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<generator>Blogsmith http://www.blogsmith.com/</generator><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>
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<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://www.blogsmithmedia.com/www.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><p><ul></ul></p>]]></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://www.blogsmithmedia.com/www.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><p><ul></ul></p>]]></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://www.blogsmithmedia.com/www.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><p><ul></ul></p>]]></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://www.blogsmithmedia.com/www.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><p><ul></ul></p>]]></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://www.blogsmithmedia.com/www.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><p><ul></ul></p>]]></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 />
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<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://www.blogsmithmedia.com/www.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><p><ul></ul></p>]]></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://www.blogsmithmedia.com/www.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><p><ul></ul></p>]]></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://www.blogsmithmedia.com/www.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><p><ul></ul></p>]]></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://www.blogsmithmedia.com/www.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><p><ul></ul></p>]]></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://www.blogsmithmedia.com/www.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><p><ul></ul></p>]]></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://www.blogsmithmedia.com/www.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><p><ul></ul></p>]]></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://www.blogsmithmedia.com/www.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><p><ul></ul></p>]]></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://www.blogsmithmedia.com/www.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><p><ul></ul></p>]]></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://www.blogsmithmedia.com/www.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><p><ul></ul></p>]]></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://www.blogsmithmedia.com/www.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><p><ul></ul></p>]]></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://www.blogsmithmedia.com/www.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><p><ul></ul></p>]]></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://www.blogsmithmedia.com/www.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><p><ul></ul></p>]]></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://www.blogsmithmedia.com/www.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><p><ul></ul></p>]]></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://www.blogsmithmedia.com/www.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><p><ul></ul></p>]]></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://www.blogsmithmedia.com/www.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><p><ul></ul></p>]]></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><item><title><![CDATA[MMOGology: Identity crisis]]></title><link>http://massively.joystiq.com/2008/03/10/mmogology-identity-crisis/</link><guid isPermaLink="true">http://massively.joystiq.com/2008/03/10/mmogology-identity-crisis/</guid><comments>http://massively.joystiq.com/2008/03/10/mmogology-identity-crisis/#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>, <a href="http://massively.joystiq.com/category/roleplaying/" rel="tag">Roleplaying</a>, <a href="http://massively.joystiq.com/category/virtual-worlds/" rel="tag">Virtual Worlds</a></p><img hspace="4" border="1" align="right" src="http://www.blogcdn.com/massively.joystiq.com/media/2008/03/yinyanghappyface.jpg" alt="" />Ed Norton is a mild mannered claims adjuster. He's a friendly fellow and a model employee. He's never late to work. He keeps his workspace nice and tidy. He always speaks in a pleasant and clear manner during staff meetings and never raises his voice. But underneath the freshly pressed shirt and polished shoes lies something sinister. Mr. Norton has a dark secret. As night falls on the quaint suburbs where Ed resides, a blue-white light flickers in the otherwise dark bedroom of his modest home. Ed hovers in front of his PC's monitor; the glare reflecting eerily off his horn rimmed glasses. He smiles wickedly as <a href="http://massively.joystiq.com/category/world-of-warcraft"><em>World of Warcraft </em></a>finishes loading. Suddenly, Ed undergoes a hideous transformation. His perfectly shellacked hair becomes a wild jungle of frizz. His eyes sink back into his skull. A demonic, green light leaks from between his pointed teeth. Ed has become Durden, the blood thirsty, undead warlock. Using his epic staff of carnal destruction, Durden reaps the souls of his victims with reckless abandon, laughing at their pathetic pleas for mercy. He is guildmaster and raid leader and wields ultimate power. All shall obey his commands or be forever be exiled from his presence.<br /><br />Does this sound like you? If so, please seek psychiatric help immediately. <br /><br />While most of us don't undergo the dramatic personality change illustrated by Mr. Norton when playing our favorite MMOG, many of us do have an online persona quite different from the one we present to the real world. Akela Talamaska's <a href="http://massively.joystiq.com/2008/02/29/the-daedalus-project-tracks-mud/">recent post</a> about the Daedalus Project lead me to a <a href="http://www.nickyee.com/daedalus/archives/001611.php?page=1">fascinating survey</a> that examined player role reversals. The survey highlights several different scenarios in which the roles of the players are completely inverse from the roles they play in real life. What are some of these roles swaps and how do they tie into our personalities? Why do we chose to act they way we do in our virtual worlds? Find out after the break!<p><a href="http://massively.joystiq.com/2008/03/10/mmogology-identity-crisis/" rel="bookmark">Continue reading <em>MMOGology: Identity crisis</em></a></p><p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://massively.joystiq.com"><img src="http://www.blogsmithmedia.com/www.joystiq.com/media/feedlogo.gif" alt="Massively" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://massively.joystiq.com/2008/03/10/mmogology-identity-crisis/">MMOGology: Identity crisis</a> originally appeared on <a href="http://massively.joystiq.com">Massively</a> on Mon, 10 Mar 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/2008/03/10/mmogology-identity-crisis/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/forward/1129517/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/2008/03/10/mmogology-identity-crisis/#comments" title="View reader comments on this entry">Comments</a><p><ul></ul></p>]]></description><category>avatar</category><category>Daedalus-Project</category><category>featured</category><category>identity</category><category>joystiq-featured</category><category>personality</category><category>psyche</category><category>role-reversal</category><category>roleplaying</category><category>World-of-Warcraft</category><category>WoW</category><dc:creator><![CDATA[Marc Nottke]]></dc:creator><pubDate>Mon, 10 Mar 2008 10:00:00 EST</pubDate></item><item><title><![CDATA[MMOGology: Build your own adventure]]></title><link>http://massively.joystiq.com/2008/02/25/mmogology-build-your-own-adventure/</link><guid isPermaLink="true">http://massively.joystiq.com/2008/02/25/mmogology-build-your-own-adventure/</guid><comments>http://massively.joystiq.com/2008/02/25/mmogology-build-your-own-adventure/#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/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/crafting/" rel="tag">Crafting</a>, <a href="http://massively.joystiq.com/category/professions/" rel="tag">Professions</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/lego-universe/" rel="tag">LEGO Universe</a></p><img vspace="4" hspace="4" border="1" align="right" src="http://www.blogcdn.com/massively.joystiq.com/media/2008/02/lego022508.jpg" alt="" />I hope all of you got to check out Elizabeth Harper's <a href="http://massively.joystiq.com/2008/02/24/gdc08-the-how-what-and-why-of-lego-universe/">great preview</a> of the upcoming <a href="http://massively.joystiq.com/category/lego-universe/"><span style="font-style: italic;">LEGO Universe</span></a> MMOG by NetDevil. I'm personally a huge fan of LEGO and proudly admit to playing with those little, plastic blocks well beyond the recommended age rating. There's just something great about a product that gives you the tools to create without limiting the possibilities of your imagination. When it comes down to it, <a href="http://www.brickartist.com/">LEGO is simply another medium</a> like clay or paint. It's up to the artist/designer to manipulate the medium into something unique and meaningful. NetDevil's product will allow us to partake in that enjoyment in a digital fashion, although, unlike creation in <a href="http://massively.joystiq.com/category/second-life"><span style="font-style: italic;">Second Life</span></a>, it appears as though artists and designers will not have free reign over content creation. <br /><br />In the context of an all ages game, the choice to place limits on creativity seems like a valid one. Allowing users to create anything they wanted with LEGO obviously opens up a Pandora's Box of offensive possibilities. I'll take the high road for now and refrain from mentioning the many examples of naughty things you could create in LEGO. But beyond potentially offensive things, creating absolutely anything you wanted in a game could potentially destroy the game from a design and gameplay perspective. User-created content brings up a variety of questions. To what extent can users shape their worlds without breaking them? To what extent can they expand and add to the content without altering the original vision of the developers? What role can user-generated content play in the future?