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<generator>Blogsmith http://www.blogsmith.com/</generator><item><title><![CDATA[Storyboard: The hook brings you back]]></title><link>http://massively.joystiq.com/2011/11/18/storyboard-the-hook-brings-you-back/</link><guid isPermaLink="true">http://massively.joystiq.com/2011/11/18/storyboard-the-hook-brings-you-back/</guid><comments>http://massively.joystiq.com/2011/11/18/storyboard-the-hook-brings-you-back/#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/roleplaying/" rel="tag">Roleplaying</a>, <a href="http://massively.joystiq.com/category/storyboard/" rel="tag">Storyboard</a>, <a href="http://massively.joystiq.com/category/misc/" rel="tag">Miscellaneous</a></p><div style="text-align: center;">
	<a href="http://massively.joystiq.com/2011/11/18/storyboard-the-hook-brings-you-back/"><img alt="Spaceships." src="http://www.blogcdn.com/massively.joystiq.com/media/2011/11/storyboard-78-epl-1115.jpg" /></a></div>
We're told, at a young age, not to judge a book by its cover. The problem with that statement is that when you're out buying a book, the cover is pretty much all you have to go by. Publishers understand that, and while a great book can overcome a lackluster cover, pretty much every book goes out of its way to try to attract your immediate attention. There are entire schools of thought on cover design for precisely that reason.<br />
<br />
The same goes for your characters in a roleplaying setting. You can develop a deep and engaging character with a lot of different potential stories, but without something to draw in other players, no one will ever know. You need something to get other players curious, something to get them invested and interested in what you want to do. You need a way to show them from the beginning that this isn't just another generic warrior or mage or whatever. You need a hook.<p><a href="http://massively.joystiq.com/2011/11/18/storyboard-the-hook-brings-you-back/" rel="bookmark">Continue reading <em>Storyboard: The hook brings you back</em></a></p><p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://massively.joystiq.com"><img src="http://massively.joystiq.com/media/feedlogo.gif" alt="Massively" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://massively.joystiq.com/2011/11/18/storyboard-the-hook-brings-you-back/">Storyboard: The hook brings you back</a> originally appeared on <a href="http://massively.joystiq.com">Massively</a> on Fri, 18 Nov 2011 19:00:00 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/2011/11/18/storyboard-the-hook-brings-you-back/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/forward/20107306/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/2011/11/18/storyboard-the-hook-brings-you-back/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>character-development</category><category>character-hooks</category><category>characters</category><category>column</category><category>featured</category><category>humor</category><category>opinion</category><category>roleplaying</category><category>roleplaying-addons</category><category>rp</category><category>storyboard</category><dc:creator><![CDATA[Eliot Lefebvre]]></dc:creator><pubDate>Fri, 18 Nov 2011 19:00:00 EST</pubDate></item><item><title><![CDATA[Storyboard: Navel-gazing cardboard cutouts]]></title><link>http://massively.joystiq.com/2011/10/28/storyboard-navel-gazing-cardboard-cutouts/</link><guid isPermaLink="true">http://massively.joystiq.com/2011/10/28/storyboard-navel-gazing-cardboard-cutouts/</guid><comments>http://massively.joystiq.com/2011/10/28/storyboard-navel-gazing-cardboard-cutouts/#comments</comments><description><![CDATA[<p>Filed under: <a href="http://massively.joystiq.com/category/opinion/" rel="tag">Opinion</a>, <a href="http://massively.joystiq.com/category/roleplaying/" rel="tag">Roleplaying</a>, <a href="http://massively.joystiq.com/category/storyboard/" rel="tag">Storyboard</a>, <a href="http://massively.joystiq.com/category/misc/" rel="tag">Miscellaneous</a></p><div style="text-align: center;">
	<a href="http://massively.joystiq.com/2011/10/28/storyboard-navel-gazing-cardboard-cutouts/"><img alt="Shocking!" src="http://www.blogcdn.com/massively.joystiq.com/media/2011/10/storyboard-75-epl-1026.jpg" /></a></div>
