<?xml version="1.0"?>
<rss version="2.0" xmlns:dc="http://purl.org/dc/elements/1.1/" xmlns:itunes="http://www.itunes.com/dtds/podcast-1.0.dtd">
<channel>
<title>Massively Speaking</title>
<link>http://massively.joystiq.com</link>
<description>This is the Massively podcast</description>
<image>
<url>http://massively.joystiq.com/media/feedlogo.gif</url>
<title>Massively</title>
<link>http://massively.joystiq.com</link>
</image>
<language>en-us</language>
<copyright>Copyright 2012 Weblogs, Inc. The contents of this feed are available for non-commercial use only.</copyright>
<generator>Blogsmith http://www.blogsmith.com/</generator><itunes:title>Massively Speaking</itunes:title><itunes:author>Joystiq</itunes:author><itunes:image href="%BlogURL%/media/feedlogo.gif" /><itunes:summary>Massively Speaking</itunes:summary><itunes:category text="Games &amp; Hobbies"><itunes:category text="Video Games" /></itunes:category><item><title><![CDATA[MMOGology: Phasing phwns the phuture]]></title><link>http://massively.joystiq.com/2009/02/23/mmogology-phasing-phwns-the-phuture/</link><guid isPermaLink="true">http://massively.joystiq.com/2009/02/23/mmogology-phasing-phwns-the-phuture/</guid><comments>http://massively.joystiq.com/2009/02/23/mmogology-phasing-phwns-the-phuture/#comments</comments><description><![CDATA[<p>Filed under: <a href="http://massively.joystiq.com/category/world-of-warcraft/" rel="tag">World of Warcraft</a>, <a href="http://massively.joystiq.com/category/game-mechanics/" rel="tag">Game mechanics</a>, <a href="http://massively.joystiq.com/category/opinion/" rel="tag">Opinion</a>, <a href="http://massively.joystiq.com/category/mmogology/" rel="tag">MMOGology</a></p><div style="text-align: center;"><img hspace="4" vspace="4" border="1" src="http://www.blogcdn.com/massively.joystiq.com/media/2009/02/phasing022209.jpg" alt="" /><br /><br />
<div style="text-align: left;">It's been fascinating to watch MMOGs evolve over the past fifteen years I've been playing them. They started out as text based worlds populated by a few hundred people with over-active imaginations. Today they're a mainstream hobby endorsed by celebrities like <a href="http://www.youtube.com/watch?v=AGBhnYA2h40">Mr. T</a> and <a href="http://www.youtube.com/watch?v=pQc7HTicz2U">William Shatner</a>. Whoulda thunk?<br /></div>
</div>
<br />As the genre has matured so have the parameters of what defines an MMOG. One of my biggest gripes with them has always been that the worlds we play in are too often static and unchanging. You feel as though your character and his actions never have any real or lasting effect on the world around him. <br /><br />Thankfully that has begun to change with the recent advent of a technology dubbed as "phasing". For those of you that haven't played <span style="font-style: italic;"><a href="http://www.blizzard.com/us/">Blizard</a>'s</span> <a href="http://www.worldofwarcraft.com/wrath/"><em>Wrath of the Lich King</em></a>, phasing allows players to view a changed version of their world based on triggering events like the completion of quests. It's amazing that it isn't more talked about because phasing has and will continue to change the way we experience dynamic storytelling in MMOGs.<p><a href="http://massively.joystiq.com/2009/02/23/mmogology-phasing-phwns-the-phuture/" rel="bookmark">Continue reading <em>MMOGology: Phasing phwns the phuture</em></a></p><p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://massively.joystiq.com"><img src="http://massively.joystiq.com/media/feedlogo.gif" alt="Massively" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://massively.joystiq.com/2009/02/23/mmogology-phasing-phwns-the-phuture/">MMOGology: Phasing phwns the phuture</a> originally appeared on <a href="http://massively.joystiq.com">Massively</a> on Mon, 23 Feb 2009 10:00:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href="http://massively.joystiq.com/2009/02/23/mmogology-phasing-phwns-the-phuture/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/forward/1467665/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/2009/02/23/mmogology-phasing-phwns-the-phuture/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>blizzard</category><category>farewell</category><category>featured</category><category>joystiqfeatures</category><category>marc-nottke</category><category>phasing</category><category>phasing-technology</category><category>single-player</category><category>world-of-warcraft</category><dc:creator><![CDATA[Marc Nottke]]></dc:creator><pubDate>Mon, 23 Feb 2009 10:00:00 EST</pubDate></item><item><title><![CDATA[MMOGology: Looking for incentive to group]]></title><link>http://massively.joystiq.com/2009/01/05/mmogology-looking-for-incentive-to-group/</link><guid isPermaLink="true">http://massively.joystiq.com/2009/01/05/mmogology-looking-for-incentive-to-group/</guid><comments>http://massively.joystiq.com/2009/01/05/mmogology-looking-for-incentive-to-group/#comments</comments><description><![CDATA[<p>Filed under: <a href="http://massively.joystiq.com/category/world-of-warcraft/" rel="tag">World of Warcraft</a>, <a href="http://massively.joystiq.com/category/game-mechanics/" rel="tag">Game mechanics</a>, <a href="http://massively.joystiq.com/category/leveling/" rel="tag">Leveling</a>, <a href="http://massively.joystiq.com/category/grouping/" rel="tag">Grouping</a>, <a href="http://massively.joystiq.com/category/opinion/" rel="tag">Opinion</a>, <a href="http://massively.joystiq.com/category/mmogology/" rel="tag">MMOGology</a></p><div align="center"><img hspace="4" vspace="4" border="1" src="http://www.blogcdn.com/massively.joystiq.com/media/2009/01/lfg010409.jpg" alt="" /><br /></div>
<br />In a post-<a href="http://www.worldofwarcraft.com/index.xml"><em>World of Warcraft </em></a>world the concept of grouping while leveling has changed. Where grouping was once essential to survival in MMOGs, today it's an optional extra. As a result, leveling up can feel pretty <a href="http://massively.joystiq.com/2008/10/23/the-old-republic-unveiled-companion-characters/">lonely</a>. In most MMOGs it's no longer necessary to group unless you're running an instanced dungeon or the rare quest geared toward a specific number of players. While I love the fact that I can play <em>WoW </em>on my own terms and my own schedule I feel like I'm missing out on the whole "massively multiplayer" thing. Isn't that the reason we play MMOGs to begin with? Why should we wait until end-game raid content to play together?<br /><br />Most people don't group while leveling because there's no real incentive to group. <a href="http://massively.joystiq.com/2007/11/19/the-soloist-why-i-do-it/">Soloing </a>nets you more XP than grouping and most of the content is easy to take on by yourself. There's no waiting around for others, no sharing of loot, and no arguing about what to do when. So why bother? I'd like to see developers provide players with more incentive to level up together. In my opinion, MMOGs should always work to increase entertainment value when players work together. Read on to explore ways to achieve that objective.<p><a href="http://massively.joystiq.com/2009/01/05/mmogology-looking-for-incentive-to-group/" rel="bookmark">Continue reading <em>MMOGology: Looking for incentive to group</em></a></p><p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://massively.joystiq.com"><img src="http://massively.joystiq.com/media/feedlogo.gif" alt="Massively" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://massively.joystiq.com/2009/01/05/mmogology-looking-for-incentive-to-group/">MMOGology: Looking for incentive to group</a> originally appeared on <a href="http://massively.joystiq.com">Massively</a> on Mon, 05 Jan 2009 13:00:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href="http://massively.joystiq.com/2009/01/05/mmogology-looking-for-incentive-to-group/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/forward/1417919/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/2009/01/05/mmogology-looking-for-incentive-to-group/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>blizzard</category><category>featured</category><category>grouping</category><category>groups</category><category>joystiqfeatures</category><category>leveling</category><category>lfg</category><category>soloing</category><category>world-of-warcraft</category><dc:creator><![CDATA[Marc Nottke]]></dc:creator><pubDate>Mon, 05 Jan 2009 13:00:00 EST</pubDate></item><item><title><![CDATA[MMOGology: What will microtransactions mean for SWTOR?]]></title><link>http://massively.joystiq.com/2008/12/22/mmogology-what-will-microtransactions-mean-for-swtor/</link><guid isPermaLink="true">http://massively.joystiq.com/2008/12/22/mmogology-what-will-microtransactions-mean-for-swtor/</guid><comments>http://massively.joystiq.com/2008/12/22/mmogology-what-will-microtransactions-mean-for-swtor/#comments</comments><description><![CDATA[<p>Filed under: <a href="http://massively.joystiq.com/category/new-titles/" rel="tag">New titles</a>, <a href="http://massively.joystiq.com/category/opinion/" rel="tag">Opinion</a>, <a href="http://massively.joystiq.com/category/free-to-play/" rel="tag">Free-to-play</a>, <a href="http://massively.joystiq.com/category/mmogology/" rel="tag">MMOGology</a>, <a href="http://massively.joystiq.com/category/star-wars-the-old-republic/" rel="tag">Star Wars: The Old Republic</a></p><div align="center"><img hspace="4" vspace="4" border="1" src="http://www.blogcdn.com/massively.joystiq.com/media/2008/12/change122108.jpg" alt="" /><br /></div>