<p><a href="http://massively.joystiq.com/2008/02/25/mmogology-build-your-own-adventure/" rel="bookmark">Continue reading <em>MMOGology: Build your own adventure</em></a></p><p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://massively.joystiq.com"><img src="http://www.blogsmithmedia.com/www.joystiq.com/media/feedlogo.gif" alt="Massively" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://massively.joystiq.com/2008/02/25/mmogology-build-your-own-adventure/">MMOGology: Build your own adventure</a> originally appeared on <a href="http://massively.joystiq.com">Massively</a> on Mon, 25 Feb 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/2008/02/25/mmogology-build-your-own-adventure/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/forward/1123536/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/2008/02/25/mmogology-build-your-own-adventure/#comments" title="View reader comments on this entry">Comments</a><p><ul></ul></p>]]></description><category>Bioware</category><category>Blizzard</category><category>City-of-Heroes</category><category>City-of-Villians</category><category>creation</category><category>creativity</category><category>dungeon-design</category><category>featured</category><category>LEGO</category><category>Lego-Universe</category><category>modifying-games</category><category>mods</category><category>NCSoft</category><category>NetDevil</category><category>Second-Life</category><category>SOE</category><category>Sony-Online-Entertainment</category><category>Star-Wars-Galaxies</category><category>user-created-content-in-games</category><category>user-generated-content</category><category>World-of-Warcraft</category><dc:creator><![CDATA[Marc Nottke]]></dc:creator><pubDate>Mon, 25 Feb 2008 10:00:00 EST</pubDate></item><item><title><![CDATA[MMOGology: Control yourself!]]></title><link>http://massively.joystiq.com/2008/02/18/mmogology-control-yourself/</link><guid isPermaLink="true">http://massively.joystiq.com/2008/02/18/mmogology-control-yourself/</guid><comments>http://massively.joystiq.com/2008/02/18/mmogology-control-yourself/#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><img vspace="4" hspace="4" border="1" align="right" alt="" src="http://www.blogcdn.com/massively.joystiq.com/media/2008/02/ghettocontrols021708.jpg" />Another day, another MMOG canceled. In case you missed the <a href="http://massively.joystiq.com/2008/02/11/marvel-mmo-officially-put-to-rest/">news</a>, Microsoft recently announced their abandonment of the Marvel-based superhero MMOG under development by <a href="http://massively.joystiq.com/tag/cryptic-studios">Cryptic Studios</a>. Gamespy recently posted a <a href="http://www.gamespy.com/articles/852/852380p1.html">roundtable discussion</a> that speculated on the reasons for the cancellation of this once highly anticipated game. During the discussion, Gamespy staffers cited possible cancellation reasons such as Microsoft's unrealistic monetary expectations (based on the high bar set by <a href="http://massively.joystiq.com/category/world-of-warcraft"><em>World of Warcraft</em></a>), an unwillingness on Microsoft's part to develop and innovative within the genre, and an inability to implement a successful product on both the PC and Xbox 360. The element of the discussion that intrigued me most dealt with the difficulties encountered when MMOGs try crossing the console barrier. One of the prohibitive elements to a successful console implementation is the incompatibility between PC and console controls.<br /><br />Most major, mainstream MMOGs like <a href="http://massively.joystiq.com/category/lord-of-the-rings-online"><em>Lord of the Rings Online</em></a>, <a href="http://massively.joystiq.com/category/world-of-warcraft"><em>World of Warcarft</em></a>, and <a href="http://massively.joystiq.com/category/everquest"><em>Everquest </em></a>have complex interfaces organized in a very flat, context-free structure. Movement, combat and non-combat functions are accomplished via the classic mouse and keyboard control combination. Most functions, especially in regard to combat, are accessed via a string of action functions located on "hot bars" or "skill bars". These functions can either be clicked upon directly with the mouse or bound to specific keyboard keys. Although there are occasional exceptions, each key has only one particular function, regardless of the player's situation within the game. Compare the large number of actions located on skill bars to the number of buttons available on a standard PS3 or Xbox 360 controller and you can easily see where basic interface design decisions just don't correlate well between consoles and PCs. It's not that one interface is better than another; they're just inherently different. In attempting to build a game that works on both PCs and consoles you've got to design to the least common denominator. If the console's controller can't support 50 buttons for different actions or can't accommodate quickly selecting actions via a heads-up-display, then you've got to streamline the experience or make it more context sensitive and intuitive. This act of streamlining an interface can only serve to benefit both console and PC gamers in the long haul.<p><a href="http://massively.joystiq.com/2008/02/18/mmogology-control-yourself/" rel="bookmark">Continue reading <em>MMOGology: Control yourself!</em></a></p><p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://massively.joystiq.com"><img src="http://www.blogsmithmedia.com/www.joystiq.com/media/feedlogo.gif" alt="Massively" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://massively.joystiq.com/2008/02/18/mmogology-control-yourself/">MMOGology: Control yourself!</a> originally appeared on <a href="http://massively.joystiq.com">Massively</a> on Mon, 18 Feb 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/2008/02/18/mmogology-control-yourself/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/forward/1117397/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/2008/02/18/mmogology-control-yourself/#comments" title="View reader comments on this entry">Comments</a><p><ul></ul></p>]]></description><category>Age-of-Conan</category><category>Blizzard</category><category>context-sensitive-gameplay</category><category>control-schemes</category><category>controls</category><category>Cryptic-Studios</category><category>featured</category><category>Funcom</category><category>gamepad</category><category>gameplay</category><category>innovation</category><category>keyboard-and-mouse</category><category>Microsoft</category><category>World-of-Warcraft</category><dc:creator><![CDATA[Marc Nottke]]></dc:creator><pubDate>Mon, 18 Feb 2008 10:00:00 EST</pubDate></item><item><title><![CDATA[MMOGology: Exploiting the matrix]]></title><link>http://massively.joystiq.com/2008/02/11/mmogology-exploiting-the-matrix/</link><guid isPermaLink="true">http://massively.joystiq.com/2008/02/11/mmogology-exploiting-the-matrix/</guid><comments>http://massively.joystiq.com/2008/02/11/mmogology-exploiting-the-matrix/#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><div style="text-align: center;"><a href="http://www.flickr.com/photos/kt/56421706/"><img hspace="4" border="1" vspace="4" alt="" src="http://www.blogcdn.com/massively.joystiq.com/media/2008/02/matrix021008.jpg" /></a><br /></div>
<br />You can't deny it; there's something exciting about seeing something you aren't supposed to see. It may have happened to you before, perhaps accidentally. You were minding your own business, just jumping down a flight of stairs in the <a href="http://www.wowwiki.com/Sunken_Temple">Sunken Temple</a> instance. And then ... BAM! Suddenly you're staring into a sea of light blue. "Am I dead?" you ask yourself. "What happened?" You rotate your camera angle and notice you can see three floors below you. You rotate it a little more and suddenly the grand design of the mighty level developer is revealed to you. You can see the entire dungeon stretching into the distance of ethereal blue. You've accidentally crossed over to the other side. You've entered the matrix!<br /><br />OK, so maybe it's not always quite that dramatic, but it's definitely interesting when you accidentally or accidentally-on-purpose stumble upon these little tears in the fabric of MMOspace. Many of us enjoy the <a href="http://massively.joystiq.com/tag/exploration">exploration </a>components of MMOGs. We love to find the hidden nooks and crannies of the world, the small places not often visited by our fellow gamers because they're in remote locations. Sometimes in our desire to see absolutely everything in the game, we stumble across these glitches that let us see a bit more than we're supposed to see. I think it's only natural to want to pull back the veil on our unrealities and see the "Wizard behind the curtain", so to speak. But of course anytime you begin participating in things that go slightly beyond the boundary of what you're "supposed" to be doing in a game, it starts to bring up questions about <a href="http://massively.joystiq.com/tag/exploit">exploits </a>and cheating. Viewing the underbelly of an MMOG hardly seems like a crime, but at what point exactly do you cross the threshold that will get you into trouble? At what point are we talking about account <a href="http://massively.joystiq.com/tag/bans">bans</a>?