When you create a character for roleplaying, most of the time your creation is something of a mess. He or she has a huge pile of issues, regrets, fears, mental blind spots, and possibly even physical ailments that should have a lasting impact on telling stories and creating drama. And your goal as a player is to take all of those flaws into account to tell stories about someone less than perfect, whose imperfections you can hopefully see even if the character can't.<br />
<br />
Unfortunately for everyone, there are two very compelling ways to do this, and neither one of them is right or wrong or even evident at a glance. It's only by roleplaying with someone for a while that you get a sense of what she's aiming for, and it often turns out to be after it's too late to do anything. You might be going for character arcs or character development, and the two are frequently incompatible over the long term.<p><a href="http://massively.joystiq.com/2011/10/28/storyboard-navel-gazing-cardboard-cutouts/" rel="bookmark">Continue reading <em>Storyboard: Navel-gazing cardboard cutouts</em></a></p><p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://massively.joystiq.com"><img src="http://massively.joystiq.com/media/feedlogo.gif" alt="Massively" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://massively.joystiq.com/2011/10/28/storyboard-navel-gazing-cardboard-cutouts/">Storyboard: Navel-gazing cardboard cutouts</a> originally appeared on <a href="http://massively.joystiq.com">Massively</a> on Fri, 28 Oct 2011 19:00:00 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/2011/10/28/storyboard-navel-gazing-cardboard-cutouts/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/forward/20091465/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/2011/10/28/storyboard-navel-gazing-cardboard-cutouts/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>character-arcs</category><category>character-development</category><category>characters</category><category>featured</category><category>interactions</category><category>opinion</category><category>player-created-content</category><category>player-created-experience</category><category>roleplaying</category><category>rp</category><category>stories</category><category>story-arcs</category><category>storyboard</category><dc:creator><![CDATA[Eliot Lefebvre]]></dc:creator><pubDate>Fri, 28 Oct 2011 19:00:00 EST</pubDate></item><item><title><![CDATA[Storyboard: Rubicons]]></title><link>http://massively.joystiq.com/2011/10/21/storyboard-rubicons/</link><guid isPermaLink="true">http://massively.joystiq.com/2011/10/21/storyboard-rubicons/</guid><comments>http://massively.joystiq.com/2011/10/21/storyboard-rubicons/#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/roleplaying/" rel="tag">Roleplaying</a>, <a href="http://massively.joystiq.com/category/storyboard/" rel="tag">Storyboard</a>, <a href="http://massively.joystiq.com/category/misc/" rel="tag">Miscellaneous</a></p><div style="text-align: center;">
	<a href="http://massively.joystiq.com/2011/10/21/storyboard-rubicons/"><img alt="ALL FACEMASK EDITION" src="http://www.blogcdn.com/massively.joystiq.com/media/2011/10/storyboard-74-epl-1019.jpg" /></a></div>
It was a great time for a character to die. The problem is that roleplaying isn't a novel.<br />
<br />
Ms. Lady's character had just had one of her eyes put out, had been left to die by the people she had been working for, and was blubbering for her life to another woman who had every reason to take that life. That other woman, D, had been betrayed twice over by the newly minted cyclops. She was a spy, and she had every reason to tie up a loose end by killing Ms. Lady's character.<br />
<br />
But she wouldn't do it without permission out-of-character. And Ms. Lady turned to me and asked, "So... should I let her die?"<br />
<br />
It's not always a matter of death. But your characters will face their own <a href="http://en.wikipedia.org/wiki/Point_of_no_return">rubicons</a>, moments when their lives will be changed irrevocably if they step forward. The question is, when do you take that step? When do you march forward into a permanent change, and when do you take a step back and let the opportunity pass?