-Play Gamasutra has just published an interview with Cloud Imperium head honcho Chris Roberts. Much of the piece is old news if you've followed the game closely (also, the interview was conducted over a month ago at Gamescom), but there are still some juicy quotes from the space sim guru regarding his dream game's non-combat mechanics and publisher-free development cycle. Community interaction and open development is allowing CIG to build a more relevant title, Roberts says. "We had all of these things like bounty hunter, mercenary, pirate, merchant, explorer. And I was shocked that 67 percent of the people [Cloud Imperium surveyed] said that they wanted to be an explorer," Roberts said. CIG wouldn't have known how many players prefer non-combat gameplay under the old design-your-game-in-a-vacuum model. Roberts also talks at length about the benefits of developing publisher-free. For one thing, Roberts says, developing SC at EA or Activision would require $40 to $50 million, whereas doing it at a more efficient indie outfit allows him to get the same functionality for half that cost. "I do feel like there's a shift in the business with what's happening right now, with the ability to be online and connect directly to the community and the fans," Roberts says. "We essentially don't need any publishing functions because we're connecting directly to people, and normally that's what a publisher would do for you." Roberts on Star Citizen's exploration gameplay, publisher-free development originally appeared on Massively on Thu, 26 Sep 2013 12:00:00 EST. Please see our terms for use of feeds.
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Final Fantasy worlds collide as FFXIII's Lightning joins FFXIV Posted: 26 Sep 2013 09:00 AM PDT Filed under: Fantasy, Galleries, Screenshots, Trailers, Video, MMO Industry, New Titles, News Items, Final Fantasy XIV A good share -- if not most -- of the folks playing Final Fantasy XIV are there because of previous ties to the FF franchise. And that fact is not lost on Square Enix. In fact, the studio just released a new video today showing the heroine of another Final Fantasy game joining the realm of Eorzea. While the title character of Lightning Returns: FFXIII, Lightning also appears and fights alongside players during one of A Realm Reborn's Full Active Time Events (FATE), the successful completion of which will net the player gear and weaponry modeled after those found in FFXIII. On the flip side of this cross-promotion, Lightning Returns players can acquire new Miqo'te costumes as well as weapons and shields themed from the city-states of FFXIV: ARR. Clues for getting the costumes are hidden within the world of Nova Chrysalia and the weapons and shields are obtained by clearing side quests. Check out the new outfit, weapons, and shields for FFXIII in the gallery below and watch Lightning join the FFXIV FATE in the trailer after the cut. [Source: Square Enix press release] Continue reading Final Fantasy worlds collide as FFXIII's Lightning joins FFXIV Final Fantasy worlds collide as FFXIII's Lightning joins FFXIV originally appeared on Massively on Thu, 26 Sep 2013 11:00:00 EST. Please see our terms for use of feeds.
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Perfect Ten: Places you see in every MMO Posted: 26 Sep 2013 08:00 AM PDT Filed under: Opinion, Humor, Perfect Ten, Miscellaneous MMOs are places of great imagination, where developers take fantastic concepts and make them real (in a sense). MMOs are also places of great copycatting because tropes are so strong and it's really dang hard to be 100% original. Plus, consciously or subconsciously, devs draw upon other games when they make their own because that's what they know. So we end up with this enormous array of virtual worlds -- mostly fantasy -- and it's hard to ignore the fact that we end up encountering the same places in different games over and over again. Some of these places are pretty generic (ooh, another wolf den), and some are oddly specific (chapels with back rooms that reveal a sinister secret), but chances are that you've seen every item on this list more than once. I'll be honest, this was just about the most brutal list to make for Perfect Ten so far. Not because I couldn't think of any, but because there were just so many from which to choose. In the end I just grabbed the first 10 that came to mind, but I'll bet that we'll see even better examples in the comments. Continue reading Perfect Ten: Places you see in every MMO Perfect Ten: Places you see in every MMO originally appeared on Massively on Thu, 26 Sep 2013 10:00:00 EST. Please see our terms for use of feeds.