<p><a href="http://massively.joystiq.com/2008/02/11/mmogology-exploiting-the-matrix/" rel="bookmark">Continue reading <em>MMOGology: Exploiting the matrix</em></a></p><p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://massively.joystiq.com"><img src="http://www.blogsmithmedia.com/www.joystiq.com/media/feedlogo.gif" alt="Massively" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://massively.joystiq.com/2008/02/11/mmogology-exploiting-the-matrix/">MMOGology: Exploiting the matrix</a> originally appeared on <a href="http://massively.joystiq.com">Massively</a> on Mon, 11 Feb 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/2008/02/11/mmogology-exploiting-the-matrix/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/forward/1111579/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/2008/02/11/mmogology-exploiting-the-matrix/#comments" title="View reader comments on this entry">Comments</a><p><ul></ul></p>]]></description><category>Blizzard</category><category>cheating</category><category>exploits</category><category>exploration</category><category>explore</category><category>exploring</category><category>featured</category><category>virtual-worlds</category><category>World-of-Warcraft</category><category>WoW</category><dc:creator><![CDATA[Marc Nottke]]></dc:creator><pubDate>Mon, 11 Feb 2008 10:00:00 EST</pubDate></item><item><title><![CDATA[MMOGology: Gear of war]]></title><link>http://massively.joystiq.com/2008/02/04/mmogology-gear-of-war/</link><guid isPermaLink="true">http://massively.joystiq.com/2008/02/04/mmogology-gear-of-war/</guid><comments>http://massively.joystiq.com/2008/02/04/mmogology-gear-of-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/game-mechanics/" rel="tag">Game Mechanics</a>, <a href="http://massively.joystiq.com/category/pvp/" rel="tag">PvP</a>, <a href="http://massively.joystiq.com/category/endgame/" rel="tag">Endgame</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 vspace="4" hspace="4" border="1" align="right" alt="" src="http://www.blogcdn.com/massively.joystiq.com/media/2008/02/gow1.jpg" />Last night several members of my Alliance guild initiated some old school, world <a href="http://massively.joystiq.com/category/pvp">PvP </a>attacks on Tarren Mill. We were bored, looking for a fight, and boy did we get one. It was fun for a while, but it wasn't long before I realized we had no chance of winning the skirmish. It wasn't a lack of skill, strategy, or cooperation that drove our faces into the ground. It was the fact that our group didn't have the gear necessary to be competitive. There's nothing more demoralizing than getting utterly pwnd by someone that you can't even scratch; despite the fact that you're of equal player level. I've realized there is a Grand Canyon sized gap between a freshly minted 70 in quest gear and one that's been raiding or participating in arena battles. It's the equivalent of a level 60 attacking a level 40. There's a very noticeable difference.<br /><br />Of course, I shouldn't be surprised by this in a game that's so gear-centric. One of the primary draws of <a href="http://massively.joystiq.com/category/world-of-warcraft"><em>World of Warcraft</em></a> is the amazing gear that you could potentially get; if only you'd spend hours and hours running and rerunning instances or competing in arenas or getting your hinder stomped in the battlegrounds thousands of times. But for casual schleps like me, the gear divide is a source of endless frustration. It becomes less a battle of skill, and more of battle of who has logged the most hours playing the game. Maybe that's the whole point of PvP in an MMOG; reward playtime over ability. But does it have to be this way?<p><a href="http://massively.joystiq.com/2008/02/04/mmogology-gear-of-war/" rel="bookmark">Continue reading <em>MMOGology: Gear of 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://www.blogsmithmedia.com/www.joystiq.com/media/feedlogo.gif" alt="Massively" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://massively.joystiq.com/2008/02/04/mmogology-gear-of-war/">MMOGology: Gear of war</a> originally appeared on <a href="http://massively.joystiq.com">Massively</a> on Mon, 04 Feb 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/2008/02/04/mmogology-gear-of-war/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/forward/1105612/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/2008/02/04/mmogology-gear-of-war/#comments" title="View reader comments on this entry">Comments</a><p><ul></ul></p>]]></description><category>Blizzard</category><category>EA-Mythic</category><category>featured</category><category>joystiqfeatures</category><category>Mythic</category><category>WAR</category><category>Warhammer</category><category>Warhammer-Age-of-Reckoning</category><category>World-of-Warcraft</category><category>WoW</category><dc:creator><![CDATA[Marc Nottke]]></dc:creator><pubDate>Mon, 04 Feb 2008 10:00:00 EST</pubDate></item><item><title><![CDATA[MMOGology: Group dynamics]]></title><link>http://massively.joystiq.com/2008/01/28/mmogology-group-dynamics/</link><guid isPermaLink="true">http://massively.joystiq.com/2008/01/28/mmogology-group-dynamics/</guid><comments>http://massively.joystiq.com/2008/01/28/mmogology-group-dynamics/#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/guides/" rel="tag">Guides</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><img vspace="4" hspace="4" border="1" align="right" alt="" src="http://www.blogcdn.com/massively.joystiq.com/media/2008/01/kittyherd.jpg" />Leading a group in a dungeon instance can often feel like herding cats, especially if you're playing with a pick-up-group (PUG). Unlike a guild group you don't have the luxury of knowing the strengths and weaknesses of the other players. PUGs also tend to have more members with less experience running the instance. Many instances I've run in<a href="http://massively.joystiq.com/category/world-of-warcraft"><em> World of Warcraft </em></a>have involved at least one of the following situations: The huntard claims he must be the official puller and then won't shed the aggro to let the main tank do his job. The healer blows all his mana on the soft targets that shouldn't have aggro. The priest or warlock freaks out and fears off the mobs who flee to their comrades in waiting, join forces, and eat the reckless noobs stumbling through their dungeon. <br /><br />No matter how good a player you are personally, you can't save a <a href="http://massively.joystiq.com/tag/group">group </a>from the four other morons that make up your party. Maybe once or twice you'll get off a group saving heal, or manage to get the aggro back onto yourself if you're a tank. Nine times out of ten, though, when the same craziness happens on the next pull, it's a wipe. So imagine my surprise when I joined up a with a group of total noobs to run the <a href="http://www.wowwiki.com/Blackrock_Depths">Blackrock Depths</a> instance in <em>WoW</em>, and managed to finish most of my quests and take down nearly all the bosses with only one wipe. This was a group of extremely inexperienced players. Besides myself, only one other person there had even run the instance before. Because we were both on alts that hadn't seen this content in a long time, neither of us really remembered the details. So how can a group succeed when it doesn't have experience? How could this be possible when I'd run the same instance with veterans and higher level characters with less success?<p><a href="http://massively.joystiq.com/2008/01/28/mmogology-group-dynamics/" rel="bookmark">Continue reading <em>MMOGology: Group dynamics</em></a></p><p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://massively.joystiq.com"><img src="http://www.blogsmithmedia.com/www.joystiq.com/media/feedlogo.gif" alt="Massively" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://massively.joystiq.com/2008/01/28/mmogology-group-dynamics/">MMOGology: Group dynamics</a> originally appeared on <a href="http://massively.joystiq.com">Massively</a> on Mon, 28 Jan 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/2008/01/28/mmogology-group-dynamics/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/forward/1098897/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/2008/01/28/mmogology-group-dynamics/#comments" title="View reader comments on this entry">Comments</a><p><ul></ul></p>]]></description><category>Blizzard</category><category>featured</category><category>group</category><category>grouping</category><category>pick-up-group</category><category>PUG</category><category>World-of-Warcraft</category><category>WoW</category><dc:creator><![CDATA[Marc Nottke]]></dc:creator><pubDate>Mon, 28 Jan 2008 10:00:00 EST</pubDate></item><item><title><![CDATA[MMOGology: Thieving hearts]]></title><link>http://massively.joystiq.com/2008/01/21/mmogology-thieving-hearts/</link><guid isPermaLink="true">http://massively.joystiq.com/2008/01/21/mmogology-thieving-hearts/</guid><comments>http://massively.joystiq.com/2008/01/21/mmogology-thieving-hearts/#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/economy/" rel="tag">Economy</a>, <a href="http://massively.joystiq.com/category/guilds/" rel="tag">Guilds</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/2008/01/vaultdoor.jpg" />I logged into <a href="http://massively.joystiq.com/category/world-of-warcraft"><span style="font-style: italic;">World of Warcraft</span></a> last week, excited to invite an old friend to my guild. After hopping on and chatting with him for a bit I opened the Social window, selected the Guild tab and was about to add him to the guild. It was then that I noticed the Add Member button was grayed out. All members of the guild (except initiates) had invite privileges the day before. Now, suddenly, I didn't. I checked to make sure I hadn't been demoted. I checked the guild's message of the day to see if I had missed something, but the MOTD still had information about the upcoming <a href="http://www.wowwiki.com/Karazhan">Karazhan </a>raid. So I asked one of the officers if he could add my friend to the guild for me. "Sure," he responded, before realizing that his member adding privilege had also been revoked. What was going on?