<p><a href="http://massively.joystiq.com/2011/10/21/storyboard-rubicons/" rel="bookmark">Continue reading <em>Storyboard: Rubicons</em></a></p><p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://massively.joystiq.com"><img src="http://massively.joystiq.com/media/feedlogo.gif" alt="Massively" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://massively.joystiq.com/2011/10/21/storyboard-rubicons/">Storyboard: Rubicons</a> originally appeared on <a href="http://massively.joystiq.com">Massively</a> on Fri, 21 Oct 2011 16:00:00 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/2011/10/21/storyboard-rubicons/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/forward/20085818/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/2011/10/21/storyboard-rubicons/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>changes</category><category>character-development</category><category>columns</category><category>featured</category><category>in-game-events</category><category>opinion</category><category>roleplaying</category><category>rp</category><category>rubicons</category><category>storyboard</category><dc:creator><![CDATA[Eliot Lefebvre]]></dc:creator><pubDate>Fri, 21 Oct 2011 16:00:00 EST</pubDate></item><item><title><![CDATA[Storyboard: Mistakes I know I was making]]></title><link>http://massively.joystiq.com/2011/09/30/storyboard-mistakes-i-know-i-was-making/</link><guid isPermaLink="true">http://massively.joystiq.com/2011/09/30/storyboard-mistakes-i-know-i-was-making/</guid><comments>http://massively.joystiq.com/2011/09/30/storyboard-mistakes-i-know-i-was-making/#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/roleplaying/" rel="tag">Roleplaying</a>, <a href="http://massively.joystiq.com/category/storyboard/" rel="tag">Storyboard</a>, <a href="http://massively.joystiq.com/category/misc/" rel="tag">Miscellaneous</a></p><div style="text-align: center;">
	<a href="http://massively.joystiq.com/2011/09/30/storyboard-mistakes-i-know-i-was-making/"><img alt="Having a header image I need to whip up fresh every week is probably among those mistakes." src="http://www.blogcdn.com/massively.joystiq.com/media/2011/09/storyboard-71-epl-928.jpg" /></a></div>
When I write this column, I talk a lot about what works within the context of roleplaying. I make suggestions, declare certain things as being bad ideas, and otherwise make a point of speaking as someone who knows what he is doing. This is not unfounded; I've been playing MMOs for eight years and roleplaying for fifteen, so I at least have some benefit of experience to work with. But a lot of the conclusions I've reached and the ideas that I've formed have been the result of trying something, failing, and learning from the experience.<br />
<br />
Today, I'm going to look back to three characters whom I played, characters I was excited about, characters who absolutely failed to work. Beyond just that, however, I want to talk about why they failed to work and what I might have done to overcome their innate problems and make them fun to play after all. These are points I've touched on before, definitely, but it never hurts to fit these things into an actual context.<p><a href="http://massively.joystiq.com/2011/09/30/storyboard-mistakes-i-know-i-was-making/" rel="bookmark">Continue reading <em>Storyboard: Mistakes I know I was making</em></a></p><p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://massively.joystiq.com"><img src="http://massively.joystiq.com/media/feedlogo.gif" alt="Massively" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://massively.joystiq.com/2011/09/30/storyboard-mistakes-i-know-i-was-making/">Storyboard: Mistakes I know I was making</a> originally appeared on <a href="http://massively.joystiq.com">Massively</a> on Fri, 30 Sep 2011 18:00:00 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/2011/09/30/storyboard-mistakes-i-know-i-was-making/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/forward/20069113/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/2011/09/30/storyboard-mistakes-i-know-i-was-making/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>advice</category><category>backstory</category><category>character-development</category><category>character-types</category><category>characters</category><category>column</category><category>featured</category><category>lore</category><category>opinion</category><category>problem-characters</category><category>problems</category><category>roleplaying</category><category>storyboard</category><dc:creator><![CDATA[Eliot Lefebvre]]></dc:creator><pubDate>Fri, 30 Sep 2011 18:00:00 EST</pubDate></item><item><title><![CDATA[Storyboard: Making it worse]]></title><link>http://massively.joystiq.com/2011/08/19/storyboard-making-it-worse/</link><guid isPermaLink="true">http://massively.joystiq.com/2011/08/19/storyboard-making-it-worse/</guid><comments>http://massively.joystiq.com/2011/08/19/storyboard-making-it-worse/#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/lore/" rel="tag">Lore</a>, <a href="http://massively.joystiq.com/category/opinion/" rel="tag">Opinion</a>, <a href="http://massively.joystiq.com/category/roleplaying/" rel="tag">Roleplaying</a>, <a href="http://massively.joystiq.com/category/storyboard/" rel="tag">Storyboard</a>, <a href="http://massively.joystiq.com/category/misc/" rel="tag">Miscellaneous</a></p><div style="text-align: center;">