<br />Who's afraid of the big, bad microtransaction? Me. Count me with the skeptics when it comes to a microtransaction-based business model for <a href="http://www.swtor.com/"><em>Star Wars: The Old Republic</em></a>. In case you missed the flurry of news surrounding the announcement, <a href="http://www.shacknews.com/onearticle.x/56292">Shacknews reported</a> that <em>Star Wars: The Old Republic</em> would use a microtransaction payment model in place of or in addition to a subscription model. After the article's release EA issued a brief response that, "no [official] statements have been made about the <em>Star Wars</em> business model." It's a story that's been <a href="http://massively.joystiq.com/2008/12/09/star-wars-the-old-republic-to-be-microtransaction-based/">covered </a>and <a href="http://massively.joystiq.com/2008/12/13/the-digital-continuum-microtransaction-stigma/">critiqued </a>several times already on Massively, but I just can't leave this dead horse unbeaten. I've got to get a few licks in myself.<p><a href="http://massively.joystiq.com/2008/12/22/mmogology-what-will-microtransactions-mean-for-swtor/" rel="bookmark">Continue reading <em>MMOGology: What will microtransactions mean for SWTOR?</em></a></p><p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://massively.joystiq.com"><img src="http://massively.joystiq.com/media/feedlogo.gif" alt="Massively" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://massively.joystiq.com/2008/12/22/mmogology-what-will-microtransactions-mean-for-swtor/">MMOGology: What will microtransactions mean for SWTOR?</a> originally appeared on <a href="http://massively.joystiq.com">Massively</a> on Mon, 22 Dec 2008 10:00:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href="http://massively.joystiq.com/2008/12/22/mmogology-what-will-microtransactions-mean-for-swtor/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/forward/1408354/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/2008/12/22/mmogology-what-will-microtransactions-mean-for-swtor/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>bioware</category><category>ea</category><category>electronic-arts</category><category>featured</category><category>joystiqfeatures</category><category>micropayments</category><category>microtransactions</category><category>star-wars</category><category>star-wars-the-old-republic</category><dc:creator><![CDATA[Marc Nottke]]></dc:creator><pubDate>Mon, 22 Dec 2008 10:00:00 EST</pubDate></item><item><title><![CDATA[MMOGology: Can Wrath keep us entertained?]]></title><link>http://massively.joystiq.com/2008/12/08/mmogology-can-wrath-keep-us-entertained/</link><guid isPermaLink="true">http://massively.joystiq.com/2008/12/08/mmogology-can-wrath-keep-us-entertained/</guid><comments>http://massively.joystiq.com/2008/12/08/mmogology-can-wrath-keep-us-entertained/#comments</comments><description><![CDATA[<p>Filed under: <a href="http://massively.joystiq.com/category/world-of-warcraft/" rel="tag">World of Warcraft</a>, <a href="http://massively.joystiq.com/category/culture/" rel="tag">Culture</a>, <a href="http://massively.joystiq.com/category/expansions/" rel="tag">Expansions</a>, <a href="http://massively.joystiq.com/category/endgame/" rel="tag">Endgame</a>, <a href="http://massively.joystiq.com/category/opinion/" rel="tag">Opinion</a>, <a href="http://massively.joystiq.com/category/mmogology/" rel="tag">MMOGology</a></p><div align="center"><img hspace="4" vspace="4" border="1" alt="" src="http://www.blogcdn.com/massively.joystiq.com/media/2008/12/arthasthejoker120808.jpg" /><br /></div>
My <span style="font-style: italic;"><a href="http://www.worldofwarcraft.com/index.xml">World of Warcraft</a> </span>guild is fairly casual - so why do we already have level 80s? Pre-<a href="http://www.worldofwarcraft.com/splash-wrathlaunch2.htm"><span style="font-style: italic;">Wrath of the Lich King</span></a> we farmed Karazhan. Gruul's Lair and Zul'Aman were regular runs, but we never tackled Black Temple or Sunwell as a guild. We leveled alts, crafted, PvP'd and told bad jokes in guild chat. Despite our relatively casual nature, five of our members hit 80 just two weeks after <span style="font-style: italic;">Wrath of the Lich King</span>'s release. There's already talk of running <a href="http://www.wowwiki.com/Naxxramas">Naxxramas </a>in the not too distant future (perhaps <a href="http://www.mst3kinfo.com/ward_e/songguit.html">next Sunday A.D.</a>). <br /> <br />I know that's not <a href="http://www.wowinsider.com/2008/11/15/naxxramas-world-first-by-twentyfifthnovember/">record speed</a>, but holy crap! If my guild of casual players is quickly level capping, a good percentage of <span style="font-style: italic;">WoW </span>players must also be nearing the end game. There were at least forty of them on my server late last night. It took <a href="http://www.blizzard.com/us/">Blizzard </a>nearly two years to release <span style="font-style: italic;">Wrath </span>and it seems like a lot of people are already prepping for end-game raids. How in the world will this expansion hold players' attentions past Christmas, much less until the next expansion? How long before we hear cries of, "There's nothing to do!"?<p><a href="http://massively.joystiq.com/2008/12/08/mmogology-can-wrath-keep-us-entertained/" rel="bookmark">Continue reading <em>MMOGology: Can Wrath keep us entertained?</em></a></p><p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://massively.joystiq.com"><img src="http://massively.joystiq.com/media/feedlogo.gif" alt="Massively" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://massively.joystiq.com/2008/12/08/mmogology-can-wrath-keep-us-entertained/">MMOGology: Can Wrath keep us entertained?</a> originally appeared on <a href="http://massively.joystiq.com">Massively</a> on Mon, 08 Dec 2008 10:00:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href="http://massively.joystiq.com/2008/12/08/mmogology-can-wrath-keep-us-entertained/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/forward/1390823/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/2008/12/08/mmogology-can-wrath-keep-us-entertained/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>blizzard</category><category>burnout</category><category>expansion</category><category>expansions</category><category>featured</category><category>joystiqfeatures</category><category>longevity</category><category>quality</category><category>world-of-warcraft</category><category>wrath-of-the-lich-king</category><dc:creator><![CDATA[Marc Nottke]]></dc:creator><pubDate>Mon, 08 Dec 2008 10:00:00 EST</pubDate></item><item><title><![CDATA[MMOGology: Braindead]]></title><link>http://massively.joystiq.com/2008/11/25/mmogology-braindead/</link><guid isPermaLink="true">http://massively.joystiq.com/2008/11/25/mmogology-braindead/</guid><comments>http://massively.joystiq.com/2008/11/25/mmogology-braindead/#comments</comments><description><![CDATA[<p>Filed under: <a href="http://massively.joystiq.com/category/game-mechanics/" rel="tag">Game mechanics</a>, <a href="http://massively.joystiq.com/category/opinion/" rel="tag">Opinion</a>, <a href="http://massively.joystiq.com/category/mmogology/" rel="tag">MMOGology</a></p><div align="center"><img vspace="4" hspace="4" border="1" align="center" src="http://www.blogcdn.com/massively.joystiq.com/media/2008/11/moonlight112509.jpg"  alt="" /><br /></div>
You tiredly trudge up the cliff-side path, the rhythmic squish of your soaked boots beating a slow dirge.  Cresting the ridge of the trail you see the full moon shining over Bloodstone's harbor where several galleons rot in their moorings.  It almost looks like a peaceful town from up above the sweat and fish-soaked stench of the city. You sigh.  It's been an exhausting trip dodging banshees and hollow men through the slime of Wraithmarsh. All you can think about is a mug of ale, a warm bed in the inn and perhaps a little company to take your mind off things.  Bloodstone is known for its "hospitable" women after all.  With a renewed sense of purpose you pat your faithful dog on the head and take the sloping trail down into town. <br /><br />As you reach the outskirts of Bloodstone the rancid smell of a fish merchant's stall nearly slaps your nose off your face.  You vainly wave your hand to clear the air.<br /><br />"Wot's a matta gov?" the merchant asks, sneering.  "Can't 'andle a little fresh fish?"<br /><br />"That fish is as fresh as my feet," you reply.  The short tempered merchant draws a rusty cutlass and grimaces.  Several ruffians milling about sense an impending fight and begin to circle you.<br /><br />"If ya don't like it, you and that mangy dog can bugger off!" he responds, kicking your dog in his hinder.  Your dog whimpers and sits next to you, tail between his legs.  The bolder members of the encircling crowd brandish knives and mock you and your dog.  They see a tired traveler and easy pickings.  As tired as you are, you can't help but laugh to yourself and shake your head.  Your eyes begin to glow a soft white hue.  The humid air of Bloodstone begins to crackle. Time to teach these lowlifes a lesson.<p><a href="http://massively.joystiq.com/2008/11/25/mmogology-braindead/" rel="bookmark">Continue reading <em>MMOGology: Braindead</em></a></p><p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://massively.joystiq.com"><img src="http://massively.joystiq.com/media/feedlogo.gif" alt="Massively" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://massively.joystiq.com/2008/11/25/mmogology-braindead/">MMOGology: Braindead</a> originally appeared on <a href="http://massively.joystiq.com">Massively</a> on Tue, 25 Nov 2008 11:00:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href="http://massively.joystiq.com/2008/11/25/mmogology-braindead/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/forward/1382234/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/2008/11/25/mmogology-braindead/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>ai</category><category>artificial intelligence</category><category>ArtificialIntelligence</category><category>fable-2</category><category>featured</category><category>joystiqfeatures</category><category>peter-molyneux</category><dc:creator><![CDATA[Marc Nottke]]></dc:creator><pubDate>Tue, 25 Nov 2008 11:00:00 EST</pubDate></item><item><title><![CDATA[MMOGology: The price to play pt. 2]]></title><link>http://massively.joystiq.com/2008/11/03/mmogology-the-price-to-play-part-two/</link><guid isPermaLink="true">http://massively.joystiq.com/2008/11/03/mmogology-the-price-to-play-part-two/</guid><comments>http://massively.joystiq.com/2008/11/03/mmogology-the-price-to-play-part-two/#comments</comments><description><![CDATA[<p>Filed under: <a href="http://massively.joystiq.com/category/world-of-warcraft/" rel="tag">World of Warcraft</a>, <a href="http://massively.joystiq.com/category/opinion/" rel="tag">Opinion</a>, <a href="http://massively.joystiq.com/category/mmogology/" rel="tag">MMOGology</a>, <a href="http://massively.joystiq.com/category/muds/" rel="tag">MUDs</a>, <a href="http://massively.joystiq.com/category/consoles/" rel="tag">Consoles</a>, <a href="http://massively.joystiq.com/category/casual/" rel="tag">Casual</a></p><div align="center"><img vspace="4" hspace="4" border="1" alt="" src="http://www.blogcdn.com/massively.joystiq.com/media/2008/11/wideshotc6411022008.jpg" /><br />
<div align="left"><br /></div>