<br /><br />Fortunately, one of the founding members of the guild was also online at the time. I asked him if he'd be kind enough to add my friend. Instead of the usual "Sure!", I got the third degree. "How long have you known him? What level is he? Why does he want to join?" I let the founder know my friend was level 61 and that he was switching back to some of his old characters to take a break from his primary server. Satisfied with my response, the founder switched from his alt to his main, and invited my friend. Of course, the very next thing I did was ask why our invite privileges had been revoked. At first I thought maybe it had to do with the fact that we were now over 200 members or that the guild had an adequate representation of most <a href="http://massively.joystiq.com/tag/class">classes </a>by now. But, after the questions about adding my friend I had a hunch something more sinister had taken place. Why would an open invite guild suddenly become an invitation only guild? There had to have been some breach of trust.<p><a href="http://massively.joystiq.com/2008/01/21/mmogology-thieving-hearts/" rel="bookmark">Continue reading <em>MMOGology: Thieving hearts</em></a></p><p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://massively.joystiq.com"><img src="http://www.blogsmithmedia.com/www.joystiq.com/media/feedlogo.gif" alt="Massively" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://massively.joystiq.com/2008/01/21/mmogology-thieving-hearts/">MMOGology: Thieving hearts</a> originally appeared on <a href="http://massively.joystiq.com">Massively</a> on Mon, 21 Jan 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/2008/01/21/mmogology-thieving-hearts/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/forward/1091986/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/2008/01/21/mmogology-thieving-hearts/#comments" title="View reader comments on this entry">Comments</a><p><ul></ul></p>]]></description><category>banks</category><category>Blizzard</category><category>featured</category><category>guilds</category><category>money</category><category>theft</category><category>thieves</category><category>World-of-Warcraft</category><category>WoW</category><dc:creator><![CDATA[Marc Nottke]]></dc:creator><pubDate>Mon, 21 Jan 2008 10:00:00 EST</pubDate></item><item><title><![CDATA[MMOGology: Leaving home]]></title><link>http://massively.joystiq.com/2008/01/14/mmogology-leaving-home/</link><guid isPermaLink="true">http://massively.joystiq.com/2008/01/14/mmogology-leaving-home/</guid><comments>http://massively.joystiq.com/2008/01/14/mmogology-leaving-home/#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/dark-age-of-camelot/" rel="tag">Dark Age of Camelot</a>, <a href="http://massively.joystiq.com/category/everquest/" rel="tag">EverQuest</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><img vspace="4" hspace="4" border="1" align="right" src="http://www.blogcdn.com/massively.joystiq.com/media/2008/01/home.jpg" id="img1" alt="" />Persistent, virtual worlds fascinate me. There's something mind-blowing about the simple fact that they exist without us. They evolve over time; refining rules, adding new areas of the world to explore, and new goals for players to achieve. That evolution makes them feel like a living entity rather than a static stage for events, and makes MMOGs unique among video games. The successful evolution of a persistent world is important because it is the key to retaining its player base. As long as players can consume new experiences and grow their avatars they'll keep paying their monthly fees to the publisher. If handled correctly, that influx of cash can be used to further develop and enhance the virtual world. It's a cycle of success breeding future success. Players continue to play and developers continue to grow the world. <br /><br />As game worlds evolve and grow, player expectations expand as well. We look for refinements in avatar class structure, new quest content, and new lands to explore, among other things. The more we continue to play in our world of choice, the more time and effort we invest in our avatars. We work hard to obtain gear and levels and become more powerful. As we level ourselves up we build memories of our play experience. We join guilds, make friends, and take down rivals in PvP. The memories of all these play experiences grow fond and we become further and further attached to our avatars and the world in which we play. In short, we invest ourselves heavily in an MMOG in a way that we don't invest ourselves in other games. They become second homes to us.<br /><br />But new virtual worlds pop up frequently. They all compete for their share of that sweet revenue stream. This year we'll see <em><a href="http://massively.joystiq.com/category/age-of-conan">Age of Conan</a>, <a href="http://massively.joystiq.com/category/warhammer-online/">Warhammer: Age of Reckoning</a></em>, and <a href="http://massively.joystiq.com/category/mythos/"><em>Mythos </em></a>(among others). Their potential for genre innovation and new content will inevitably pique our curiosity. Many of us will try out one of these new worlds. However; more often than not, moving to a new game means leaving the old one, or giving up a substantial amount of time in the old world to invest in the new one. Given an infinite amount of playtime this might not be an issue, but for most of us time is a precious commodity. Leaving an old world and old friends behind can be rough. As games evolve and continue to improve, leaving them seems to become more and more difficult. How do you kick an old game (and avatar) to the curb when you've invested so much of your time and energy into it?<p><a href="http://massively.joystiq.com/2008/01/14/mmogology-leaving-home/" rel="bookmark">Continue reading <em>MMOGology: Leaving home</em></a></p><p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://massively.joystiq.com"><img src="http://www.blogsmithmedia.com/www.joystiq.com/media/feedlogo.gif" alt="Massively" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://massively.joystiq.com/2008/01/14/mmogology-leaving-home/">MMOGology: Leaving home</a> originally appeared on <a href="http://massively.joystiq.com">Massively</a> on Mon, 14 Jan 2008 10:30:00 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/2008/01/14/mmogology-leaving-home/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/forward/1086026/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/2008/01/14/mmogology-leaving-home/#comments" title="View reader comments on this entry">Comments</a><p><ul></ul></p>]]></description><category>Blizzard</category><category>City-of-Heroes</category><category>featured</category><category>Mythos</category><category>NCSoft</category><category>World-of-Warcraft</category><dc:creator><![CDATA[Marc Nottke]]></dc:creator><pubDate>Mon, 14 Jan 2008 10:30:00 EST</pubDate></item><item><title><![CDATA[MMOGology: Keep it simple, stupid]]></title><link>http://massively.joystiq.com/2008/01/07/mmogology-keep-it-simple-stupid/</link><guid isPermaLink="true">http://massively.joystiq.com/2008/01/07/mmogology-keep-it-simple-stupid/</guid><comments>http://massively.joystiq.com/2008/01/07/mmogology-keep-it-simple-stupid/#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/dungeon-runners/" rel="tag">Dungeon Runners</a>, <a href="http://massively.joystiq.com/category/everquest/" rel="tag">EverQuest</a>, <a href="http://massively.joystiq.com/category/classes/" rel="tag">Classes</a>, <a href="http://massively.joystiq.com/category/culture/" rel="tag">Culture</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/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/casual/" rel="tag">Casual</a></p><img vspace="4" hspace="4" border="1" align="right" src="http://www.blogcdn.com/massively.joystiq.com/media/2008/01/simpleton.jpg" id="img1" alt="" />I've been playing a lot of <a href="http://massively.joystiq.com/category/dungeon-runners"><em>Dungeon Runners</em></a> lately. Doing so has reminded me that simplicity can be a very good thing. With the exception of its tongue-in-cheek nature and the ability to cross-train class skills, there's nothing particularly original about <em>DR</em>. It's your standard medieval hack and slash RPG in the vein of <a href="http://massively.joystiq.com/tag/blizzard">Blizzard's</a> single player classic, <a href="http://massively.joystiq.com/tag/diablo"><em>Diablo</em>. </a>Quests are easy to obtain and complete thanks to a rip off of <a href="http://massively.joystiq.com/category/world-of-warcraft"><em>World of Warcraft's</em></a> quest system. Combat is even simpler than <em>WoW</em>. You left click on a monster to attack and right click to use an assigned special move. Occasionally you press a number key on your hotbar for an additional attack or ability. That's about it for the first ten levels or so; and perhaps