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Roleplaying

Hyperspace Beacon: The roleplayer's guide to SWTOR event planning

Sci-Fi, Events (In-Game), Game Mechanics, PvP, PvE, Opinion, Free-to-Play, Roleplaying, Star Wars: The Old Republic, Guides, Hyperspace Beacon, Player-Generated Content, MMORPG

Hyperspace Beacon Roleplayer's guide to event planning in SWTOR
Amidst the critiques and patch reviews, the reasons I stick with Star Wars: The Old Republic sometimes get lost in the shuffle. Despite being irritated by the way BioWare handled specific parts of this Star Wars MMORPG, I still find the setting and the storytelling to be superb. These interwoven tales of adventure and chaos provide an incredible platform for my favorite thing to do in an MMO: roleplay.

I've covered several topics about roleplay in this column. From breaking into the community to an RP wishlist to resolving RP-related conflicts, I've might have covered everything except for one of the most basic of roleplay elements: How do you host a roleplay event in SWTOR? Although Star Wars: The Old Republic varies in its presentation and tools, the types of events you can throw are pretty similar to the ones you can throw in any other MMOs. The tiny details vary, but the three basic type of events can be narrowed down to social, PvE, and PvP.

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Storyboard: Roleplaying hasn't gone anywhere

Culture, Opinion, Roleplaying, Storyboard, Miscellaneous

I think I used one of these before?  Not sure.
Certain phrases just tend to stick in my craw. For example, the idea that back in the day MMORPGs really supported roleplaying, but now they don't any more. You can't really lose yourself in modern games. You get the idea; I've talked about this before.

The calls that roleplaying is dead are quite convincing except for the fact that roleplaying continues and does not appear to be going anywhere. If anything, I'd argue (from anecdotes, so without much scientific merit) that roleplaying populations seem to be expanding, which makes sense, since with more and more people playing games online, more and more of them are going to be totally keen on pretending to be an elf.

But I can understand the sentiment because from another perspective it can seem totally on the mark. So I'm going to just go for the simple version and discuss the ways in which things haven't changed all that much after all.

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E3 2013: Stealing cabbages in The Elder Scrolls Online

Betas, Fantasy, Game Mechanics, Previews, PvE, Opinion, Hands-On, Roleplaying, Humor, Events (Massively's Coverage), The Elder Scrolls Online

Stealing cabbages, hands on with The Elder Scrolls Online at E3
I eagerly consumed about 45 minutes of The Elder Scrolls Online during E3 this week. I stayed glued to my keyboard and headphones until the expo hall closed and I was told to clear out. Part of this time was spent interviewing the nearest willing Bethesda employee, and every other second was hauling Orc butt around ESO.

My character of choice, an Orc Dragonknight, loaded into the game on the other side of a polygon-rich bridge from an equally polygon-rich town. The Bethesda employee standing nearby mentioned I could go into the town for some guided content the team had prepared. I made a sharp right turn into the stream and killed a deer instead.

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Free for All: My very own top ten list of MMO pet peeves

Fantasy, Sci-Fi, EVE Online, EverQuest, Lord of the Rings Online, Business Models, Culture, Game Mechanics, PvP, Ryzom, Opinion, Guild Wars 2, Free-to-Play, Browser, Casual, Roleplaying, MMORTS, Humor, Free for All, PlanetSide 2, Defiance, Buy-to-Play

Top ten list screenshot
I couldn't just sit back and let Justin Olivetti have all the fun, could I? When he published The Perfect Ten: My gaming pet peeves, I swept my fist to the sky and screamed "Sypsterrrr!" Literally a week earlier I had jotted down an idea for a similar column. I mean jotted down because I keep yellow pads around the house for late-night ideas or dog-walk eurekas.

Of course his will probably end up the superior article as he is the better writer (and has a good bit of facial hair), but I'm going to present mine anyway. In fact I'll do one better by listing 11 of my MMO pet peeves because, well, I jotted down 11.

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E3 2013: Behaviour announces Warhammer 40k: Eternal Crusade

Fantasy, New Titles, News Items, Roleplaying, Dungeons, MMORPG

Warhammer 40k: Eternal Crusade
"In the grim darkness of the far future, there is only war." These are the ominous words that greet visitors of the brand-new website for Warhammer 40k: Eternal Crusade. The game, announced today and in development at Behaviour Interactive (with the support of Games Workshop, of course), is a third-person action MMORPG set in a persistent world.

Details are scant as the title's unveiling has just begun, currently sitting at phase one of nine. The only clear information available on the official site is a targeted release window of late 2015.

We'll have more for you tomorrow after we sit down with Behaviour's head of online games, Miguel Caron, at E3, but for now, here's the press release blurby:
Montreal, 10th June, 2013 – Behaviour Interactive and Games Workshop® proudly announce a new online game in the Warhammer® 40,000® universe: Warhammer 40,000: Eternal Crusade. Behaviour Interactive has obtained the rights to create a wholly new MMORPG persistent war experience for PC, PS4 and Xbox One set in Games Workshop's universe of the 41st Millennium. In the game, players choose a Warhammer 40,000® race and fight directly as one of their warriors in massive conflicts for territory. It will be up to each faction's community to determine their own destiny as they vie for control of an entire planet.
Massively's on the ground in Los Angeles during the week of June 10-13, bringing you all the best news from E3 2013. We're covering everything from WildStar and Elder Scrolls Online and ArcheAge to FFXIV's inbound revamp and TERA's latest update, so stay tuned!