<div align="left">Why do people continue to game on the PC? There are many reasons; some of them obvious. I'm going to mention what I feel are the three most important. <br /><br />The first reason is one I alluded to earlier: versatility. You can do so many other things with a PC besides game. You can surf the web, you can email your friends, you can edit your photographs and mix your own music, you can edit your goofy home movies and upload them to YouTube. These are all things that you can't currently do with a console. For many families, buying a gaming console isn't an affordable option. These folks want one device that does as much as possible. The fact that computers can play games is a nice bonus. There will always be gamers out there that game on the PC because that's the only option they have. As we've seen with the recent boom of cell phone games, people will play games on anything capable of gameplay. <br /><br />The second reason is that consoles don't provide the intimate gaming experience that is only possible through the mouse/keyboard control format. Not only are a computer's controls fluid and pin-point accurate, but using them requires the gamer to sit up close with his computer. It's a very different experience than laying on the couch with a control pad far from the TV. The mouse and keyboard are the ideal control inputs for controlling first person shooters, strategy games and MMOGs. For MMOGs in particular, the PC is really the only option - for now. Some MMOGs like <a href="http://www.ageofconan.com/"><span style="font-style: italic;">Age of Conan</span></a> have already decided to release console versions, and other MMOGs have attempted the same in the past with limited success. In any case, the MMOG, FPS and RTS are the few genres that continue to keep PC games on store shelves. They succeed primarily because of their input interface.</div>
</div><p><a href="http://massively.joystiq.com/2008/11/03/mmogology-the-price-to-play-part-two/" rel="bookmark">Continue reading <em>MMOGology: The price to play pt. 2</em></a></p><p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://massively.joystiq.com"><img src="http://massively.joystiq.com/media/feedlogo.gif" alt="Massively" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://massively.joystiq.com/2008/11/03/mmogology-the-price-to-play-part-two/">MMOGology: The price to play pt. 2</a> originally appeared on <a href="http://massively.joystiq.com">Massively</a> on Mon, 03 Nov 2008 11:00:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href="http://massively.joystiq.com/2008/11/03/mmogology-the-price-to-play-part-two/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/forward/1360131/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/2008/11/03/mmogology-the-price-to-play-part-two/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>c64</category><category>commodore64</category><category>console</category><category>consoles</category><category>mmog</category><category>pc</category><category>pc-vs-console</category><category>pc-vs-xbox-360</category><dc:creator><![CDATA[Marc Nottke]]></dc:creator><pubDate>Mon, 03 Nov 2008 11:00:00 EST</pubDate></item><item><title><![CDATA[MMOGology: The price to play]]></title><link>http://massively.joystiq.com/2008/11/03/mmogology-the-price-to-play-part-one/</link><guid isPermaLink="true">http://massively.joystiq.com/2008/11/03/mmogology-the-price-to-play-part-one/</guid><comments>http://massively.joystiq.com/2008/11/03/mmogology-the-price-to-play-part-one/#comments</comments><description><![CDATA[<p>Filed under: <a href="http://massively.joystiq.com/category/world-of-warcraft/" rel="tag">World of Warcraft</a>, <a href="http://massively.joystiq.com/category/culture/" rel="tag">Culture</a>, <a href="http://massively.joystiq.com/category/opinion/" rel="tag">Opinion</a>, <a href="http://massively.joystiq.com/category/mmogology/" rel="tag">MMOGology</a>, <a href="http://massively.joystiq.com/category/muds/" rel="tag">MUDs</a>, <a href="http://massively.joystiq.com/category/consoles/" rel="tag">Consoles</a>, <a href="http://massively.joystiq.com/category/casual/" rel="tag">Casual</a></p><div align="center"><img vspace="4" hspace="4" border="1" align="center" alt="" src="http://www.blogcdn.com/massively.joystiq.com/media/2008/11/monopmoney11022008.jpg" /><br /></div>
<br />October 20th marked the <a href="http://massively.joystiq.com/2008/10/20/today-the-mud-and-the-mmo-turn-30/">30th anniversary</a> of the very first Multi-User Dungeon (MUD). For those that don't remember MUDs, these text based multiplayer computer games were the precursors of modern MMOGs. I think it's safe to say that multiplayer computer gaming was the exclusive domain of hardcore gamers and geeks back then. People playing <a href="http://en.wikipedia.org/wiki/MUD1"><em>MUD1</em></a>, <a href="http://www.elendor.net/"><em>Elendor MUSH</em></a> or <em><a href="http://www.pern.org/">Pern MUSH</a> </em>were nerds, like myself, that knew computers, knew gaming, and loved roleplaying online. With the advent of online games with graphics, MMOGs like <a href="http://everquest.station.sony.com/"><em>Everquest </em></a>and <a href="http://www.uoherald.com/news/"><em>Ultima Online</em> </a>began to attract a wider variety of gamers. The gaming demographic began to shift.<br /><br />Modern MMOGs like <a href="http://www.worldofwarcraft.com/index.xml"><em>World of Warcraft</em> </a>ushered in a new era of gaming and a very different demographic of gamer. <em>WoW</em>'s colorful, friendly style, easy to use interface and simple gameplay concepts make it very easy to pick up and play. <em>WoW </em>appeals to almost everyone: parents, kids, men, women, and people that might not normally play video games. It's about as close to mainstream as you can get in a MMOG. While the Wii is often credited with finally capturing traditional non-gamers, I submit that MMOGs like <em>WoW </em>did it first and continue to do it well. <br /><br />A key to <em>WoW</em>'s success also lies is its low system requirements. Recent MMORPGs like <a href="http://www.ageofconan.com/"><em>Age of Conan</em></a> and <a href="http://www.warhammeronline.com/"><em>Warhammer </em></a>may have more sophisticated graphics, but their higher system requirements work against their success in capturing a broad demographic of gamer. High system requirements are not just problematic for those particular games, but for the health and growth of PC gaming in general. Let's face it, when compared to console gaming, computer gaming isn't as cheap, accessible or simple. In order for MMOGs to continue to thrive, something needs to change at the hardware level. Without competitive pricing and standardization, PC gaming will continue to wither.<p><a href="http://massively.joystiq.com/2008/11/03/mmogology-the-price-to-play-part-one/" rel="bookmark">Continue reading <em>MMOGology: The price to play</em></a></p><p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://massively.joystiq.com"><img src="http://massively.joystiq.com/media/feedlogo.gif" alt="Massively" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://massively.joystiq.com/2008/11/03/mmogology-the-price-to-play-part-one/">MMOGology: The price to play</a> originally appeared on <a href="http://massively.joystiq.com">Massively</a> on Mon, 03 Nov 2008 11:00:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href="http://massively.joystiq.com/2008/11/03/mmogology-the-price-to-play-part-one/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/forward/1360117/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/2008/11/03/mmogology-the-price-to-play-part-one/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>c64</category><category>commodore-64</category><category>commodore64</category><category>console</category><category>consoles</category><category>featured</category><category>joystiqfeatures</category><category>mmo</category><category>mmog</category><category>pc</category><category>pc-gaming</category><dc:creator><![CDATA[Marc Nottke]]></dc:creator><pubDate>Mon, 03 Nov 2008 11:00:00 EST</pubDate></item><item><title><![CDATA[MMOGology: I lost a friend to WAR]]></title><link>http://massively.joystiq.com/2008/10/06/mmogology-i-lost-a-friend-to-war/</link><guid isPermaLink="true">http://massively.joystiq.com/2008/10/06/mmogology-i-lost-a-friend-to-war/</guid><comments>http://massively.joystiq.com/2008/10/06/mmogology-i-lost-a-friend-to-war/#comments</comments><description><![CDATA[<p>Filed under: <a href="http://massively.joystiq.com/category/world-of-warcraft/" rel="tag">World of Warcraft</a>, <a href="http://massively.joystiq.com/category/culture/" rel="tag">Culture</a>, <a href="http://massively.joystiq.com/category/new-titles/" rel="tag">New titles</a>, <a href="http://massively.joystiq.com/category/warhammer-online/" rel="tag">Warhammer Online</a>, <a href="http://massively.joystiq.com/category/opinion/" rel="tag">Opinion</a>, <a href="http://massively.joystiq.com/category/mmogology/" rel="tag">MMOGology</a></p><img hspace="4" vspace="4" border="1" align="right" src="http://www.blogcdn.com/massively.joystiq.com/media/2008/10/warhammer100608.jpg" alt="" />Last week <a href="http://massively.joystiq.com/2008/09/29/mmogology-wow-on-easy-mode/">I wrote about Blizzard's Recruit-a-Friend program</a> and my experience leveling through <a href="http://www.worldofwarcraft.com/index.xml"><em>World of Warcraft </em></a>with triple XP. The Recruit-a-Friend program is a seemingly brilliant strategy on Blizzard's part. In addition to recruiting new players, it also serves as way of keeping existing players occupied while waiting for <a href="http://www.worldofwarcraft.com/wrath/intro.xml"><em>Wrath of the Lich King</em></a>; players that might otherwise divert their attention to <a href="http://www.warhammeronline.com/"><em>Warhammer: Age of Reckoning</em></a>. Who can resist the allure of triple XP, right? My friend Rob couldn't and for a while we enjoyed the rush of leveling as fast as we could. <br /><br />But the thrill of light-speed-leveling wasn't enough to hold his attention for long. It was still the same content we'd run through time after time. An astute reader of mine, Jeromai, left the following comment about my last article, "There's a sidelong danger to power-leveling fast. All the content you once enjoyed as content now becomes a means to an end. It's a headlong race right towards the burnout phase of a game." Jeromai couldn't have been more right.<br /><br />I logged into <em>WoW </em>a few nights ago, ready to blast through another level or two with my friend. He never showed. A few days later I called him up and realized I'd lost him to <em>WAR</em>.