the entire game. You might think this simplistic gameplay would get old quickly, but it's the straightforward and simplistic nature of <em>DR's </em>gameplay that make the game so appealing and so fun. It hearkens back to simpler days of gaming and reminds me that just because a MMOG is complex, it doesn't necessarily make it deep, fun, challenging (in the right way), or good. Sometimes complexity is just complexity. <br /><br />Many modern MMOGs require players to interface with the game using multiple hotbars, key bindings and <a href="http://www.worldofwarcraft.com/info/basics/macroguide-one.html">macro scripting</a>. <em>WoW </em>even supports a multitude of user created <a href="http://wow.curse.com/downloads/addons/">interface add ons</a>. In the instance of macros and interface add ons, it often feels like you're helping to program the game to make up for it's design deficiencies. The fact that not all users utilize these optional extras can leave uninformed players at a disadvantage, especially in PvP. Macros and adons can be fun to experiment with and I'm glad that Blizzard typically supports the community of developers that create such additions to the game. But, why should players be expected to spend time researching a game's "bonus features" and assisting in its development in order to play it properly? Personally, I'd rather spend my free time actually playing the game. Is it too much to ask for a game that just freakin' works right out of the gate? A game that you don't have to modify or spend hours researching prior to playing. With <em>DR</em>, you can sit down for twenty minutes and enjoy some carefree hack and slash without investing hours of research in PvP strategy guides, <a href="http://www.worldofwarcraft.com/info/classes/talent-index/">talent calculators</a>, <a href="http://wow.allakhazam.com/db/qlookup.html?x">quest guides</a>, or scripting tools. You simply play a game. What a concept!<p><a href="http://massively.joystiq.com/2008/01/07/mmogology-keep-it-simple-stupid/" rel="bookmark">Continue reading <em>MMOGology: Keep it simple, stupid</em></a></p><p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://massively.joystiq.com"><img src="http://www.blogsmithmedia.com/www.joystiq.com/media/feedlogo.gif" alt="Massively" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://massively.joystiq.com/2008/01/07/mmogology-keep-it-simple-stupid/">MMOGology: Keep it simple, stupid</a> originally appeared on <a href="http://massively.joystiq.com">Massively</a> on Mon, 07 Jan 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/2008/01/07/mmogology-keep-it-simple-stupid/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/forward/1079266/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/2008/01/07/mmogology-keep-it-simple-stupid/#comments" title="View reader comments on this entry">Comments</a><p><ul></ul></p>]]></description><category>Blizzard</category><category>Dungeon-Runners</category><category>featured</category><category>game-mechanics</category><category>gameplay</category><category>NCSoft</category><category>World-of-Warcraft</category><category>WoW</category><dc:creator><![CDATA[Marc Nottke]]></dc:creator><pubDate>Mon, 07 Jan 2008 10:00:00 EST</pubDate></item><item><title><![CDATA[MMOGology: The sappy, holiday special edition]]></title><link>http://massively.joystiq.com/2007/12/24/mmogology-the-sappy-holiday-special-edition/</link><guid isPermaLink="true">http://massively.joystiq.com/2007/12/24/mmogology-the-sappy-holiday-special-edition/</guid><comments>http://massively.joystiq.com/2007/12/24/mmogology-the-sappy-holiday-special-edition/#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/real-life/" rel="tag">Real-Life</a>, <a href="http://massively.joystiq.com/category/city-of-heroes/" rel="tag">City of Heroes</a>, <a href="http://massively.joystiq.com/category/dark-age-of-camelot/" rel="tag">Dark Age of Camelot</a>, <a href="http://massively.joystiq.com/category/everquest-ii/" rel="tag">EverQuest II</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/culture/" rel="tag">Culture</a>, <a href="http://massively.joystiq.com/category/opinion/" rel="tag">Opinion</a>, <a href="http://massively.joystiq.com/category/star-wars-galaxies/" rel="tag">Star Wars Galaxies</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></p><img vspace="4" hspace="4" border="1" align="right" src="http://www.blogcdn.com/massively.joystiq.com/media/2007/12/holidays.jpg" alt="" />The most defining characteristic of a massively multiplayer online game is the very fact that it's massively multiplayer. Until the advent of the MMOG (and yes, I'm including <a href="http://massively.joystiq.com/category/muds/">MUDs </a>as MMOGs) playing video games was either a solitary experience or one you experienced with a few existing friends. MMOGs are wonderful in that they allow us to meet new people across the globe; breaking the physical boundaries of our real-world environment that would otherwise prevent our interaction. The relationships formed and fostered during our time gaming often end up transcending the game itself.<br /><br />Take my friend Rob, for example (Please! Ha!) Rob and I have been friends since middle school and went to college together in Florida. After college Rob got married and eventually moved to Atlanta, Georgia. MMOGs have been great for us because they've allowed us to stay in touch while enjoying a hobby we both love. When we started to play <a href="http://massively.joystiq.com/category/dark-age-of-camelot"><em>Dark Age of Camelot</em></a>, Rob met a guy online named Josh who lives in California. Josh played a tank class and Rob played a healing class. Since both of these guys are arrogant goofballs with a similar sense of humor they hit it off right away. As they played together, learning their classes as they went, they became excellent players of their respective classes. Over the years they've stuck together through <a href="http://massively.joystiq.com/category/star-wars-galaxies"><em>Star Wars Galaxies</em></a>, <a href="http://massively.joystiq.com/category/city-of-heroes/"><em>City of Heroes</em></a>, <a href="http://massively.joystiq.com/category/everquest-ii"><em>Everquest 2</em></a>, <a href="http://massively.joystiq.com/category/lord-of-the-rings-online/"><em>Lord of the Rings Online</em></a> and, of course, <a href="http://massively.joystiq.com/category/world-of-warcraft/"><em>World of Warcraft</em></a>. Although they do mix it up occasionally they almost always stick to the same roles of healer and tank. As a result of knowing their roles, and knowing each other so well, they typically dominate whatever game they play; whether it's in PvE or <a href="http://massively.joystiq.com/tag/pvp">PvP</a>. But more than just becoming great gamers, they've become great friends.<p><a href="http://massively.joystiq.com/2007/12/24/mmogology-the-sappy-holiday-special-edition/" rel="bookmark">Continue reading <em>MMOGology: The sappy, holiday special edition</em></a></p><p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://massively.joystiq.com"><img src="http://www.blogsmithmedia.com/www.joystiq.com/media/feedlogo.gif" alt="Massively" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://massively.joystiq.com/2007/12/24/mmogology-the-sappy-holiday-special-edition/">MMOGology: The sappy, holiday special edition</a> originally appeared on <a href="http://massively.joystiq.com">Massively</a> on Mon, 24 Dec 2007 10:30:00 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/2007/12/24/mmogology-the-sappy-holiday-special-edition/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/forward/1058811/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/2007/12/24/mmogology-the-sappy-holiday-special-edition/#comments" title="View reader comments on this entry">Comments</a><p><ul></ul></p>]]></description><category>Blizzard</category><category>City-of-Heroes</category><category>Dark-Age-of-Camelot</category><category>featured</category><category>friends</category><category>joystiqfeatures</category><category>Lord-of-the-Rings-Online</category><category>MMOGology</category><category>Mythic</category><category>NC-Soft</category><category>SOE</category><category>Star-Wars-Galaxies</category><category>Turbine</category><category>World-of-Warcraft</category><dc:creator><![CDATA[Marc Nottke]]></dc:creator><pubDate>Mon, 24 Dec 2007 10:30:00 EST</pubDate></item><item><title><![CDATA[MMOGology: Fat sacks 'o crap!]]></title><link>http://massively.joystiq.com/2007/12/17/mmogology-fat-sacks-o-crap/</link><guid isPermaLink="true">http://massively.joystiq.com/2007/12/17/mmogology-fat-sacks-o-crap/</guid><comments>http://massively.joystiq.com/2007/12/17/mmogology-fat-sacks-o-crap/#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/city-of-heroes/" rel="tag">City of Heroes</a>, <a href="http://massively.joystiq.com/category/dungeon-runners/" rel="tag">Dungeon Runners</a>, <a href="http://massively.joystiq.com/category/culture/" rel="tag">Culture</a>, <a href="http://massively.joystiq.com/category/economy/" rel="tag">Economy</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><a href="http://massively.joystiq.com/category/dungeon-runners/"><img vspace="4" hspace="4" border="1" align="right" src="http://www.blogcdn.com/massively.joystiq.com/media/2007/12/inventory.jpg" alt="" /></a>There's nothing like Christmas to remind a MMOGer that much of our game time is centered around bagging gobs of <a href="http://massively.joystiq.com/tag/loot">loot </a>as fast as we can. There's all that scurrying and hurrying to find the <a href="http://massively.joystiq.com/tag/gift">perfect gift </a>that shows our loved ones exactly how special they are to us. At least, as special you can get when shopping at 9:00 PM in a Walgreens on December 24th. Sure, Great Grandpa Bob really wants that Celine Dion Holiday Special CD, who wouldn't? And we all know Aunt Petunia loves her Pringles. Hey they're even in a red can! No need to wrap 'em up, just slap on a bow!