	<a href="http://massively.joystiq.com/2011/08/19/storyboard-making-it-worse/"><img alt="I've only personally made one of these characters miserable." src="http://www.blogcdn.com/massively.joystiq.com/media/2011/08/storyboard-65-epl-817.jpg" /></a></div>
Last week, I talked about <a href="http://massively.joystiq.com/2011/08/12/storyboard-get-them-in-a-tree-throw-rocks-at-them/">how cross-eyed the whole roleplaying dynamic looks</a> when compared to MMO progression models as a whole. Some of you probably looked at that column and shook your head in confusion, either because you don't roleplay or because you have a much lighter method for RP (which is perfectly fine -- I wrote <a href="http://massively.joystiq.com/2011/07/08/storyboard-if-it-walks-like-a-duck/">a little while back</a> about the fact that there's a lot of RP that covers a very wide band). Others probably looked at my litany of recent misery-inducing events in my character's life and wanted to know how to get to that same point.<br />
<br />
The former group I can't help a whole lot, but the latter group is the focus of today's column. If you know you want to get your favorite characters up into a tree while being pelted by rocks, you need an idea of what sort of rocks make the best projectiles and what the worst trees are to climb down. So let's take a look at ensuring that your character pretty much fails at everything he or she tries to do -- and how to succeed after all.<p><a href="http://massively.joystiq.com/2011/08/19/storyboard-making-it-worse/" rel="bookmark">Continue reading <em>Storyboard: Making it worse</em></a></p><p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://massively.joystiq.com"><img src="http://massively.joystiq.com/media/feedlogo.gif" alt="Massively" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://massively.joystiq.com/2011/08/19/storyboard-making-it-worse/">Storyboard: Making it worse</a> originally appeared on <a href="http://massively.joystiq.com">Massively</a> on Fri, 19 Aug 2011 19:30:00 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/2011/08/19/storyboard-making-it-worse/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/forward/20020440/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/2011/08/19/storyboard-making-it-worse/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>character-development</category><category>characters</category><category>column</category><category>failure</category><category>featured</category><category>misery</category><category>opinion</category><category>roleplaying</category><category>rp</category><category>storyboard</category><dc:creator><![CDATA[Eliot Lefebvre]]></dc:creator><pubDate>Fri, 19 Aug 2011 19:30:00 EST</pubDate></item><item><title><![CDATA[The Road to Mordor: Not all who wander are lost]]></title><link>http://massively.joystiq.com/2011/08/19/the-road-to-mordor-not-all-who-wander-are-lost/</link><guid isPermaLink="true">http://massively.joystiq.com/2011/08/19/the-road-to-mordor-not-all-who-wander-are-lost/</guid><comments>http://massively.joystiq.com/2011/08/19/the-road-to-mordor-not-all-who-wander-are-lost/#comments</comments><description><![CDATA[<p>Filed under: <a href="http://massively.joystiq.com/category/fantasy/" rel="tag">Fantasy</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/expansions/" rel="tag">Expansions</a>, <a href="http://massively.joystiq.com/category/free-to-play/" rel="tag">Free-to-play</a>, <a href="http://massively.joystiq.com/category/the-road-to-mordor/" rel="tag">The Road to Mordor</a></p><div style="text-align: center;">
	<a href="http://massively.joystiq.com/2011/08/19/the-road-to-mordor-not-all-who-wander-are-lost/"><img alt="Road to Mordor" src="http://www.blogcdn.com/massively.joystiq.com/media/2011/08/rtm1-1313680383.jpg" /></a></div>
These are exciting times for <a href="http://massively.joystiq.com/category/lord-of-the-rings-online"><em>Lord of the Rings Online</em></a>, for sure. The Fellowship -- and hundreds of thousands of groupies following in its wake -- has moved south, and we are growing ever closer to Mordor and Mt. Doom. In a month, Middle-earth will grow significantly with the addition of <em><a href="http://massively.joystiq.com/tag/rise-of-isengard/">Rise of Isengard</a></em>, and level-capped players will suddenly have a whole new buffet of content to devour.<br />