<p><a href="http://massively.joystiq.com/2008/10/06/mmogology-i-lost-a-friend-to-war/" rel="bookmark">Continue reading <em>MMOGology: I lost a friend to WAR</em></a></p><p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://massively.joystiq.com"><img src="http://massively.joystiq.com/media/feedlogo.gif" alt="Massively" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://massively.joystiq.com/2008/10/06/mmogology-i-lost-a-friend-to-war/">MMOGology: I lost a friend to WAR</a> originally appeared on <a href="http://massively.joystiq.com">Massively</a> on Mon, 06 Oct 2008 15:30:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href="http://massively.joystiq.com/2008/10/06/mmogology-i-lost-a-friend-to-war/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/forward/1333708/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/2008/10/06/mmogology-i-lost-a-friend-to-war/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>blizzard</category><category>changing-games</category><category>featured</category><category>friends</category><category>joystiqfeatures</category><category>mythic-entertainment</category><category>new-games</category><category>switching-games</category><category>warhammer-online</category><category>world-of-warcraft</category><dc:creator><![CDATA[Marc Nottke]]></dc:creator><pubDate>Mon, 06 Oct 2008 15:30:00 EST</pubDate></item><item><title><![CDATA[MMOGology: WoW on easy mode]]></title><link>http://massively.joystiq.com/2008/09/29/mmogology-wow-on-easy-mode/</link><guid isPermaLink="true">http://massively.joystiq.com/2008/09/29/mmogology-wow-on-easy-mode/</guid><comments>http://massively.joystiq.com/2008/09/29/mmogology-wow-on-easy-mode/#comments</comments><description><![CDATA[<p>Filed under: <a href="http://massively.joystiq.com/category/world-of-warcraft/" rel="tag">World of Warcraft</a>, <a href="http://massively.joystiq.com/category/leveling/" rel="tag">Leveling</a>, <a href="http://massively.joystiq.com/category/opinion/" rel="tag">Opinion</a>, <a href="http://massively.joystiq.com/category/mmogology/" rel="tag">MMOGology</a></p><img hspace="4" vspace="4" border="1" align="right" src="http://www.blogcdn.com/massively.joystiq.com/media/2008/09/092808level2.jpg" alt="" />My buddy Rob and I play<a href="http://www.worldofwarcraft.com/index.xml"><em> World of Warcraft </em></a>frequently, but between the two of us he's got the most /played time. He's got a few 70s on a PvP server and a few 70s on the PvE server where we're spending most of our time. He's also an alt-a-holic and has tons of mid-level characters. He's played every class in the game; most of them thoroughly. After spending so much time leveling so many characters he recently resolved not to level another character until the release of <a href="http://www.worldofwarcraft.com/wrath/"><em>Wrath of the Lich King</em></a>.<br /><br />His resolution didn't last long. When Blizzard announced their <a href="http://us.blizzard.com/support/article.xml?articleId=20588">Recruit-a-Friend</a> program a tiny seed was planted in the back of his mind. A seed that slowly germinated, wrapping its diminutive roots around his cerebral cortex until every thought in his head screamed, "MUST HAVE TRIPLE XP." And so, after a very small amount of convincing, I joined him to level up yet another alt. Our new goal was to level a couple of <a href="http://www.urbandictionary.com/define.php?term=spacegoat">spacegoat </a>shammies.<br /><br />After about 12 hours of /played time we were level 26. I know that's not a record by any means, but for us it felt pretty amazing. In fact, it almost felt like we were cheating. In a way it was like paying for a power leveling service where you do all the work. Sure the XP flew by, but Rob had paid for the game and the expansion all over again, as well as paying for a second account. Still, watching a level 14 paladin run by us and knowing we were out pacing him so drastically, it made me wonder if the Recruit-a-Friend program had somehow cheapened the accomplishment of hitting 60. Remember when hitting 60 felt like it meant something?<p><a href="http://massively.joystiq.com/2008/09/29/mmogology-wow-on-easy-mode/" rel="bookmark">Continue reading <em>MMOGology: WoW on easy mode</em></a></p><p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://massively.joystiq.com"><img src="http://massively.joystiq.com/media/feedlogo.gif" alt="Massively" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://massively.joystiq.com/2008/09/29/mmogology-wow-on-easy-mode/">MMOGology: WoW on easy mode</a> originally appeared on <a href="http://massively.joystiq.com">Massively</a> on Mon, 29 Sep 2008 12:00:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href="http://massively.joystiq.com/2008/09/29/mmogology-wow-on-easy-mode/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/forward/1327052/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/2008/09/29/mmogology-wow-on-easy-mode/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>accomplishments</category><category>Blizzard</category><category>featured</category><category>joystiqfeatures</category><category>leveling</category><category>power-leveling</category><category>refer-a-friend</category><category>world-of-warcraft</category><category>wow</category><dc:creator><![CDATA[Marc Nottke]]></dc:creator><pubDate>Mon, 29 Sep 2008 12:00:00 EST</pubDate></item><item><title><![CDATA[MMOGology: Why bother with story?]]></title><link>http://massively.joystiq.com/2008/09/15/mmogology-why-bother-with-story/</link><guid isPermaLink="true">http://massively.joystiq.com/2008/09/15/mmogology-why-bother-with-story/</guid><comments>http://massively.joystiq.com/2008/09/15/mmogology-why-bother-with-story/#comments</comments><description><![CDATA[<p>Filed under: <a href="http://massively.joystiq.com/category/world-of-warcraft/" rel="tag">World of Warcraft</a>, <a href="http://massively.joystiq.com/category/lord-of-the-rings-online/" rel="tag">Lord of the Rings Online</a>, <a href="http://massively.joystiq.com/category/game-mechanics/" rel="tag">Game mechanics</a>, <a href="http://massively.joystiq.com/category/opinion/" rel="tag">Opinion</a>, <a href="http://massively.joystiq.com/category/mmogology/" rel="tag">MMOGology</a></p><img hspace="4" vspace="4" border="1" align="right" src="http://www.blogcdn.com/massively.joystiq.com/media/2008/09/091508story2.jpg" alt="" />I recently went through a burn-out period on MMOGs. In addition to a job change and lots of personal commitments that limited my time, I'd simply grown bored with the genre. I think we all go through those periods. Times when we're just done with the grind and we need to recharge our gaming batteries on something different. This seems especially true once we've reached end-game and we're grinding the same old dungeons and flailing away in the same old PvP battles. It seemed like the only thing I had to look forward to was an eight year old telling me how bad I got pwned or watching yet another piece of gear drop that I couldn't use.<br /><br />My burnout period also coincided with the purchase of a brand new gaming rig. I think the last machine I purchased was back in 2004, and I finally decided to bite the bullet and buy a new rig. If you're like me (and I know I am), the first thing you do when you get a new gaming computer is test it on the most graphically advanced game you have available; that special game that brought your old machine to its knees. For me, that game was <a href="http://www.elderscrolls.com/home/home.php"><em>The Elder Scrolls IV: Oblivion</em></a>. Although my old machine could run it with the settings on low, now I can finally play it at high resolution with all the bells and whistles turned on. I'm proud to say my new rig cuts through <em>Oblivion </em>like a hot knife through butter. <br /><br />I played <em>Oblivion </em>a lot when it originally came out, but because my old rig struggled with it, I never played more than about a quarter of the way through the game. I decided to start over from scratch and as I progressed I remembered why I love single player RPGs: the story. A great story provides a level of immersion that's only possible to achieve when playing alone. It was really refreshing. And it made me wonder, why do MMOGs even bother with the pretense of a story at all?<p><a href="http://massively.joystiq.com/2008/09/15/mmogology-why-bother-with-story/" rel="bookmark">Continue reading <em>MMOGology: Why bother with story?</em></a></p><p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://massively.joystiq.com"><img src="http://massively.joystiq.com/media/feedlogo.gif" alt="Massively" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://massively.joystiq.com/2008/09/15/mmogology-why-bother-with-story/">MMOGology: Why bother with story?</a> originally appeared on <a href="http://massively.joystiq.com">Massively</a> on Mon, 15 Sep 2008 12:00:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href="http://massively.joystiq.com/2008/09/15/mmogology-why-bother-with-story/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/forward/1313939/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/2008/09/15/mmogology-why-bother-with-story/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>blizzard</category><category>featured</category><category>gameplay</category><category>joystiq-features</category><category>joystiqfeatures</category><category>Lord-of-the-Rings-Online</category><category>story</category><category>storytelling</category><category>turbine</category><category>world-of-warcraft</category><category>wow</category><dc:creator><![CDATA[Marc Nottke]]></dc:creator><pubDate>Mon, 15 Sep 2008 12:00:00 EST</pubDate></item><item><title><![CDATA[MMOGology: Will mobile MMOGs evolve genre expectations?]]></title><link>http://massively.joystiq.com/2008/07/14/mmogology-will-mobile-mmogs-evolve-genre-expectations/</link><guid isPermaLink="true">http://massively.joystiq.com/2008/07/14/mmogology-will-mobile-mmogs-evolve-genre-expectations/</guid><comments>http://massively.joystiq.com/2008/07/14/mmogology-will-mobile-mmogs-evolve-genre-expectations/#comments</comments><description><![CDATA[<p>Filed under: <a href="http://massively.joystiq.com/category/game-mechanics/" rel="tag">Game mechanics</a>, <a href="http://massively.joystiq.com/category/new-titles/" rel="tag">New titles</a>, <a href="http://massively.joystiq.com/category/reviews/" rel="tag">Reviews</a>, <a href="http://massively.joystiq.com/category/opinion/" rel="tag">Opinion</a>, <a href="http://massively.joystiq.com/category/mmogology/" rel="tag">MMOGology</a>, <a href="http://massively.joystiq.com/category/mobile/" rel="tag">Mobile</a>, <a href="http://massively.joystiq.com/category/casual/" rel="tag">Casual</a></p><img hspace="4" vspace="4" border="1" align="right" alt="" src="http://www.blogcdn.com/massively.joystiq.com/media/2008/07/aurorafeint071408.jpg" />What makes an MMOG an MMOG? When we talk about massively multiplayer games, certain expectations immediately form in our minds. Looking at the components of the acronym itself it seems pretty straightforward. We know that MMOG stands for massively multiplayer online game. The qualifications of what constitute an MMOG seemingly describe themselves right in that acronym. MMOGs are games that, on some level, support a large number of players in an online multiplayer environment. Despite that simple definition we often have preconceptions about MMOGs that are much more specific. Preconceptions like level grinding, subscription fees and a dearth of willing healers.