<br /><br />In times of frantic loot grabbing like these I often think about how much crap we haul around with us in our virtual worlds. Almost all MMOGs I've played involve dragging around five or six Santa sized sacks of garbage; half of which contain stuff I <em>absolutely must have</em> at all times; although I often can't remember why. I don't know how many hours I've spent staring at stuff in my inventory going, "OK, what was this again? Was it a quest item? Do I still need this scroll or potion? Yeah, I better save that for later when I know I'll need it." Ten levels later I'll look at my Insignificantly Minor Potion of Liquid Mana Love and wonder why I didn't just use it already.<br /><br />Inventory management can be even more of a hassle in a game like <a href="http://massively.joystiq.com/tag/gift"><em>Dungeon Runners</em></a> where all your junk is combined in one grid-based space. You've got your backup crossbow that takes up six slots next to your mana potions that take up one slot, next to that rusty shield you plan to sell that takes up four slots in a square formation. And oops, you just picked up a sword that takes up four vertical slots. Now you have to re-arrange your entire inventory like some type of <a href="http://massively.joystiq.com/tag/tetris"><em>Tetris</em> mini-game</a>. If I'd wanted to play <a href="http://en.wikipedia.org/wiki/Tetris"><em>Tetris </em></a>I would've fired up my old GameBoy! (Can you hear the <a href="http://upload.wikimedia.org/wikipedia/en/f/fe/Korobeiniki.mid"><em>Tetris</em> theme song</a> in the back of your head yet? You're welcome.) So why is managing our inventories such a gigantic hassle, and what are some possible alternatives to current inventory design?<p><a href="http://massively.joystiq.com/2007/12/17/mmogology-fat-sacks-o-crap/" rel="bookmark">Continue reading <em>MMOGology: Fat sacks 'o crap!</em></a></p><p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://massively.joystiq.com"><img src="http://www.blogsmithmedia.com/www.joystiq.com/media/feedlogo.gif" alt="Massively" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://massively.joystiq.com/2007/12/17/mmogology-fat-sacks-o-crap/">MMOGology: Fat sacks 'o crap!</a> originally appeared on <a href="http://massively.joystiq.com">Massively</a> on Mon, 17 Dec 2007 10:30:00 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/2007/12/17/mmogology-fat-sacks-o-crap/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/forward/1063441/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/2007/12/17/mmogology-fat-sacks-o-crap/#comments" title="View reader comments on this entry">Comments</a><p><ul></ul></p>]]></description><category>bags</category><category>Blizzard</category><category>City-of-Heroes</category><category>Dungeon-Runners</category><category>featured</category><category>game-mechanics</category><category>holiday</category><category>inventory</category><category>joystiqfeatures</category><category>NCSoft</category><category>World-of-Warcraft</category><dc:creator><![CDATA[Marc Nottke]]></dc:creator><pubDate>Mon, 17 Dec 2007 10:30:00 EST</pubDate></item><item><title><![CDATA[MMOGology: World of why bother]]></title><link>http://massively.joystiq.com/2007/12/10/mmogology-world-of-why-bother/</link><guid isPermaLink="true">http://massively.joystiq.com/2007/12/10/mmogology-world-of-why-bother/</guid><comments>http://massively.joystiq.com/2007/12/10/mmogology-world-of-why-bother/#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/casual/" rel="tag">Casual</a></p><img vspace="4" hspace="4" border="1" align="right" src="http://www.blogcdn.com/massively.joystiq.com/media/2007/12/gold.jpg" alt="" />A friend of mine and I recently discussed ways to obtain gear at level 70 in <a href="http://massively.joystiq.com/category/world-of-warcraft/"><span style="font-style: italic;">World of Warcraft</span></a>. We talked about potential quest gear, gear from rep grinding, PvP gear, and gear from running various instances like <a href="http://www.wowwiki.com/Karazhan">Karazhan</a>. The conversation then shifted to discussions about the <a href="http://massively.joystiq.com/tag/burning-crusade"><span style="font-style: italic;">Burning Crusade </span></a>expansion and its impact on gear. Since I never raided prior to <span style="font-style: italic;">Burning Crusade</span> I can only imagine the frustration experienced by a pre-<span style="font-style: italic;">Burning Crusade</span> raider once the expansion went live. The time investment required to attain great raid gear suddenly seems pointless when the gear becomes obsolete shortly after beginning quests in the Outlands. For that reason alone I can understand why some people decided to quit <span style="font-style: italic;">WoW </span>once <span style="font-style: italic;">BC </span>arrived. I could somewhat relate as I watched my hard earned PvP gear from Alterac Valley quickly become useless in the Outlands.<br /><br />Of course, the same thing will inevitably happen once the next <span style="font-style: italic;">WoW </span>expansion pack, <a href="http://massively.joystiq.com/tag/wrath-of-the-lich-king"><span style="font-style: italic;">Wrath of the Lich King</span></a>, arrives in 2008. I'm sure that within a level or two, most of the epic gear we are all currently working hard to obtain will become obsolete. But, after years of playing MMOGs, I've learned that the only thing constant in an MMOG is change.<p><a href="http://massively.joystiq.com/2007/12/10/mmogology-world-of-why-bother/" rel="bookmark">Continue reading <em>MMOGology: World of why bother</em></a></p><p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://massively.joystiq.com"><img src="http://www.blogsmithmedia.com/www.joystiq.com/media/feedlogo.gif" alt="Massively" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://massively.joystiq.com/2007/12/10/mmogology-world-of-why-bother/">MMOGology: World of why bother</a> originally appeared on <a href="http://massively.joystiq.com">Massively</a> on Mon, 10 Dec 2007 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/2007/12/10/mmogology-world-of-why-bother/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/forward/1058821/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/2007/12/10/mmogology-world-of-why-bother/#comments" title="View reader comments on this entry">Comments</a><p><ul></ul></p>]]></description><category>Blizzard</category><category>featured</category><category>joystiqfeatures</category><category>MMOGology</category><category>World-of-Warcraft</category><category>WoW</category><dc:creator><![CDATA[Marc Nottke]]></dc:creator><pubDate>Mon, 10 Dec 2007 10:00:00 EST</pubDate></item><item><title><![CDATA[MMOGology: A link to the future]]></title><link>http://massively.joystiq.com/2007/12/03/mmogology-a-link-to-the-future/</link><guid isPermaLink="true">http://massively.joystiq.com/2007/12/03/mmogology-a-link-to-the-future/</guid><comments>http://massively.joystiq.com/2007/12/03/mmogology-a-link-to-the-future/#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/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" src="http://www.blogcdn.com/massively.joystiq.com/media/2007/12/zelda.jpg" alt="" />After a discouraging bout of the <a href="http://massively.joystiq.com/2007/11/26/mmogology-end-game-means-game-over-for-casual-players/">level 70 blues</a> I took the advice offered by a few of my readers and took a break from <a href="http://massively.joystiq.com/category/world-of-warcraft/"><em>World of Warcraft</em></a>. I think my break lasted a whole two days. However, during the brief hiatus from Azeroth I returned to another world I love, the world of Hyrule. I had progressed a little over halfway through the latest Zelda game, <a href="http://en.wikipedia.org/wiki/Twilight_princess"><span style="font-style: italic;">Twilight Princess</span></a>, before other distractions pulled my attention elsewhere. Playing <span style="font-style: italic;">Twilight Princess</span> was exactly what the doctor ordered. It only took a few moments until the Wii controls felt natural again and I was working my way through a dungeon in the Gerudo Desert known as the Arbiter's Grounds. <br /><br />One thing I've always loved about the <span style="font-style: italic;">Zelda </span>series is the ingenious environmental puzzles. Nothing makes me feel smarter than successfully navigating a dungeon full of traps. A defining aspect of most <span style="font-style: italic;">Zelda </span>dungeons is that you receive a new tool in almost every dungeon that aids in solving puzzles. When the new tool is introduced you get a great "aha!" moment and soon you're employing that new tool in clever, inventive ways. These tools, like Link's boomerang, bow, hookshot, or in the case of the Abiter's Grounds, the spinner (which you ride on), allow you to either manipulate or navigate the environment, often in unexpected ways. For example, in the Goron Mines dungeon you use Link's iron boots in conjunction with giant magnets to walk up walls or on the ceiling. This type of inventive gameplay is something you typically don't experience in an MMOG and as I played through <span style="font-style: italic;">Twilight Princess</span> I couldn't help but think, why isn't this game an MMOG? Now, let me say that I would never want <span style="font-style: italic;">The Legend of Zelda</span> to disappear as a single player game; but the world of Hyrule and the aspects that make <span style="font-style: italic;">Zelda </span>a great single player game could make a really interesting massively multiplayer game. There is an intriguing mythical world, fun and useful items, real-time combat, the joy of discovering new lands, and those clever environmental puzzles. Most of these gameplay elements could be easily integrated with standard, current generation MMOGs, and then expanded upon to bring the unique, interactive <span style="font-style: italic;">Zelda </span>experience to the MMOG community.