Tattered Notebook: There's too much to do in EverQuest II!

Economy, Game Mechanics, Lore, Opinion, Roleplaying, The Tattered Notebook, Dungeons, Crafting, Housing, Player-Generated Content

Tattered Notebook There's too much to do in EverQuest II!
For this latest Tattered Notebook, I'd already planned -- and in fact was in the middle of -- writing impressions of Scars of the Awakened, EverQuest II's most recent meaty update. I've collected a slew of notes taken from the adventurer and crafter questlines, including some tips and time-saving tricks. But amidst all that intense update research (I gladly sacrifice myself for you guys!), I got distracted. And no, it wasn't by a shiny!

You see, although the land of Cobalt Scar opened up just over a month ago, I've been pulled away and unable to complete everything I want to in that zone. Why? Because in that same time, there have been multiple city festivals, a round of Moonlight Enchantments (with new quests and brand-new housing items that were a must have), a double XP weekend that just begged for some serious crafting advancement, a commissioned housing project to complete, personal houses to decorate, old quests to finally finish up... and that was just to start!

As the guilt for not finishing the entirety of GU66 settled in, friends who weren't as high-level as I wanted to play together in areas they had access to, which coincidentally did not include the latest update. So off I ran through older zones and dungeons with lower-leveled friends. Needless to say, my in-game adventures of late have stretched all over the map of Norrath. Sounds busy, no? It was during all this that I had to finally lay my delusions of finishing everything I have planned before EverQuest Next to rest; there's just too much to do in EQII!

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Storyboard: For me, it was Tuesday

Culture, Opinion, Roleplaying, Storyboard, Miscellaneous

Yes, they're code names.  If you think you know who they are, you're probably right.
I want to tell you a love story. It's not a happy one. It's about Daniel and Rachel.

Rachel loves Daniel. She didn't expect to fall for him, but she did. The problem is that Daniel doesn't love Rachel back. More than that, he can't even conceptualize feeling for Rachel what she feels for him. She acquiesces, acts as a friend, listens to Daniel talk about his true love Samantha. She watches Daniel date Olivia. She gets attacked by Olivia for her affection. She pays attention to the fact that Daniel still talks about Samantha when she's been gone for a year, even though Daniel doesn't mention Rachel at all if she's not around.

This is not a happy dynamic for Rachel, but it is certainly dramatic. The problem is that Rachel and Daniel are characters, and Daniel's player is making a point of being aloof and dismissive toward Rachel because that's the whole point. So how do you ignore Rachel without making Rachel's player feel left out of roleplaying?

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Storyboard: Getting back the spark

Culture, Opinion, Roleplaying, Storyboard, Miscellaneous

You've lost that loving feeling.  Whoa, that loving feeling.
People occasionally ask me, "How is it that your roleplaying is so exciting?" To which I can only ask, "How is yours so boring?"

A lot happens when I roleplay. Relationships start and stop, alliances are made and broken, plots are hatched, crazy schemes are set into motion, and things generally just happen. I've had characters kill other people off permanently, had characters killed off, run through cycles of desecration and redemption. Some scenes have gone better than others, but at the end of the day, I can say that my roleplaying has been full of stuff happening.

But I see a lot of people who feel their roleplaying is stagnant. Their groups have dissolved, their stories have been told, there is no more spark there. So today's column is all about getting back into the paint and turning your roleplaying experience from stagnant to dynamic, taking you from a boring set of routines into a series of stunning and enrapturing revelations. In other words, here's some advice to get the spark back in your roleplaying.

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Free for All: Interviewing Achaea's Matt Mihaly for MUD May

Trailers, Video, Business Models, Game Mechanics, Interviews, PvP, Opinion, Free-to-Play, Browser, Roleplaying, Community Q&A, Free for All, Livestream, Miscellaneous, Sandbox

Achaea artwork
MUD May has been a very enjoyable experience, but the main thing I learned is that a month is not long enough to cover all of MUDdom. Not by a long shot. The fact is that MUDs have a much longer history than graphical, 3-D MMOs, and here we are on an entire site dedicated mainly to those! We owe a lot to MUDs, but I always try to point out to current or former players that we should not refer to these games only in the past-tense. They are still alive, filled with players and ongoing. That means they are just as viable and worthy of mention as World of Warcraft. How many of our favorite 3-D MMOs will be around for two or more decades?

These wonderful games do need to improve in many areas, though. Some MUD developers are attempting to bring these text-based MMOs into the future, none better than Iron Realms Entertainment's Achaea. I sat down with Matt Mihaly, the CEO and Founder of Iron Realms since 1995, for an interview to talk about Achaea and the future of MUDs.