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Black Desert starts its first closed beta on October 17th Posted: 26 Sep 2013 07:30 AM PDT Filed under: Betas, Fantasy, Video, Previews, News Items, Sandbox, Black Desert Are you ready to start exploring the darkest of all possible deserts? Are you also located in South Korea? Then you'll be happy to know that after several delays Black Desert has finally announced its closed beta test will start on October 17th. The first test will only run through the 23rd and will include four playable classes, leveling up to level 40, and two major areas to explore. As mentioned before, this test will be IP-locked, so international players are not allowed even with a strong grasp of the language. For those not eligible for the beta (i.e. most of our readers) there are also four new gameplay trailers embedded past the break showing off the various classes in action. They're not actually in life-or-death combat, but it's a chance to get a peek at what your various choices can do. Or what they would be able to do if you were able to get in on the testing... you get the idea. [Thanks to Lilian for the tip!] Continue reading Black Desert starts its first closed beta on October 17th Black Desert starts its first closed beta on October 17th originally appeared on Massively on Thu, 26 Sep 2013 09:30:00 EST. Please see our terms for use of feeds.
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WildStar unveils the details on ability mechanics Posted: 26 Sep 2013 07:00 AM PDT Filed under: Sci-Fi, Video, Game Mechanics, Previews, News Items, WildStar, Subscription, Buy-to-Play Abilities are the bread and butter of games. You have to be able to do something, after all. WildStar started with the same basic foundation as several other MMOs, but as it is wont to do, it's evolved to have a very different foundation now. It's so different, in fact, that the latest Dev Speak video is all about how abilities work and how they differ from the standard MMO trifecta of casts, channels, and instant abilities. Of course, we could just tell you how all of this fits together... but why would we do that when we can just show you? So click on past the break for the video itself, and then keep reading for more specific details on these new mechanics. Even familiar things like cast bars are a little different here, and you'll want to see some of this stuff in action. Continue reading WildStar unveils the details on ability mechanics WildStar unveils the details on ability mechanics originally appeared on Massively on Thu, 26 Sep 2013 09:00:00 EST. Please see our terms for use of feeds.
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New membership currency introduced to RuneScape to help fight gold farming Posted: 26 Sep 2013 06:30 AM PDT Filed under: Fantasy, Video, Economy, News Items, RuneScape, Free-to-Play, Browser You don't need to pay money to enjoy RuneScape on a monthly basis, but you certainly get a bit more out of the game with a subscription. But would you prefer to use some of your vast in-game fortune to pay for that membership? You can do that now thanks to the introduction of Bonds, a new item that can be purchased for $5 a pop and then traded or sold in the game itself. When used, Bonds can be redeemed for 14 days of play time, eight Squeal of Fortune spins, or 160 RuneCoins. You can also redeem them for RuneFest tickets (although it takes more than one Bond for that). In a video from Jagex CEO Mark Gerhard, the genesis of Bonds is explained -- this is the latest step in the game's long-standing battle with gold farming accounts, offering players more control over membership costs while cutting out the need to pay money to third parties. So spend cash on improving your in-game fortune or spend your in-game fortune to save some cash, it's up to you. [Source: Jagex press release] Continue reading New membership currency introduced to RuneScape to help fight gold farming New membership currency introduced to RuneScape to help fight gold farming originally appeared on Massively on Thu, 26 Sep 2013 08:30:00 EST. Please see our terms for use of feeds.
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The Daily Grind: How long does it take you to judge an MMO? Posted: 26 Sep 2013 06:00 AM PDT Filed under: Fantasy, Game Mechanics, MMO Industry, Opinion, The Daily Grind, Final Fantasy XIV, Subscription I was telling a friend about Final Fantasy XIV the other day, and based on my recommendation, he paid for the client and gave it a whirl. As it turns out, the game isn't for him, though I was surprised that he came to that conclusion prior to level 10. See, at the early levels FFXIV is just like every other themepark MMO, and it's only after you unlock multiclassing, dungeons, and a few other features that the game starts to distinguish itself. All that said, I felt similarly about RIFT when it launched. There's no way I could have seen even a fraction of what the game offers in an hour's worth of play time, but an hour was nonetheless all I could stand. So, how about it, Massively readers? How long does it take you to judge a new MMO? 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!The Daily Grind: How long does it take you to judge an MMO? originally appeared on Massively on Thu, 26 Sep 2013 08:00:00 EST. Please see our terms for use of feeds.