<p><a href="http://massively.joystiq.com/2007/12/03/mmogology-a-link-to-the-future/" rel="bookmark">Continue reading <em>MMOGology: A link to the future</em></a></p><p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://massively.joystiq.com"><img src="http://www.blogsmithmedia.com/www.joystiq.com/media/feedlogo.gif" alt="Massively" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://massively.joystiq.com/2007/12/03/mmogology-a-link-to-the-future/">MMOGology: A link to the future</a> originally appeared on <a href="http://massively.joystiq.com">Massively</a> on Mon, 03 Dec 2007 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/2007/12/03/mmogology-a-link-to-the-future/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/forward/1053249/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/2007/12/03/mmogology-a-link-to-the-future/#comments" title="View reader comments on this entry">Comments</a><p><ul></ul></p>]]></description><category>Blizzard</category><category>featured</category><category>game-mechanics</category><category>gameplay</category><category>Lord-of-the-Rings-Online</category><category>LOTRO</category><category>speculation-on-new-MMOGs</category><category>Turbine</category><category>World-of-Warcraft</category><category>WoW</category><dc:creator><![CDATA[Marc Nottke]]></dc:creator><pubDate>Mon, 03 Dec 2007 10:00:00 EST</pubDate></item><item><title><![CDATA[MMOGology: End game means game over for casual players]]></title><link>http://massively.joystiq.com/2007/11/26/mmogology-end-game-means-game-over-for-casual-players/</link><guid isPermaLink="true">http://massively.joystiq.com/2007/11/26/mmogology-end-game-means-game-over-for-casual-players/</guid><comments>http://massively.joystiq.com/2007/11/26/mmogology-end-game-means-game-over-for-casual-players/#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/guilds/" rel="tag">Guilds</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><a href="http://massively.joystiq.com/category/world-of-warcraft"><img vspace="4" hspace="4" border="1" align="right" alt="" src="http://www.blogcdn.com/massively.joystiq.com/media/2007/11/fly.jpg" /></a>At long last I finally hit level 70 in <a href="http://massively.joystiq.com/category/world-of-warcraft"><span style="font-style: italic;">World of Warcarft</span></a>! Thank you, thank you! I know many of you out there probably hit 70 a month or two after the launch of <span style="font-style: italic;">Burning Crusade</span> (almost a year ago), but being the alt-a-holic and casual player that I am, this was a significant accomplishment for me. I never achieved maximum level in <span style="font-style: italic;"><a href="http://massively.joystiq.com/category/everquest">Everquest</a>, <a href="http://massively.joystiq.com/category/dark-age-of-camelot">Dark Age of Camelot</a></span>, or <a href="http://massively.joystiq.com/category/city-of-heroes"><span style="font-style: italic;">City of Heroes</span></a> because I've always had a limited amount of time to devote to gaming; typically an hour or two a night. By the time I was midway through playing those other games, a new game came along and stole my attention. <span style="font-style: italic;">World of Warcraft</span> is the only MMOG I've played where I've hit the maximum level, and now I've hit it twice. A little over a year ago I hit 60 and enjoyed several months at the top of the food chain before <a href="http://massively.joystiq.com/tag/burning-crusade"><span style="font-style: italic;">Burning Crusade</span></a> was released and added another 10 levels of questing and grinding. In any case, maxing level is a big accomplishment for a casual player like myself. <br /><br />So at level 70 I'd accumulated enough gold to buy my flying mount, and for the next few nights I flew all over the Outlands. I had fun getting shot down by fell cannons and torched by dragons in areas that I discovered were apparently no-fly zones. But after the shiny newness of flight began to wear off I realized I was beginning to get the same feeling I had when I finally hit 60. Now what? I know for most people, hitting max level means the fun part finally starts. You can finally go after the great gear, do all the fun raids and engage in end game <a href="http://massively.joystiq.com/category/pvp">PvP</a> like arena combat. As a casual player though, I've started to realize that <a href="http://massively.joystiq.com/tag/endgame">end game</a> content means even more of a time commitment than leveling up did. And for a casual player like myself, that might just mean game over.<p><a href="http://massively.joystiq.com/2007/11/26/mmogology-end-game-means-game-over-for-casual-players/" rel="bookmark">Continue reading <em>MMOGology: End game means game over for casual players</em></a></p><p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://massively.joystiq.com"><img src="http://www.blogsmithmedia.com/www.joystiq.com/media/feedlogo.gif" alt="Massively" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://massively.joystiq.com/2007/11/26/mmogology-end-game-means-game-over-for-casual-players/">MMOGology: End game means game over for casual players</a> originally appeared on <a href="http://massively.joystiq.com">Massively</a> on Mon, 26 Nov 2007 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/2007/11/26/mmogology-end-game-means-game-over-for-casual-players/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/forward/1047696/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/2007/11/26/mmogology-end-game-means-game-over-for-casual-players/#comments" title="View reader comments on this entry">Comments</a><p><ul></ul></p>]]></description><category>Blizzard</category><category>casual</category><category>casual-players</category><category>endgame</category><category>featured</category><category>guilds</category><category>joystiqfeatures</category><category>Lord-of-the-Rings-Online</category><category>Turbine</category><category>World-of-Warcraft</category><dc:creator><![CDATA[Marc Nottke]]></dc:creator><pubDate>Mon, 26 Nov 2007 15:00:00 EST</pubDate></item><item><title><![CDATA[MMOGology: Roleplaying is dead]]></title><link>http://massively.joystiq.com/2007/11/19/mmogology-roleplaying-is-dead/</link><guid isPermaLink="true">http://massively.joystiq.com/2007/11/19/mmogology-roleplaying-is-dead/</guid><comments>http://massively.joystiq.com/2007/11/19/mmogology-roleplaying-is-dead/#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/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/roleplaying/" rel="tag">Roleplaying</a></p><img vspace="4" hspace="4" border="1" align="right" src="http://www.blogcdn.com/massively.joystiq.com/media/2007/11/riproleplay.jpg" alt="" />A red sun set over the ashen wastelands of Searing Gorge. Three shadows crept up a snaking path toward the encampment on Firewatch Ridge. The first shadow struck her victim hard in the back. The second pounced in cat form, lacerating and stunning her prey. The third finished off his hapless victim with a combination of quick stabs to the chest. The Twilight Idolater dropped silently to the ground. The trio continued to their next target, but this time their prey called for backup. The druid morphed into a vicious bear, drawing her enemies' attention to herself to take the brunt of the attack. The rogues tried to sap the reinforcements into submission or cut them down from behind. Despite their efforts the added numbers of the enemy overwhelmed the heroes and they fell. <br /><br />"Hey Silvanna," said the cute, brunette rogue named Mystletoe. "Do you mind if I get my friend Barbi to help us. She's a 70 priest."<br /><br />"Uh, OK." agreed the druid. It wasn't long before a beautiful, blonde priestess arrived. She revived her allies from the brink of death and with a few simple flicks of her supple wrist, slew the band of Twilight cultists without chipping a nail.<br /><br />"Sweet, lets turn this quest in," said the rogue named Twojoints.<br /><br />"So have you guys tried out the new voice chat?" asked Mystletoe. The druid began to sweat noticeably.<br /><br />"Uh, no, no. I don't think mine's working quite right yet," replied Silvanna. Suddenly there was audible giggling from somewhere near the party. It was as if the air around them had come to life and was laughing at the group.<br /><br />"So let's hear your beautiful voice Barbi," giggled the very feminine voice of Mystletoe.<br /><br />"Hey guys," belted a baritone. Barbi was a man!<br /><br />"Oh-my-God, Barbi's a dude!" laughed Mystletoe with an air of false surprise.<br />The druid sighed, somewhat relieved.<br /><br />"That's OK Barbi," Silvanna replied. "So am I."