<br /><br />Early in their existence MMOGs were easy to define by example simply because there were far fewer games available. Games like <a href="http://www.uoherald.com/news/"><em>Ultima Online</em> </a>and <a href="http://everquest.station.sony.com/"><em>Everquest </em></a>clearly helped set the standards of the genre. On their terms, massively multiplayer means hundreds of other player avatars running around and whacking mobs in the same environment. They also established gameplay standards based on computer roleplaying game staples such as gaining experience to level up, upgrading gear and growing the character's skills and abilities. <br /><br />But as the genre has expanded and evolved so has our definition of what constituents an MMOG. As I discussed in <a href="http://massively.joystiq.com/2008/06/30/mmogology-mobile-mmogs/">my last column</a>, mobile MMOGs have very unique challenges to overcome in order to prove successful; but their success will undoubtedly come in time. As those successes arrive, our expectations of MMOGs will likely change. Today I'll be looking at a specific game that claims to be an MMOG for the iPhone and iTouch. It defies the typical conventions of what we'd consider an MMOG. I'll describe some of the interesting features it offers after the break and you can decide whether or not it qualifies as a true MMOG. One thing I'll tell you right off the bat though; even though it's unconventional, it's fun and addictive.<p><a href="http://massively.joystiq.com/2008/07/14/mmogology-will-mobile-mmogs-evolve-genre-expectations/" rel="bookmark">Continue reading <em>MMOGology: Will mobile MMOGs evolve genre expectations?</em></a></p><p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://massively.joystiq.com"><img src="http://massively.joystiq.com/media/feedlogo.gif" alt="Massively" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://massively.joystiq.com/2008/07/14/mmogology-will-mobile-mmogs-evolve-genre-expectations/">MMOGology: Will mobile MMOGs evolve genre expectations?</a> originally appeared on <a href="http://massively.joystiq.com">Massively</a> on Mon, 14 Jul 2008 11:00:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href="http://massively.joystiq.com/2008/07/14/mmogology-will-mobile-mmogs-evolve-genre-expectations/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/forward/1254407/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/2008/07/14/mmogology-will-mobile-mmogs-evolve-genre-expectations/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>Aurora_Feint</category><category>featured</category><category>iphone</category><category>itouch</category><category>joystiqfeatures</category><category>mobile-mmo</category><category>mobile-mmorpg</category><category>puzzle</category><category>puzzle-games</category><category>puzzle-mmos</category><category>tetris</category><dc:creator><![CDATA[Marc Nottke]]></dc:creator><pubDate>Mon, 14 Jul 2008 11:00:00 EST</pubDate></item><item><title><![CDATA[MMOGology: Mobile MMOGs]]></title><link>http://massively.joystiq.com/2008/06/30/mmogology-mobile-mmogs/</link><guid isPermaLink="true">http://massively.joystiq.com/2008/06/30/mmogology-mobile-mmogs/</guid><comments>http://massively.joystiq.com/2008/06/30/mmogology-mobile-mmogs/#comments</comments><description><![CDATA[<p>Filed under: <a href="http://massively.joystiq.com/category/world-of-warcraft/" rel="tag">World of Warcraft</a>, <a href="http://massively.joystiq.com/category/eve-online/" rel="tag">EVE Online</a>, <a href="http://massively.joystiq.com/category/maplestory/" rel="tag">MapleStory</a>, <a href="http://massively.joystiq.com/category/game-mechanics/" rel="tag">Game mechanics</a>, <a href="http://massively.joystiq.com/category/ragnarok-online/" rel="tag">Ragnarok Online</a>, <a href="http://massively.joystiq.com/category/opinion/" rel="tag">Opinion</a>, <a href="http://massively.joystiq.com/category/second-life/" rel="tag">Second Life</a>, <a href="http://massively.joystiq.com/category/free-to-play/" rel="tag">Free-to-play</a>, <a href="http://massively.joystiq.com/category/mmogology/" rel="tag">MMOGology</a>, <a href="http://massively.joystiq.com/category/mobile/" rel="tag">Mobile</a></p><div style="text-align: center;"><img hspace="4" vspace="4" border="1" src="http://www.blogcdn.com/massively.joystiq.com/media/2008/06/phonez063008.jpg" alt="" /><br />
<div style="text-align: left;"><br />Several weeks ago at Apple's Worldwide Developers Conference (WWDC) Steve Jobs <a href="http://www.engadgetmobile.com/2008/06/09/wwdc-2008-coverage-roundup-the-iphone-3g-has-landed/">announced the 3G iPhone</a>. The announcement wasn't much of a shock to industry experts since other cell phones have been using 3G networks for several years. In order to remain competitive, it was only natural for Apple to hop on the 3G bandwagon. <br /></div>
</div>
<br />What was, perhaps, more unexpected was the consumer friendly price point of $199.00. Of course there are a few not-so-hidden caveats involved with that sweet price point. First you have to <a href="http://www.gearlive.com/news/article/q208-iphone-3g-pricing-who-qualifies/ ">qualify for the subsidized price</a>, then there's the mandatory two year contract with AT&amp;T and an increase in the price of the iPhone's data plan. Regardless, what it means to gamers is a budding mobile gaming platform. The iPhone now has its own <a href="http://massively.joystiq.com/2008/03/06/mmos-and-the-iphone-sdk/ ">software developer's kit </a>(SDK), 3G network capabilities, and is priced to sell. Increased accessibility, higher data transfer speeds, and the ability for developers to conjure up new applications can only mean good things for the future of mobile MMOGs - especially on the iPhone. <br /><br />Of course, maybe the future of mobile MMOGs seems so bright because its current state is so dim. As someone who has never even attempted to play an MMOG on a mobile device, I'm curious as to what exactly is out there and if anything is worth my time. If you're curious too, join me for some more info on mobile MMOGs after the break. I'll discuss the current state and limitations of the platform, some existing offerings, and take a look at what the future might hold.<p><a href="http://massively.joystiq.com/2008/06/30/mmogology-mobile-mmogs/" rel="bookmark">Continue reading <em>MMOGology: Mobile MMOGs</em></a></p><p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://massively.joystiq.com"><img src="http://massively.joystiq.com/media/feedlogo.gif" alt="Massively" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://massively.joystiq.com/2008/06/30/mmogology-mobile-mmogs/">MMOGology: Mobile MMOGs</a> originally appeared on <a href="http://massively.joystiq.com">Massively</a> on Mon, 30 Jun 2008 17:00:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href="http://massively.joystiq.com/2008/06/30/mmogology-mobile-mmogs/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/forward/1240507/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/2008/06/30/mmogology-mobile-mmogs/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>blizzard</category><category>cell-phone</category><category>cell-phone-gaming</category><category>featured</category><category>joystiqfeatures</category><category>linden-lab</category><category>maplestory</category><category>mobile</category><category>mobile-gaming</category><category>mobilephone</category><category>second-life</category><category>shadow-of-legend</category><category>Smartcell</category><category>Smartcell-Technology</category><category>vollee</category><category>world-of-warcraft</category><category>wow</category><dc:creator><![CDATA[Marc Nottke]]></dc:creator><pubDate>Mon, 30 Jun 2008 17:00:00 EST</pubDate></item><item><title><![CDATA[MMOGology: There's no place like Azeroth]]></title><link>http://massively.joystiq.com/2008/06/09/mmogology-theres-no-place-like-azeroth/</link><guid isPermaLink="true">http://massively.joystiq.com/2008/06/09/mmogology-theres-no-place-like-azeroth/</guid><comments>http://massively.joystiq.com/2008/06/09/mmogology-theres-no-place-like-azeroth/#comments</comments><description><![CDATA[<p>Filed under: <a href="http://massively.joystiq.com/category/world-of-warcraft/" rel="tag">World of Warcraft</a>, <a href="http://massively.joystiq.com/category/culture/" rel="tag">Culture</a>, <a href="http://massively.joystiq.com/category/opinion/" rel="tag">Opinion</a>, <a href="http://massively.joystiq.com/category/mmogology/" rel="tag">MMOGology</a></p><div style="text-align: center;"><a href="http://massively.joystiq.com/category/world-of-warcraft/"><img vspace="4" hspace="4" border="1" src="http://www.blogcdn.com/massively.joystiq.com/media/2008/06/azeroth060908.jpg" id="img1" alt="" /></a></div>