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WildStar Wednesday reveals shiphand missions Posted: 25 Sep 2013 05:00 PM PDT Filed under: Fantasy, Sci-Fi, Game Mechanics, MMO Industry, New Titles, News Items, PvE, WildStar, Subscription Looking for something to do off the beaten path in WildStar? Well, OK, we know it's not out yet, and we know you can't talk about the beta that you may or may not be in, but we're speaking theoretically. If you were looking for something to do, that something might be a shiphand mission. Shiphand missions "play like extended, sequential quests," according to the latest WildStar Wednesday reveal. They scale from one to five players, and they're also repeatable. "Shiphands are ideal for doing something a little more involved than a normal quest with a few friends," the post says. "They're not as challenging as dungeons or adventures; they're just a fun vacation from Nexus for about 15-45 minutes of your time." Shiphand experiences vary quite a bit, but to find out how you'll need to click through to the links below. WildStar Wednesday reveals shiphand missions originally appeared on Massively on Wed, 25 Sep 2013 19:00:00 EST. Please see our terms for use of feeds.
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Neverwinter's Velasquez on lockboxes, Foundry, and Module 2 Posted: 25 Sep 2013 04:00 PM PDT Filed under: Fantasy, Interviews, Previews, Free-to-Play, Neverwinter Here's an interesting thought we've all had from time to time: What if that stranger you've grouped with is actually a developer in disguise? If you've played Neverwinter, you might have already had this encounter and not even known it. Cryptic Studios Lead Producer Andy Velasquez confessed that he plays his main character -- a Tiefling Devoted Cleric -- on a separate, unknown account so that he can enjoy the game like everyone else. "I'm not special there," he said, "I'm just another player." Now that Neverwinter's had a season to launch, settle down, and add its first major update, we wanted to touch base with Cryptic about the progress of the title. We called Velasquez to chat about the ups and downs of development, the ever-present lockboxes, and a few tantalizing teases regarding Module 2. Continue reading Neverwinter's Velasquez on lockboxes, Foundry, and Module 2 Neverwinter's Velasquez on lockboxes, Foundry, and Module 2 originally appeared on Massively on Wed, 25 Sep 2013 18:00:00 EST. Please see our terms for use of feeds.
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Choose My Adventure: Learning and seeking revenge in Age of Wushu Posted: 25 Sep 2013 03:00 PM PDT Filed under: Polls, Video, Game Mechanics, Interviews, PvP, Opinion, Free-to-Play, Hands-On, Choose My Adventure, Livestream, Sandbox, Dungeons, Age of Wushu Age of Wushu continues to impress and confuse me at the same time, but I can see much of the appeal behind many of the systems. As a reader noticed last week, many sandbox MMOs have the same in-depth systems and mechanics that Age of Wushu does, but as I have said many times before it is not only the specific systems that make a great game, but how the game has taken those systems and combined them in a package. Age of Wushu takes much of the appeal of many of my favorite games and wraps it in a beautiful package that can run on lower-end systems. I crank it all the way up, turn up the music, and enjoy exploring and trying to slowly figure out some of the harder-to-understand mechanics. This week I wanted to try out the two options that were put up for polls, and once again Age of Wushu Community Manager Earthquake and Massively columnist Patrick Mackey joined me to explain, hand out tips, and to help me remember how much of a newb I still am. Continue reading Choose My Adventure: Learning and seeking revenge in Age of Wushu Choose My Adventure: Learning and seeking revenge in Age of Wushu originally appeared on Massively on Wed, 25 Sep 2013 17:00:00 EST. Please see our terms for use of feeds.