<p><a href="http://massively.joystiq.com/2007/11/19/mmogology-roleplaying-is-dead/" rel="bookmark">Continue reading <em>MMOGology: Roleplaying is dead</em></a></p><p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://massively.joystiq.com"><img src="http://www.blogsmithmedia.com/www.joystiq.com/media/feedlogo.gif" alt="Massively" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://massively.joystiq.com/2007/11/19/mmogology-roleplaying-is-dead/">MMOGology: Roleplaying is dead</a> originally appeared on <a href="http://massively.joystiq.com">Massively</a> on Mon, 19 Nov 2007 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/2007/11/19/mmogology-roleplaying-is-dead/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/forward/1043131/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/2007/11/19/mmogology-roleplaying-is-dead/#comments" title="View reader comments on this entry">Comments</a><p><ul></ul></p>]]></description><category>Blizzard</category><category>Elendor</category><category>Elendor-MUSH</category><category>featured</category><category>Lord-of-the-Rings-Online</category><category>LOTRO</category><category>MUD</category><category>MUSH</category><category>role-play</category><category>roleplaying</category><category>Turbine</category><category>World-of-Warcraft</category><category>WoW</category><dc:creator><![CDATA[Marc Nottke]]></dc:creator><pubDate>Mon, 19 Nov 2007 15:00:00 EST</pubDate></item><item><title><![CDATA[MMOGology: The next big thing]]></title><link>http://massively.joystiq.com/2007/11/12/mmogology-the-next-big-thing/</link><guid isPermaLink="true">http://massively.joystiq.com/2007/11/12/mmogology-the-next-big-thing/</guid><comments>http://massively.joystiq.com/2007/11/12/mmogology-the-next-big-thing/#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/age-of-conan/" rel="tag">Age of Conan</a>, <a href="http://massively.joystiq.com/category/everquest/" rel="tag">EverQuest</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><a href="http://massively.joystiq.com/tag/starcraft"><img vspace="4" hspace="4" border="1" align="right" src="http://www.blogcdn.com/massively.joystiq.com/media/2007/11/kotoraider.jpg" alt="Bastila Shan stars in the new LucasArts BioWare MMOG, Bastila Shan, Tomb Raider" /></a>I remember the excitement I felt back in 2001 when <a href="http://massively.joystiq.com/category/world-of-warcraft"><em>World of Warcraft</em></a> (<em>WoW</em>) was announced. I greedily read early previews as new details were released in magazines like <a href="http://www.pcgamer.com/">PC Gamer</a> and Computer Gaming World (now <a href="http://gfw.1up.com/">Games for Windows</a>). I savored each scrap of gameplay information and every gorgeous screenshot. It seemed so different, visually and conceptually, than all the other MMOGs I had played to that point. Yes, <a href="http://massively.joystiq.com/tag/blizzard">Blizzard </a>was taking tried and true gameplay techniques from <a href="http://massively.joystiq.com/category/everquest"><em>Everquest</em></a>, <a href="http://massively.joystiq.com/category/dark-age-of-camelot"><em>Dark Age of Camelot</em></a>, and other popular MMOGs at the time, but it was keeping the fun concepts and removing the painful ones. It was a somewhat foreign concept at the time to focus on making the fun factor the focus of the game. Some people will undoubtedly argue with me, but running naked while avoiding agro on a twenty minute corpse run in <em>Everquest </em>was not my idea of fun. Blizzard's game was also the only MMOG I knew of that promised it wouldn't discourage casual and solo play. <br /><br />Apparently I wasn't the only one excited about <em>World of Warcraft</em>. Six years after <em>WoW </em>was initially announced, and on the eve of its three year launch anniversary, <em>WoW </em>has somewhere between <a href="http://en.wikipedia.org/wiki/World_of_Warcraft#Reception">eight and nine million subscribers</a>. <em>WoW </em>is clearly the current king of the massively multiplayer mountain; at least in terms of populatiry. With <a href="http://massively.joystiq.com/tag/burning-crusade">one expansion</a> under its belt, <a href="http://massively.joystiq.com/tag/wrath-of-the-lich-king">another </a>set for release in 2008, and constant upgrades along the way, it's clear that <em>WoW </em>has a lot left to give. But there's always one thing you can count on when you're the king of the mountain; you'll always have a challenger aiming to steal your crown. Inevitably it will happen. Something will replace the <em>WoW </em>so many of us MMOG players know and love. It might be another <a href="http://massively.joystiq.com/tag/blizzard">Blizzard </a>creation, a <em>WoW 2.0</em> or a <em><a href="http://massively.joystiq.com/tag/starcraft">World of StarCraft</a></em>. Or it might be something entirely different by another developer. It's a question that will continue to be asked until <em>WoW </em>is finally replaced. What will be the Next Big MMOG?<p><a href="http://massively.joystiq.com/2007/11/12/mmogology-the-next-big-thing/" rel="bookmark">Continue reading <em>MMOGology: The next big thing</em></a></p><p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://massively.joystiq.com"><img src="http://www.blogsmithmedia.com/www.joystiq.com/media/feedlogo.gif" alt="Massively" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://massively.joystiq.com/2007/11/12/mmogology-the-next-big-thing/">MMOGology: The next big thing</a> originally appeared on <a href="http://massively.joystiq.com">Massively</a> on Mon, 12 Nov 2007 10:30:00 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/2007/11/12/mmogology-the-next-big-thing/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/forward/1033654/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/2007/11/12/mmogology-the-next-big-thing/#comments" title="View reader comments on this entry">Comments</a><p><ul></ul></p>]]></description><category>Age-of-Conan</category><category>Bioware</category><category>Bioware-Austin</category><category>Bioware-MMO</category><category>Bioware-MMOG</category><category>Blizzard</category><category>featured</category><category>Knights-of-the-Old-Republic-Online</category><category>KOTOR</category><category>kotor-mmo</category><category>KOTORO</category><category>Lucasarts</category><category>Star-Wars-Galaxies</category><category>swtor</category><category>Warhammer</category><category>World-of-Warcraft</category><dc:creator><![CDATA[Marc Nottke]]></dc:creator><pubDate>Mon, 12 Nov 2007 10:30:00 EST</pubDate></item><item><title><![CDATA[MMOGology: Addiction and you]]></title><link>http://massively.joystiq.com/2007/11/05/mmogology-addiction-and-you/</link><guid isPermaLink="true">http://massively.joystiq.com/2007/11/05/mmogology-addiction-and-you/</guid><comments>http://massively.joystiq.com/2007/11/05/mmogology-addiction-and-you/#comments</comments><description><![CDATA[<p>Filed under: <a href="http://massively.joystiq.com/category/real-life/" rel="tag">Real-Life</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 align="left"><a target="_blank" href="http://massively.joystiq.com/tag/world-of-warcraft"><img vspace="4" hspace="4" border="1" align="right" alt="A WoW addicted Wretched in Silvermoon" src="http://www.blogcdn.com/massively.joystiq.com/media/2007/11/addict2.jpg" /></a>A few months back I caught a report on <a href="http://www.npr.org/templates/story/story.php?storyId=11850948">NPR </a>discussing whether <a href="http://massively.joystiq.com/2007/10/19/study-mmo-players-play-more-and-get-more/">video game addiction </a>was an actual addiction. The guests on the show all agreed that it was a real phenomenon. There was even a former drug addict who called in and confessed that quitting his game was harder than quitting heroin. Although no specific game or games were mentioned, it was apparent that the caller was addicted to a massively multiplayer online game (<a href="http://massively.joystiq.com/">MMOG</a>).<br /><br />Since gaming is a maturing form of entertainment that has only recently merged into the mainstream it seems a popular target for non-gaming journalists seeking the next sensational story. It strikes a nerve with me when the press uses the word addiction in the context of video games because it carries a sinister connotation. It darkens an already gloomy perception of a hobby I love. Games have already been blamed for shootings and desensitization to violence. Now gamers have "addict" to add to our list of perceived sins. There seems to be an element of society eager to demonize gaming for whatever reason. Regardless of mainstream media misperception, video game addiction; especially MMOG addiction, is an oft recurring topic in the gaming community. So are MMOGs really addictive? If so, what elements make them addictive? If they are addictive, what should we do about it?</div><p><a href="http://massively.joystiq.com/2007/11/05/mmogology-addiction-and-you/" rel="bookmark">Continue reading <em>MMOGology: Addiction and you</em></a></p><p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://massively.joystiq.com"><img src="http://www.blogsmithmedia.com/www.joystiq.com/media/feedlogo.gif" alt="Massively" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://massively.joystiq.com/2007/11/05/mmogology-addiction-and-you/">MMOGology: Addiction and you</a> originally appeared on <a href="http://massively.joystiq.com">Massively</a> on Mon, 05 Nov 2007 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/2007/11/05/mmogology-addiction-and-you/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/forward/1025687/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/2007/11/05/mmogology-addiction-and-you/#comments" title="View reader comments on this entry">Comments</a><p><ul></ul></p>]]></description><category>addiction</category><category>Blizzard</category><category>featured</category><category>game-addiction</category><category>MMOG-addiction</category><category>MMORPG-addiction</category><category>peer-pressure-in-online-games</category><category>video-game-addiction</category><category>World-of-Warcraft</category><category>WoW</category><dc:creator><![CDATA[Marc Nottke]]></dc:creator><pubDate>Mon, 05 Nov 2007 10:00:00 EST</pubDate></item></channel></rss>