I was running my daily quests for the Shattered Sun Offensive this week when one of the officers from our guild popped online. He said he was back from a session with <a href="http://www.ageofconan.com/"><em>Age of Conan</em></a> and was having a blast with it. I asked him if he liked the combat mechanics - he did. I asked if he liked the quest system - he did. And he was, of course, impressed with the shiny new graphics and level of detail in the game. So naturally, my next question was whether he planned to give up <a href="http://www.worldofwarcraft.com/index.xml"><em>World of Warcraft</em></a> permanently to make <em>Conan </em>his new home. His answer? "Nope."<br /> <br />I guess his response shouldn't have surprised me, even given his enthusiastic praise of <a href="http://massively.joystiq.com/category/age-of-conan"><em>Age of Conan</em></a>. It seems like <em>World of Warcraft </em>operates as many gamers' home base. They might leave for a while to try out a new MMOG when they inevitably burn out on <em>WoW</em>; but most eventually gravitate back. The return might be in anticipation of an expansion, it might be that the gamer misses his guildies, or maybe it's the old, comfortable game mechanics. Whatever the reason, many of us can't seem to escape the black hole that is <em>WoW</em>; and maybe that's partly because we don't want to escape.<br /><br />I know that there are definite exceptions to this trend; those gamers who cancel their <em>WoW </em>accounts and never look back. But for many of the gamers I know personally, something always pulls them back to <em>WoW </em>and hooks them again, usually for several months at a time. Even when they're playing another MMOG they often keep their <em>WoW </em>accounts active to check in on friends, run a random instance, or do a little PvP. Which makes me wonder, are multiple MMOG subscriptions becoming more common?<p><a href="http://massively.joystiq.com/2008/06/09/mmogology-theres-no-place-like-azeroth/" rel="bookmark">Continue reading <em>MMOGology: There's no place like Azeroth</em></a></p><p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://massively.joystiq.com"><img src="http://massively.joystiq.com/media/feedlogo.gif" alt="Massively" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://massively.joystiq.com/2008/06/09/mmogology-theres-no-place-like-azeroth/">MMOGology: There's no place like Azeroth</a> originally appeared on <a href="http://massively.joystiq.com">Massively</a> on Mon, 09 Jun 2008 15:00:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href="http://massively.joystiq.com/2008/06/09/mmogology-theres-no-place-like-azeroth/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/forward/1219340/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/2008/06/09/mmogology-theres-no-place-like-azeroth/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>Blizzard</category><category>featured</category><category>joystiqfeatures</category><category>multiple-accounts</category><category>multiple-subscriptions</category><category>subscriptions</category><category>world-of-warcraft</category><category>wow</category><dc:creator><![CDATA[Marc Nottke]]></dc:creator><pubDate>Mon, 09 Jun 2008 15:00:00 EST</pubDate></item><item><title><![CDATA[MMOGology: Age of Conan, PC vs 360]]></title><link>http://massively.joystiq.com/2008/05/19/mmogology-age-of-conan-pc-vs-360/</link><guid isPermaLink="true">http://massively.joystiq.com/2008/05/19/mmogology-age-of-conan-pc-vs-360/</guid><comments>http://massively.joystiq.com/2008/05/19/mmogology-age-of-conan-pc-vs-360/#comments</comments><description><![CDATA[<p>Filed under: <a href="http://massively.joystiq.com/category/age-of-conan/" rel="tag">Age of Conan</a>, <a href="http://massively.joystiq.com/category/new-titles/" rel="tag">New titles</a>, <a href="http://massively.joystiq.com/category/opinion/" rel="tag">Opinion</a>, <a href="http://massively.joystiq.com/category/mmogology/" rel="tag">MMOGology</a>, <a href="http://massively.joystiq.com/category/consoles/" rel="tag">Consoles</a></p><div align="center"><img vspace="4" hspace="4" border="1" alt="" src="http://www.blogcdn.com/massively.joystiq.com/media/2008/05/2pcvs360051908.jpg" /><br /><br />
<div align="left"><em>Age of Conan's </em>official release date is tomorrow (May 20, 2008) and MMOG players around the world are salivating at the chance to get down and dirty in the world of Hyboria. In fact, the level of interest is so intense that as I'm writing this article I can't even access the official <a href="http://www.ageofconan.com/"><em>Age of Conan</em> website </a>due to the high volume of traffic. With <a href="http://www.funcom.com/wsp/funcom/frontend.cgi?func=frontend.show&amp;template=home">Funcom </a>reporting <a href="http:// http://massively.joystiq.com/2008/05/13/one-million-signed-up-for-aoc-beta-by-the-end/">one million</a> beta test subscriptions, it looks like <em>Conan </em>may lay down some serious competition in the MMOG market. <br /><br />Any time an MMOG looks to bring in big numbers, people inevitably ask whether or not it can challenge the current king of the hill, Blizzard's <a href="http://www.worldofwarcraft.com/index.xml"><em>World of Warcraft</em></a>. Personally, I don't think that's Funcom's goal. Sure they want to be successful, but unlike Blizzard, they aren't targeting a broad demographic of players. Instead, it appears that Funcom's goal is to capture a mature audience of hardcore gamers. The violence and <a href="http://massively.joystiq.com/2008/04/21/mmogology-sex-games/">sexual content</a> that give <em>Conan </em>a Mature rating are obviously two indications of this target audience. Another indicator is the game's steep system requirements. <br /><br />Typically steep system requirements are a barrier to many gamers. However, unlike most other MMOGs, <em>Age of Conan</em> won't be solely available on the PC. Gamers have the unique option of playing <em>AoC </em>on Xbox 360 and possibly <a href="http://mmorpg.qj.net/Age-of-Conan-product-director-on-cross-platform-play-PS3-and-Wii-version-and-future-plans/pg/49/aid/120159">on PS3</a>. I'll discuss <em>AoC's </em>system requirements and the pros and cons of both platforms after the break.</div>
</div><p><a href="http://massively.joystiq.com/2008/05/19/mmogology-age-of-conan-pc-vs-360/" rel="bookmark">Continue reading <em>MMOGology: Age of Conan, PC vs 360</em></a></p><p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://massively.joystiq.com"><img src="http://massively.joystiq.com/media/feedlogo.gif" alt="Massively" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://massively.joystiq.com/2008/05/19/mmogology-age-of-conan-pc-vs-360/">MMOGology: Age of Conan, PC vs 360</a> originally appeared on <a href="http://massively.joystiq.com">Massively</a> on Mon, 19 May 2008 15:00:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href="http://massively.joystiq.com/2008/05/19/mmogology-age-of-conan-pc-vs-360/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/forward/1198928/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/2008/05/19/mmogology-age-of-conan-pc-vs-360/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>360</category><category>age-of-conan</category><category>featured</category><category>funcom</category><category>joystiqfeatures</category><category>pc</category><category>performance</category><category>xbox-360</category><category>xbox-360-vs-pc</category><category>xbox360</category><dc:creator><![CDATA[Marc Nottke]]></dc:creator><pubDate>Mon, 19 May 2008 15:00:00 EST</pubDate></item><item><title><![CDATA[MMOGology: Attack of the bots]]></title><link>http://massively.joystiq.com/2008/05/12/mmogology-attack-of-the-bots/</link><guid isPermaLink="true">http://massively.joystiq.com/2008/05/12/mmogology-attack-of-the-bots/</guid><comments>http://massively.joystiq.com/2008/05/12/mmogology-attack-of-the-bots/#comments</comments><description><![CDATA[<p>Filed under: <a href="http://massively.joystiq.com/category/world-of-warcraft/" rel="tag">World of Warcraft</a>, <a href="http://massively.joystiq.com/category/culture/" rel="tag">Culture</a>, <a href="http://massively.joystiq.com/category/exploits/" rel="tag">Exploits</a>, <a href="http://massively.joystiq.com/category/game-mechanics/" rel="tag">Game mechanics</a>, <a href="http://massively.joystiq.com/category/opinion/" rel="tag">Opinion</a>, <a href="http://massively.joystiq.com/category/mmogology/" rel="tag">MMOGology</a></p><img vspace="4" hspace="4" border="1" align="right" alt="" src="http://www.blogcdn.com/massively.joystiq.com/media/2008/05/bot051208.jpg" />A few weeks ago <a href="http://massively.joystiq.com/bloggers/tateru-nino/">Tateru Nino</a> wrote a <a href="http://massively.joystiq.com/2008/04/28/peering-inside-how-many-bots/">great piece</a> about the use of bots in <a href="http://secondlife.com/"><em>Second Life </em></a>as marketing tools to make virtual worlds feel less lonely and appear more populated than they actually are. The article got me thinking about the use of bots in games and the many purposes they serve, not only as virtual avatars, but more frequently as tools used by players to assist them with everyday tasks.<br /><br />So what exactly is a bot? Although bot is short for robot we're not talking about Tom Servo or Crow T. Robot from <a href="http://www.mst3kinfo.com/"><em>Mystery Science Theater 3000 </em></a>(although I guess technically they're puppets). Bots are programs with some level of artificial intelligence that are typically created to automate mundane tasks otherwise performed by a human. At their finest, they are tools that help make a gaming experience more enjoyable by streamlining our gameplay, providing us with useful information, or automating otherwise irksome tasks. At their worst, bots are exploits used by hackers to grind through a game while the player is away from their keyboards. For the purposes of today's article, I'll be referring to the "legal" variety.<br /><br />Even if a bot is perfectly legal to use and is not technically exploiting the game, it's still automating tasks you'd otherwise be performing yourself. When we're talking about playing video games, if a bot is doing some of the "gaming" for us, then what exactly are we doing? In automating some of the hum-drum tasks of a game has something of the fun or challenge been lost; or, do bots just help us get to the parts of the game that <em>are </em>fun and challenging?<p><a href="http://massively.joystiq.com/2008/05/12/mmogology-attack-of-the-bots/" rel="bookmark">Continue reading <em>MMOGology: Attack of the bots</em></a></p><p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://massively.joystiq.com"><img src="http://massively.joystiq.com/media/feedlogo.gif" alt="Massively" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://massively.joystiq.com/2008/05/12/mmogology-attack-of-the-bots/">MMOGology: Attack of the bots</a> originally appeared on <a href="http://massively.joystiq.com">Massively</a> on Mon, 12 May 2008 09:00:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href="http://massively.joystiq.com/2008/05/12/mmogology-attack-of-the-bots/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/forward/1192578/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/2008/05/12/mmogology-attack-of-the-bots/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>addons</category><category>blizzard</category><category>bots</category><category>exploit</category><category>featured</category><category>helper-application</category><category>joystiqfeatures</category><category>world-of-warcraft</category><category>WorldOfWarcraft</category><category>wow</category><dc:creator><![CDATA[Marc Nottke]]></dc:creator><pubDate>Mon, 12 May 2008 09:00:00 EST</pubDate></item><item><title><![CDATA[MMOGology: Grand Theft MMO]]></title><link>http://massively.joystiq.com/2008/04/29/grand-theft-mmo/</link><guid isPermaLink="true">http://massively.joystiq.com/2008/04/29/grand-theft-mmo/</guid><comments>http://massively.joystiq.com/2008/04/29/grand-theft-mmo/#comments</comments><description><![CDATA[<p>Filed under: <a href="http://massively.joystiq.com/category/new-titles/" rel="tag">New titles</a>, <a href="http://massively.joystiq.com/category/opinion/" rel="tag">Opinion</a>, <a href="http://massively.joystiq.com/category/mmogology/" rel="tag">MMOGology</a>, <a href="http://massively.joystiq.com/category/crime/" rel="tag">Crime</a>, <a href="http://massively.joystiq.com/category/rumors/" rel="tag">Rumors</a>, <a href="http://massively.joystiq.com/category/crimecraft/" rel="tag">CrimeCraft</a></p><div align="center"><img vspace="4" hspace="4" border="1" src="http://www.blogcdn.com/massively.joystiq.com/media/2008/04/grandtheftmmo042908.jpg" alt="" /><br />