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The Art of Wushu: The facts about autoguard Posted: 25 Sep 2013 02:00 PM PDT Filed under: Historical, Game Mechanics, PvP, Free-to-Play, Guides, Age of Wushu, The Art of Wushu, MMORPG The automatic blocking feature in Age of Wushu is treated as anathema by players. You guys have no idea how many people I have talked to about it who tell me, "I would never use something like that!" It seems that in general, people don't like the idea of something that takes decision-making out of their hands. However, autoguard isn't as bad as people think. In fact, it is an exceptional answer to poor latency and is completely controllable. The truth is, not many people understand it at all, and even fewer realize the benefits of the system. Continue reading The Art of Wushu: The facts about autoguard The Art of Wushu: The facts about autoguard originally appeared on Massively on Wed, 25 Sep 2013 16:00:00 EST. Please see our terms for use of feeds.
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Jagex introduces RuneScape bonds, new business model Posted: 25 Sep 2013 01:00 PM PDT Filed under: Fantasy, Business Models, Game Mechanics, MMO Industry, News Items, RuneScape, Browser Jagex CEO Mark Gerhard has posted a new video to the RuneScape website detailing the fantasy MMO's new business model. The clip, which runs a bit over three minutes in length, focuses on Jagex's efforts to eradicate goldfarmers from the long-running browser-based title. Gerhard mentions that the firm has removed over 3,700,000,000,000 GP from goldfarmer accounts and banned more than 1.1 million bot accounts this year alone. Despite those "signifcant blows, gold farming continues to survive," Gerhard explains. He also says that 40 to 50 percent of the game's active playerbase buys gold "on any given month!" The solution to what is clearly a thorn in Jagex's side is something called RuneScape bonds. Bonds are a tradeable membership item that can freely gifted or traded for any other tradeable in-game item. As a result, players will be able to pay for their game memberships via in-game wealth and gold farmers will theoretically have no customers. The bonds update will also include a gold-sink designed to help the economy recover from extreme inflation. Full details are available via the video after the cut and the links below. [Thanks Caio!] Continue reading Jagex introduces RuneScape bonds, new business model Jagex introduces RuneScape bonds, new business model originally appeared on Massively on Wed, 25 Sep 2013 15:00:00 EST. Please see our terms for use of feeds.
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Infinite Crisis spotlights Catwoman in newest champion profile Posted: 25 Sep 2013 12:00 PM PDT Filed under: Betas, Super-hero, Video, Classes, New Titles, MOBA, Infinite Crisis "Former pickpocket turned master thief, Catwoman gave up a career of crime to exact ferocious justice." That's how the newest champion spotlight video for Infinite Crisis starts out, highlighting the backstory of Catwoman. The agile medium-ranged damage dealer uses her whip and cat-like reflexes to win against her opponents. Turbine's super-hero MOBA is still in the beta stages, but you can sign up for free at the game's main website. Be sure to check out the video after the cut for more details on Catwoman and Infinite Crisis. [Thanks to Johnny for the tip!] Continue reading Infinite Crisis spotlights Catwoman in newest champion profile Infinite Crisis spotlights Catwoman in newest champion profile originally appeared on Massively on Wed, 25 Sep 2013 14:00:00 EST. Please see our terms for use of feeds.
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Free for All: Playing the eternal noob Posted: 25 Sep 2013 11:00 AM PDT Filed under: Culture, Ryzom, Opinion, Casual, Humor, DC Universe Online, Free for All, PlanetSide 2, Age of Wushu As I just finished up my Age of Wushu livestream with Massively's own Patrick Mackey and Age of Wushu Community Manager Earthquake last night, I realize once again that most people do not look at MMO gaming as I do. Of course, I am basing this only on my existence as an island of a person, someone who spends most of his time soloing through content and generally getting lost in one game after another, after another and another. Patrick is a lively personality who is what players would call a min-maxer. A theory-crafter. He is someone who takes hold of a game and learns it backward and forward, something I can only wish I could do. Not only do I not have the mental ability to sit still that long (and no, that's not an attempt at bragging about the size of my brain), but I physically cannot read that much text or spend more than several hours online without taking a break for fear of a days-destroying migraine. This physical inability to study up came well after my already-established love for virtual travel, however. I am an explorer of virtual worlds, an occupation that does not permit sitting at one stop for long. But this hurts me as a player. I realize this and accept it. Continue reading Free for All: Playing the eternal noob Free for All: Playing the eternal noob originally appeared on Massively on Wed, 25 Sep 2013 13:00:00 EST. Please see our terms for use of feeds.
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