<br />
It's also a good era for exposure for the game, as plenty of people will get to see the expansion at <a href="http://massively.joystiq.com/tag/gamescom/">Gamescom</a> and <a href="http://massively.joystiq.com/tag/pax/">PAX</a>, not to mention those already in the beta proper. While we haven't heard anything about the game's finances or player numbers lately, there's no reason to believe that it's not still going strong.<br />
<br />
That said, I want to take a step back today, as I sometimes do, and look at the larger picture. How is <em>LotRO </em>positioned against the current competition and the heavy-hitters yet to come? What does <a href="http://massively.joystiq.com/tag/turbine/">Turbine</a> need to be working on over the next year or two? Are we just wandering aimlessly, or is the path laid out for journey for a long time to come?<p><a href="http://massively.joystiq.com/2011/08/19/the-road-to-mordor-not-all-who-wander-are-lost/" rel="bookmark">Continue reading <em>The Road to Mordor: Not all who wander are lost</em></a></p><p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://massively.joystiq.com"><img src="http://massively.joystiq.com/media/feedlogo.gif" alt="Massively" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://massively.joystiq.com/2011/08/19/the-road-to-mordor-not-all-who-wander-are-lost/">The Road to Mordor: Not all who wander are lost</a> originally appeared on <a href="http://massively.joystiq.com">Massively</a> on Fri, 19 Aug 2011 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/2011/08/19/the-road-to-mordor-not-all-who-wander-are-lost/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/forward/20021001/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/2011/08/19/the-road-to-mordor-not-all-who-wander-are-lost/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>age-of-conan</category><category>all-who-wander-are-not-lost</category><category>character-development</category><category>content-path</category><category>ered-luin</category><category>expansion</category><category>f2p</category><category>featured</category><category>free-to-play</category><category>future-plans</category><category>gamescom</category><category>gamescom-2011</category><category>guild-wars-2</category><category>gw2</category><category>hobbit</category><category>housing</category><category>housing-revamp</category><category>kate-paiz</category><category>mordor</category><category>non-combat-pets</category><category>pax</category><category>pax-2011</category><category>pax-prime</category><category>pax-prime-2011</category><category>player-housing</category><category>producers-letter</category><category>sophies-choice</category><category>star-wars-the-old-republic</category><category>swtor</category><category>tera</category><category>the-hobbit</category><category>the-road-to-mordor</category><category>the-secret-world</category><category>tolkien</category><category>treasure-hunt</category><category>tsw</category><category>turbine</category><category>turbine-entertainment</category><category>update-3</category><category>vanity-pets</category><dc:creator><![CDATA[Justin Olivetti]]></dc:creator><pubDate>Fri, 19 Aug 2011 17:00:00 EST</pubDate></item><item><title><![CDATA[Hyperspace Beacon: For over a thousand generations...]]></title><link>http://massively.joystiq.com/2011/02/15/hyperspace-beacon-for-over-a-thousand-generations/</link><guid isPermaLink="true">http://massively.joystiq.com/2011/02/15/hyperspace-beacon-for-over-a-thousand-generations/</guid><comments>http://massively.joystiq.com/2011/02/15/hyperspace-beacon-for-over-a-thousand-generations/#comments</comments><description><![CDATA[<p>Filed under: <a href="http://massively.joystiq.com/category/sci-fi/" rel="tag">Sci-fi</a>, <a href="http://massively.joystiq.com/category/lore/" rel="tag">Lore</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/roleplaying/" rel="tag">Roleplaying</a>, <a href="http://massively.joystiq.com/category/star-wars-the-old-republic/" rel="tag">Star Wars: The Old Republic</a>, <a href="http://massively.joystiq.com/category/hyperspace-beacon/" rel="tag">Hyperspace Beacon</a></p><div style="text-align: center;">