<div align="left">On Tuesday, April 29th, 2008 <a href="http://www.rockstargames.com/">Rockstar Games </a>released <a href="http://www.rockstargames.com/IV/"><em>Grand Theft Auto IV</em></a> (<em>GTA IV</em>), one of the most anticipated games of 2008. Based on <a href="http://www.gamerankings.com/htmlpages2/933037.asp">early reviews</a> (all of which have been unanimously positive) it looks like the latest installment in the series has exceeded expectations. Everything about <em>GTA IV</em> appears to have been kicked up a notch. The graphics are more realistic, the gameplay has been refined and tightened, and the characters and storyline have more depth. While this type of evolution is to be expected, one of the most interesting new features about <em>GTA IV </em>is that you can play it online. Unlike previous versions of the <em>Grand Theft Auto</em> series, this one will allow Xbox 360 and PS3 owners the ability to play with up to sixteen friends online. While sixteen players doesn't exactly qualify as "massively multiplayer", it's a step in the right direction for those of us eagerly anticipating a <em>GTA-</em>style MMO.<br /></div>
</div>
<br />It seems like a natural progression for Rockstar to bring their venerable series to the massively multiplayer arena. After all, you've got a built in, recognizable franchise name based around the most classic multiplayer concept known to man - cops and robbers. I think every child has played a real life version of this game at some point in their lives (although perhaps more G rated). It's one of those universal themes that everyone instantly "gets", and yet, no MMO developer has cashed in on the concept. The time seems ripe for Rockstar to join <a href="http://www.blizzard.com/us/">Blizzard </a>in the money printing business.<br /><br />So how realistic is it that Rockstar might be producing a <em>Grand Theft Auto</em> MMO? Is such a game already in development? I did a little digging and I'll show you what I've been able to find thus far after the break. I'll also fill you in on a few MMOs with similar concepts that you might be able to play as early as this time next year.<p><a href="http://massively.joystiq.com/2008/04/29/grand-theft-mmo/" rel="bookmark">Continue reading <em>MMOGology: Grand Theft MMO</em></a></p><p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://massively.joystiq.com"><img src="http://massively.joystiq.com/media/feedlogo.gif" alt="Massively" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://massively.joystiq.com/2008/04/29/grand-theft-mmo/">MMOGology: Grand Theft MMO</a> originally appeared on <a href="http://massively.joystiq.com">Massively</a> on Tue, 29 Apr 2008 11:00:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href="http://massively.joystiq.com/2008/04/29/grand-theft-mmo/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/forward/1179930/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/2008/04/29/grand-theft-mmo/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>all-points-bulletin</category><category>cops-and-robbers</category><category>crime-games</category><category>crimecraft</category><category>featured</category><category>grand-theft-auto</category><category>grand-theft-auto-iv</category><category>grand-theft-auto-mmo</category><category>grand-theft-auto-mmog</category><category>joystiqfeatures</category><category>realtime-worlds</category><category>Realtime-Worlds-Ltd.</category><category>rockstar</category><category>vogster-entertainment</category><dc:creator><![CDATA[Marc Nottke]]></dc:creator><pubDate>Tue, 29 Apr 2008 11:00:00 EST</pubDate></item><item><title><![CDATA[MMOGology: Sex games]]></title><link>http://massively.joystiq.com/2008/04/21/mmogology-sex-games/</link><guid isPermaLink="true">http://massively.joystiq.com/2008/04/21/mmogology-sex-games/</guid><comments>http://massively.joystiq.com/2008/04/21/mmogology-sex-games/#comments</comments><description><![CDATA[<p>Filed under: <a href="http://massively.joystiq.com/category/age-of-conan/" rel="tag">Age of Conan</a>, <a href="http://massively.joystiq.com/category/culture/" rel="tag">Culture</a>, <a href="http://massively.joystiq.com/category/new-titles/" rel="tag">New titles</a>, <a href="http://massively.joystiq.com/category/opinion/" rel="tag">Opinion</a>, <a href="http://massively.joystiq.com/category/mmogology/" rel="tag">MMOGology</a>, <a href="http://massively.joystiq.com/category/roleplaying/" rel="tag">Roleplaying</a></p><div style="text-align: center;"><img vspace="4" hspace="4" border="1" src="http://www.blogcdn.com/massively.joystiq.com/media/2008/04/femalecreation042008.jpg" alt="" /><br /></div>
Can you feel it coming? With less than a month until <em>Conan's</em> release, the pressure cooker of excitement building for the new MMOG by Funcom is about to blow its load. At least part of this excitement stems from the fact that <a href="http://massively.joystiq.com/category/age-of-conan"><em>Age of Cona</em>n</a> deals with mature themes. Unlike the cartoony <a href="http://massively.joystiq.com/category/world-of-warcraft/"><em>World of Warcraft</em> </a>and cutesy <em><a href="http://massively.joystiq.com/category/hello-kitty-online/">Hello Kitty Online</a>,</em> <em>Age of Conan</em> is embracing what they call a "dark, decadent, twisted and corrupt version of Euro-Asian history." Aside from the prominent head lopping and blood letting we're also getting a side dish of sex; something we haven't really seen before in a prominent, commercial MMOG.<br /><br />The idea of sex in video games is not new. You can go as far back as text based adventures like <em>F<a href="http://www.mobygames.com/game/c64/farmers-daughter">armer's Daughter</a></em> on the Commodore 64, crude, arcade-style games like <a href="http://en.wikipedia.org/wiki/Custer's_Revenge"><em>Custer's Revenge</em></a> for the Atari 2600, or the multi-platform adventure game series <a href="http://en.wikipedia.org/wiki/Leisure_Suit_Larry"><em>Leisure Suit Larry</em></a> that first kicked off back in 1987. Many early titles were so graphically crude that they left absolutely everything to the imagination. But as technology has evolved, so have the dirty minds of developers. And where dirty minded developers have come up short, many gamers have created modifications to fulfill their fantasies. Would you like some <a href="http://en.wikipedia.org/wiki/Hot_coffee">hot coffee</a> while you wait to download the Lara Croft <a href="http://en.wikipedia.org/wiki/Tomb_Raider#Nude_Raider">nude patch</a>?<br /><br />Given the heavy censorship present in the games industry it's actually surprising that <em>Age of Conan</em> will ship with a few lewd features in tact. With an M rating, <em>Conan </em>is one of the first MMOGs that's pre-screening its playerbase and tossing out the kiddies (along with the associated revenue stream from their parents). So what are the risqu&eacute; features in <em>Age of Conan </em>and what will their implementation mean for future MMOGs? If <em>Age of Conan</em> is successful can we expect other developers to push the envelope further, or has someone already beaten them to the punch? If you're easily offended you may wish to skip what follows after the break.<p><a href="http://massively.joystiq.com/2008/04/21/mmogology-sex-games/" rel="bookmark">Continue reading <em>MMOGology: Sex games</em></a></p><p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://massively.joystiq.com"><img src="http://massively.joystiq.com/media/feedlogo.gif" alt="Massively" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://massively.joystiq.com/2008/04/21/mmogology-sex-games/">MMOGology: Sex games</a> originally appeared on <a href="http://massively.joystiq.com">Massively</a> on Mon, 21 Apr 2008 13:00:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href="http://massively.joystiq.com/2008/04/21/mmogology-sex-games/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/forward/1172792/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/2008/04/21/mmogology-sex-games/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>age-of-conan</category><category>cybersex</category><category>featured</category><category>funcom</category><category>joystiqfeatures</category><category>prostitutes</category><category>prostitution</category><category>sex</category><category>sexual</category><dc:creator><![CDATA[Marc Nottke]]></dc:creator><pubDate>Mon, 21 Apr 2008 13:00:00 EST</pubDate></item><item><title><![CDATA[MMOGology: Gamerz is speshul]]></title><link>http://massively.joystiq.com/2008/04/14/mmogology-gamerz-is-speshul/</link><guid isPermaLink="true">http://massively.joystiq.com/2008/04/14/mmogology-gamerz-is-speshul/</guid><comments>http://massively.joystiq.com/2008/04/14/mmogology-gamerz-is-speshul/#comments</comments><description><![CDATA[<p>Filed under: <a href="http://massively.joystiq.com/category/culture/" rel="tag">Culture</a>, <a href="http://massively.joystiq.com/category/news-items/" rel="tag">News items</a>, <a href="http://massively.joystiq.com/category/opinion/" rel="tag">Opinion</a>, <a href="http://massively.joystiq.com/category/mmogology/" rel="tag">MMOGology</a></p><div align="center"><img vspace="4" hspace="4" border="1" alt="" src="http://www.blogcdn.com/massively.joystiq.com/media/2008/04/retards041308.jpg" /><br />
<div align="left"><br />Gamers have always taken a degree of flack about their hobby of choice. Some people call gaming a waste of time (whereas watching TV is completely productive), some people bash it as anti-social escapism (whereas reading a book is akin to attending a gala), some people deride it for its focus on violent content (whereas Hollywood blockbusters, boxing, and the nightly news are G-rated and chock full of joy), and some people despise it for its potentially addictive properties (cigarettes are a far safer alternative). I could go on. As a result, gamers are often seen as grumpy, antisocial slackers. But of all the labels associated with gamers one of the latest is just plain retarded - literally.<br /><br />At a recent <a href="http://www.bps.org.uk/">British Psychological Society </a>convention it was announced that, "hard core gamers can mirror certain aspects of Asperger's Syndrome." For those of you who don't know, <a href="http://en.wikipedia.org/wiki/Aspergers">Asperger's Syndrome</a> is a psychiatric disorder on the high-functioning end of the autism spectrum of psychiatric disorders. Asperger's is typically characterized by impairments in social interactions and repetitive behavior patterns. Dr. Charlton, one of the researchers on the study states that, "Our research supports the idea that people who are heavily involved in game playing may be nearer to autistic spectrum disorders than people who have no interest in gaming."</div>