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Storyboard: As stupid does

Culture, Opinion, Roleplaying, Storyboard, Miscellaneous

Ironically, I felt too dumb to write this column effectively.
Playing a stupid character is oddly frustrating because it's incredibly difficult to do.

This should not be the case. This should, in fact, be the opposite of the case. Playing someone with the mental alacrity of a ball of twine should be much easier than your brilliant wizard. But when you try to play a dumb character, it's easy for that character to wind up slipping into periods of pointless stupidity without acting like any of the nitwits you've actually dealt with over the course of your life.

Intelligence is a hard thing to quantify at the best of times, but some of our characters are meant to be just plain slow. I've played a few, and it's always a challenge to make the character feel like a person instead of a caricature. So here are some tips for making your big dummy feel appropriately oafish and endearing instead of just being a strawman.

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Stick and Rudder: Why all the love for Roberts and Star Citizen?

Sci-Fi, Culture, Game Mechanics, Lore, MMO Industry, New Titles, Opinion, Roleplaying, Sandbox, Crowdfunding, Stick and Rudder, Star Citizen, Buy-to-Play

Stick and Rudder - Why all the love for Roberts and Star Citizen?
I was talking with a gaming buddy recently who missed the whole space sim experience in the 1990s. He's a Star Wars fan and a real-life pilot pushing 40, so it surprised me to learn that he'd never heard of Wing Commander, Freespace, X-Wing, and the like. My jaw really hit the floor as our conversation turned to current games and I began to evangelize about Star Citizen and Chris Roberts.

"Who's Chris Roberts?" he asked, with a straight face.

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Storyboard: The way it was for three years

Culture, Opinion, Massively Meta, Roleplaying, Storyboard, Miscellaneous

Going back in time.
Roleplaying is the same as it ever was. People are still shoehorning in lore characters into backstories, someone is a sparkly magic vampire, and you can still turn a corner in a tavern to find two people with a decided lack of gear or public shame. (In Second Life, that corner is the one you turn to download the game.) But I've had three years of talking about it, so it's at least a little different than it was.

I don't know if I'd go so far as to say it's better.

Every year I like to take a look back at the past year, talk about what worked well, what didn't work at all, and what I'd like to do in the future. So it is for this year, complete with a nice big surprise down at the end there. Regular readers may be less surprised, but you can just bear with me.

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Tamriel Infinium: Elder Scrolls Online's factional divides

Fantasy, Video, Classes, New Titles, Races, Roleplaying, The Elder Scrolls Online, MMORPG, Tamriel Infinium

Tamriel Infinium ESO factional divides
The Elder Scrolls Online's Tamriel hosts many races that are generally segregated from each other. Nords of Skyrim usually stick to their northern frosty mountains. Argonians settle in their Black Marsh. Khajiit rest in Elsweyr. But we know from playing other Elder Scrolls games that individuals of all races most definitely move around the map, mostly adventurers like our possible TESO characters. It is very possible from a canon perspective that my Redguard will wander through Morrowind. Unlike other faction-based MMOs, TESO has an interesting plan for those players with wanderlust.

For today's column, I've found a community member who explains some of the implications of factional divides for us. I'm also interested in how you will personally handle some of these factional issues.

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Free for All: Celebrating MUD May with Gemstone IV

Fantasy, Business Models, Events (In-Game), Game Mechanics, Interviews, MMO Industry, Opinion, Roleplaying, Free for All, Subscription

GemStone IV website screenshot
MUD May has been a blast so far, but I won't lie to you and say that I hope to even make a dent in the decades-old history of many of these titles. I decided instead to use some examples from my favorite MUDs that I have come across over the last couple of years. It's admittedly been a challenge to think about what to cover. Do I cover the communities? The in-game mechanics? The publishers?

This week I decided to attempt to kill several birds with a handful of stones (and questions) and snagged Simutronics Producer Eric Latham for an video interview. Simutronics has been in the business for 26 years, and the publisher makes my favorite MUD, Gemstone IV. Latham has been with the company for 15 of those years! Technically I am using the interview and video as part of my Rise and Shiny series, but the questions and answers are more relevant to the general topic of MUDs. You might see it now as well as later, but it will hopefully provide some insight into the world of making MUDs.

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Storyboard: Making villains work

Opinion, Roleplaying, Storyboard, Miscellaneous

So how am I going to make the header screwy next week?  I have a few ideas.
A while ago, I talked about the fact that roleplaying in MMOs most closely resembles comic books. This is apropos of the current discussion because both mediums have a fundamental issue with how villains are supposed to work. A good villain should be roundly trounced by the end of a story, but you also want to bring back a villain for more antics later on. So as I begin the follow-up to my recent column on the topic, the question becomes how you can make a villain who's entertaining and satisfying to encounter without becoming boring or making everyone wonder why no one has stabbed him yet.

To be fair, there's no way to absolutely fix this problem. Someone will always have the idea that stabbing the villain to death will alleviate the problem, and that assumption is pretty much right. But there are ways to minimize the issue without making everyone seem like a colossal twit or creating the soap opera problem (wherein everyone is a malicious jerk every so often and no one seems to make long-term changes). This week I want to examine how both antagonistic and malicious villains can be played to avoid those pitfalls.

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