	<a href="http://massively.joystiq.com/category/hyperspace-beacon/"><img alt="" border="1" hspace="4" src="http://www.blogcdn.com/massively.joystiq.com/media/2011/02/hb-thousandgenerations.jpg" vspace="4" /></a></div>
I know this column has covered a lot of lore in its nine months -- wow, nine months! I can't believe it's been that long. We have discussed the <a href="http://massively.joystiq.com/2010/05/24/hyperspace-beacon-empires-strike-back/">Empires of the past and future</a>, the <a href="http://massively.joystiq.com/2010/05/31/hyperspace-beacon-return-of-the-jedi/">Jedi's rise and fall</a>, and the <a href="http://massively.joystiq.com/2010/06/07/hyperspace-beacon-enter-the-mandalorians/">lore behind</a> <a href="http://massively.joystiq.com/2010/07/12/hyperspace-beacon-loyal-to-their-cause/">each of the</a> <a href="http://massively.joystiq.com/2010/07/05/hyperspace-beacon-blaster-at-my-side/">eight classes</a>. Cultures have <a href="http://massively.joystiq.com/2010/07/26/hyperspace-beacon-the-bald-and-the-blue/">been examined</a> and <a href="http://massively.joystiq.com/2010/10/19/hyperspace-beacon-unsung/">specific characters</a> have <a href="http://massively.joystiq.com/2010/11/02/hyperspace-beacon-wall-of-light/">been spotlighted</a> in this column. But how important is all this backstory to <a href="http://swtor.com"><em>Star Wars: The Old Republic</em></a>? Is my bad-ass bounty hunter even going to care what a <a href="http://massively.joystiq.com/2010/09/21/hyperspace-beacon-the-gray-jedi/">gray Jedi</a> is? He sure isn't going to give a bantha's butt about the <a href="http://massively.joystiq.com/2010/10/12/hyperspace-beacon-killer-colors/">color of the Jedi's lightsaber</a>.<br />
<br />
I know you're going to tell me, "But Larry, you're a roleplayer. You know how important lore is!" I do; it is important. But how much lore is too much? Even as a roleplayer, I have found that sometimes knowing too much can be detrimental to the roleplay experience. On top of that, how horrible is it, especially as a new roleplayer, to have someone tell you that you can't wear black as an Imperial officer unless you're a member of the Stormtrooper Corps. Crap! Now I have redo everything!<br />
<br />
What I'd like to discuss today are some essential pieces of lore the average person living in <a href="http://massively.joystiq.com/category/star-wars-the-old-republic/"><em>The Old Republic</em></a> should know, so that I can give existing roleplayers a different perspective on how to handle their characters' knowledge. If you're floating in the middle saying to yourself, "I'm not really a roleplayer, but I do like a game with a good story," keep reading. You and the vast majority of future <em>SWTOR</em> players will definitely get something out of this.<p><a href="http://massively.joystiq.com/2011/02/15/hyperspace-beacon-for-over-a-thousand-generations/" rel="bookmark">Continue reading <em>Hyperspace Beacon: For over a thousand generations...</em></a></p><p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://massively.joystiq.com"><img src="http://massively.joystiq.com/media/feedlogo.gif" alt="Massively" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://massively.joystiq.com/2011/02/15/hyperspace-beacon-for-over-a-thousand-generations/">Hyperspace Beacon: For over a thousand generations...</a> originally appeared on <a href="http://massively.joystiq.com">Massively</a> on Tue, 15 Feb 2011 14:00:00 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/2011/02/15/hyperspace-beacon-for-over-a-thousand-generations/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/forward/19842116/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/2011/02/15/hyperspace-beacon-for-over-a-thousand-generations/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>BioWare</category><category>character-development</category><category>EA</category><category>Electronic-Arts</category><category>featured</category><category>history</category><category>lore</category><category>LucasArts</category><category>roleplay</category><category>roleplaying</category><category>Star-Wars</category><category>star-wars-the-old-republic</category><category>swtor</category><category>swtor-lore-guide</category><category>the-old-republic</category><category>tor</category><dc:creator><![CDATA[Larry Everett]]></dc:creator><pubDate>Tue, 15 Feb 2011 14:00:00 EST</pubDate></item><item><title><![CDATA[Hyperspace Beacon: It's against my programming to impersonate a deity]]></title><link>http://massively.joystiq.com/2011/01/18/hyperspace-beacon-its-against-my-programming-to-impersonate-a/</link><guid