</div><p><a href="http://massively.joystiq.com/2008/04/14/mmogology-gamerz-is-speshul/" rel="bookmark">Continue reading <em>MMOGology: Gamerz is speshul</em></a></p><p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://massively.joystiq.com"><img src="http://massively.joystiq.com/media/feedlogo.gif" alt="Massively" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://massively.joystiq.com/2008/04/14/mmogology-gamerz-is-speshul/">MMOGology: Gamerz is speshul</a> originally appeared on <a href="http://massively.joystiq.com">Massively</a> on Mon, 14 Apr 2008 13:00:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href="http://massively.joystiq.com/2008/04/14/mmogology-gamerz-is-speshul/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/forward/1166179/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/2008/04/14/mmogology-gamerz-is-speshul/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>aspergers</category><category>aspergerssyndrome</category><category>autism</category><category>behaviors</category><category>communication</category><category>community</category><category>disorder</category><category>featured</category><category>habits</category><category>joystiqfeatures</category><category>trends</category><dc:creator><![CDATA[Marc Nottke]]></dc:creator><pubDate>Mon, 14 Apr 2008 13:00:00 EST</pubDate></item><item><title><![CDATA[MMOGology: Playing around]]></title><link>http://massively.joystiq.com/2008/03/31/mmogology-playing-around/</link><guid isPermaLink="true">http://massively.joystiq.com/2008/03/31/mmogology-playing-around/</guid><comments>http://massively.joystiq.com/2008/03/31/mmogology-playing-around/#comments</comments><description><![CDATA[<p>Filed under: <a href="http://massively.joystiq.com/category/culture/" rel="tag">Culture</a>, <a href="http://massively.joystiq.com/category/opinion/" rel="tag">Opinion</a>, <a href="http://massively.joystiq.com/category/mmogology/" rel="tag">MMOGology</a></p><img vspace="4" hspace="4" border="1" align="right" alt="" src="http://www.blogcdn.com/massively.joystiq.com/media/2008/03/superjump033108.jpg" />Whether it's completing quests, running dungeons, or taking down super villains, any good game has decisive goals for player progression. Most of the time there is a clear and structured path that will get players quickly from one goal to the next. You level up, you unlock new abilities, you get better gear and you take on more challenging and entertaining tasks. It could be as simple as that; a straight and narrow path to completing a game. So why do many of us get in snowball fights outside of the bank in Ironforge? Why do we join others playing music outside of taverns in <a href="http://massively.joystiq.com/category/lord-of-the-rings-online/"><em>Lord of the Rings Online</em></a>? Why do we jump off the highest structure we can find, only to fall to our deaths? Could it simply be because it's ... fun? MMOGs afford us interesting opportunities to goof off with others and "play" a game in ways that developers may never have intended.<br /><br />Of course, many people don't like playing around, even when playing a video game. They love the challenge of being the first to complete every objective. They consider any diversion from the leveling process to be a waste of time and potential experience gained. While I fully understand and appreciate the desire to have the bragging rights as the first guy to hit the maximum level, or the first guild to take down the latest raid boss, I personally could never do it. I guess I'm somewhat of a slacker when I play MMOGs. Sometimes I like to fish, or climb the highest mountain and stare at a virtual moon. I don't mind that I'm not progressing toward the end of the game because I'm just enjoying having fun doing whatever it is I'm doing at the moment. Sometimes when our gaming experiences become overly competitive I think it's healthy to stop and smell the virtual roses. After all, we're playing a game. Shouldn't our main goal be to have fun, however it's defined?<p><a href="http://massively.joystiq.com/2008/03/31/mmogology-playing-around/" rel="bookmark">Continue reading <em>MMOGology: Playing around</em></a></p><p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://massively.joystiq.com"><img src="http://massively.joystiq.com/media/feedlogo.gif" alt="Massively" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://massively.joystiq.com/2008/03/31/mmogology-playing-around/">MMOGology: Playing around</a> originally appeared on <a href="http://massively.joystiq.com">Massively</a> on Mon, 31 Mar 2008 15:00:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href="http://massively.joystiq.com/2008/03/31/mmogology-playing-around/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/forward/1153157/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/2008/03/31/mmogology-playing-around/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>Blizzard</category><category>city-of-heroes</category><category>featured</category><category>fun</category><category>goofing-off</category><category>having-fun</category><category>joystiqfeatures</category><category>messing-around</category><category>ncsoft</category><category>world-of-warcraft</category><category>wow</category><dc:creator><![CDATA[Marc Nottke]]></dc:creator><pubDate>Mon, 31 Mar 2008 15:00:00 EST</pubDate></item><item><title><![CDATA[MMOGology: A touch of class]]></title><link>http://massively.joystiq.com/2008/03/17/mmogology-a-touch-of-class/</link><guid isPermaLink="true">http://massively.joystiq.com/2008/03/17/mmogology-a-touch-of-class/</guid><comments>http://massively.joystiq.com/2008/03/17/mmogology-a-touch-of-class/#comments</comments><description><![CDATA[<p>Filed under: <a href="http://massively.joystiq.com/category/age-of-conan/" rel="tag">Age of Conan</a>, <a href="http://massively.joystiq.com/category/classes/" rel="tag">Classes</a>, <a href="http://massively.joystiq.com/category/game-mechanics/" rel="tag">Game mechanics</a>, <a href="http://massively.joystiq.com/category/new-titles/" rel="tag">New titles</a>, <a href="http://massively.joystiq.com/category/opinion/" rel="tag">Opinion</a>, <a href="http://massively.joystiq.com/category/mmogology/" rel="tag">MMOGology</a></p><div align="center"><img vspace="4" hspace="4" border="1" alt="" src="http://www.blogcdn.com/massively.joystiq.com/media/2008/03/classy031608.jpg" /><br /><br />
<div align="left">With all the <a href="http://massively.joystiq.com/category/age-of-conan/"><em>Age of Conan</em></a> news hitting the press lately, the Conan hype machine has finally caught me in its greasy, barbaric cogs. With a visceral, action-based combat system, player-city building and mounted combat, it looks like <em>Age of Conan</em> is doing enough unique and exciting things to make it stand out from your typical <em><a href="http://massively.joystiq.com/category/world-of-warcraft">World of Warcraft</a> </em>clones. As the May release date draws closer, I've been scouring the Web for more detailed information about the game.<br /><br />Any time I get excited about a new MMOG one of the first things I check out is the list of classes on the developer's site. When you start the game you'll select a race (Aquilonian, Cimmerian or Stygian) and <strike>up until level five you are considered a "commoner". At level five you'll select </strike><strike>a major archetype which consists of rogue, priest, soldier, or mage (mages being limited to the Stygian race). You'll stick with a particular archetype until around level twenty. At level twenty you'll finally </strike>specify <a href="http://community.ageofconan.com/wsp/conan/frontend.cgi?func=publish.show&amp;func_id=1084&amp;table=PUBLISH&amp;template=news_features_game&amp;selected=1084">which particular class</a> you want to play. <strike>that class being a refinement of the archetype you chose at level five. As an example, the Rogue archetype can become a Ranger, Barbarian, or Assassin, depending on your race.</strike> [ Edit: Apparently the information I had on staged class selection was outdated! Thanks to my readers for informing me otherwise.] <br /><br />The list of classes available for play at the time of this writing includes: Assassin, Barbarian, Bear Shaman, Conquerer, Dark Templar, Demonologist, Guardian, Herald of Xotli, Necromancer, Priest of Mitra, Ranger and Tempest of Set. While there are definitely some interesting nuances among these classes, most fall into your standard archetypes: Damage Dealer, Tank, and Healer. Almost every MMOG I can think of has this type of structure for its classes. Is this a good thing, or should developers move beyond typical perceptions of class structure?</div>
</div><p><a href="http://massively.joystiq.com/2008/03/17/mmogology-a-touch-of-class/" rel="bookmark">Continue reading <em>MMOGology: A touch of class</em></a></p><p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://massively.joystiq.com"><img src="http://massively.joystiq.com/media/feedlogo.gif" alt="Massively" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://massively.joystiq.com/2008/03/17/mmogology-a-touch-of-class/">MMOGology: A touch of class</a> originally appeared on <a href="http://massively.joystiq.com">Massively</a> on Mon, 17 Mar 2008 15:00:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href="http://massively.joystiq.com/2008/03/17/mmogology-a-touch-of-class/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/forward/1141604/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/2008/03/17/mmogology-a-touch-of-class/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>Age-of-Conan</category><category>class</category><category>class-structure</category><category>featured</category><category>Funcom</category><category>joystiqfeatures</category><category>World-of-Warcraft</category><category>WoW</category><dc:creator><![CDATA[Marc Nottke]]></dc:creator><pubDate>Mon, 17 Mar 2008 15:00:00 EST</pubDate></item></channel></rss>