isPermaLink="true">http://massively.joystiq.com/2011/01/18/hyperspace-beacon-its-against-my-programming-to-impersonate-a/</guid><comments>http://massively.joystiq.com/2011/01/18/hyperspace-beacon-its-against-my-programming-to-impersonate-a/#comments</comments><description><![CDATA[<p>Filed under: <a href="http://massively.joystiq.com/category/sci-fi/" rel="tag">Sci-fi</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/star-wars-galaxies/" rel="tag">Star Wars Galaxies</a>, <a href="http://massively.joystiq.com/category/roleplaying/" rel="tag">Roleplaying</a>, <a href="http://massively.joystiq.com/category/star-wars-the-old-republic/" rel="tag">Star Wars: The Old Republic</a>, <a href="http://massively.joystiq.com/category/hyperspace-beacon/" rel="tag">Hyperspace Beacon</a></p><div style="text-align: center;"><a href="http://massively.joystiq.com/category/hyperspace-beacon/"><img vspace="4" hspace="4" border="1" alt="" src="http://www.blogcdn.com/massively.joystiq.com/media/2011/01/hb-impersonateadeity.jpg" /></a></div>
We all know what god-mode means from <a href="http://en.wikipedia.org/wiki/Doom_%28video_game%29"><em>Doom</em></a>, right? It pretty much meant that you could mow through all the monsters without blinking an eye, you had every weapon at your disposal, and you could not get hurt. What if we were to take this god-mode idea, move it away from game mechanics, and apply it toward character development in an RPG? To be honest, we would get the main character in most RPGs, right? Taking a look at the main character in my favorite <a href="http://bioware.com">BioWare</a> game, Commander Shepard from <a href="http://masseffect.com"><em>Mass Effect 2</em></a>, we find that she (yes, Shepard was a woman, and you can't tell me otherwise) is the best at what she does and is pretty close to flawless. Wouldn't you agree? She wins every battle, and the galaxy (as noted in the <a href="http://www.joystiq.com/2010/12/11/mass-effect-3-officially-revealed-no-seriously-this-time/"><em>Mass Effect 3</em> trailer</a>) is counting on her to save it from destruction.<br />
<br />
In literary terms, we call this a Mary Sue. It is a situation in which the author exemplifies himself in the main character of the story. These stories tend to be boring or ridiculous because the main character can do no wrong no matter how preposterous or illogical his decisions may be. If you read comic books, Wolverine (in my opinion) is a prime example of this. What happens if we take this concept and put it in a setting where there are thousands of people playing the same game or even competing in some cases? You get a bunch of gods competing for the same throne in a no-win situation. BioWare has said that our character in <a href="http://swtor.com"><em>Star Wars: The Old Republic</em></a> is not going to be just any Bounty Hunter (or Smuggler or Trooper) but the <em>best </em>Bounty Hunter. How is that going to impact the story and our interactions with other players from an in-character perspective? For a game that is "putting the RP back in the MMORPG," this is dangerous ground.<p><a href="http://massively.joystiq.com/2011/01/18/hyperspace-beacon-its-against-my-programming-to-impersonate-a/" rel="bookmark">Continue reading <em>Hyperspace Beacon: It's against my programming to impersonate a deity</em></a></p><p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://massively.joystiq.com"><img src="http://massively.joystiq.com/media/feedlogo.gif" alt="Massively" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://massively.joystiq.com/2011/01/18/hyperspace-beacon-its-against-my-programming-to-impersonate-a/">Hyperspace Beacon: It's against my programming to impersonate a deity</a> originally appeared on <a href="http://massively.joystiq.com">Massively</a> on Tue, 18 Jan 2011 13:30:00 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/2011/01/18/hyperspace-beacon-its-against-my-programming-to-impersonate-a/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/forward/19803117/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/2011/01/18/hyperspace-beacon-its-against-my-programming-to-impersonate-a/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>BioWare</category><category>character-development</category><category>EA</category><category>Electronic-Arts</category><category>featured</category><category>fourth-pillar</category><category>god-mode</category><category>LucasArts</category><category>mary-sue</category><category>roleplay</category><category>RolePlaying</category><category>Star-Wars</category><category>star-wars-the-old-republic</category><category>swtor</category><category>the-best</category><category>the-old-republic</category><category>tor</category><dc:creator><![CDATA[Larry Everett]]></dc:creator><pubDate>Tue, 18 Jan 2011 13:30:00 EST</pubDate></item><item><title><![CDATA[Hyperspace Beacon: Life in the Force]]></title><link>http://massively.joystiq.com/2010/12/21/hyperspace-beacon-life-in-the-force/</link><guid isPermaLink="true">http://massively.joystiq.com/2010/12/21/hyperspace-beacon-life-in-the-force/</guid><comments>http://massively.joystiq.com/2010/12/21/hyperspace-beacon-life-in-the-force/#comments</comments><description><![CDATA[<p>Filed under: <a href="http://massively.joystiq.com/category/sci-fi/" rel="tag">Sci-fi</a>, <a href="http://massively.joystiq.com/category/classes/" rel="tag">Classes</a>, <a href="http://massively.joystiq.com/category/lore/" rel="tag">Lore</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/hyperspace-beacon/" rel="tag">Hyperspace Beacon</a></p><div style="text-align: center;"><a href="http://massively.joystiq.com/category/hyperspace-beacon/"><img vspace="4" hspace="4" border="1" src="http://www.blogcdn.com/massively.joystiq.com/media/2010/12/hb-lifeingtheforce-530.jpg" alt="" /></a></div>
"<em>Remember, concentrate on the moment. Feel, don't think. Trust your instincts,</em>" was the sage advice Qui-Gon Jinn gave to Anakin Skywalker just before the Boonta Eve podrace. On the surface, this appears to be a common statement heard from Jedi. After all, Obi-Wan did say something similar when training Luke Skywalker: "<em>I suggest you try it again, Luke. This time, let go your conscious self and act on instinct.</em>" However, not all Jedi believed the same thing. Obi-Wan's statement in Revenge of the Sith seems to suggest that Sith are single-minded, in contrast to a Jedi's open-mind: "<em>Only the Sith deal in absolutes.</em>"<br />
<br />
We roleplayers do not have all the answers to canon and character development, but there are many of us who study our character philosophy deeply. Despite this, our Jedi characters tend to come across as stiff and one-dimensional. By contrast, Sith characters seem to have personality and variety. Of course, there will always be the Sith who are all broody and who stand in the corner of a cantina being "evil." However, if a Jedi developed a personality other than that of a sage monk, he was automatically labeled a "gray Jedi" -- or even "dark Jedi" if his personality was extremely vivid.<br />
<br />
I would like to question this philosophy. Is there more than one way of thinking among the Jedi, like Obi-Wan suggested? <em>Are</em> the Sith absolute? And most importantly, are the Jedi in <a href="http://swtor.com"><em>Star Wars: The Old Republic</em></a> going to be as one-dimensional as the Council members of Episode I? Follow me after the break to read my thoughts, then please, comment to discuss this further.<br />
<br />
<em>Spoiler Alert: I am going to talk about some specifics from the <a href="http://starwars.wikia.com/wiki/Deceived">Decieved novel</a>, but I will not give away the ending.</em><p><a href="http://massively.joystiq.com/2010/12/21/hyperspace-beacon-life-in-the-force/" rel="bookmark">Continue reading <em>Hyperspace Beacon: Life in the Force</em></a></p><p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://massively.joystiq.com"><img src="http://massively.joystiq.com/media/feedlogo.gif" alt="Massively" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://massively.joystiq.com/2010/12/21/hyperspace-beacon-life-in-the-force/">Hyperspace Beacon: Life in the Force</a> originally appeared on <a href="http://massively.joystiq.com">Massively</a> on Tue, 21 Dec 2010 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/2010/12/21/hyperspace-beacon-life-in-the-force/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/forward/19768461/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/2010/12/21/hyperspace-beacon-life-in-the-force/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>Aryn-Leneer</category><category>bioware</category><category>character-development</category><category>choice</category><category>daniel-erickson</category><category>darth-malgus</category><category>deceived</category><category>ea</category><category>Electronic-Arts</category><category>gray-jedi</category><category>Grey-Jedi</category><category>LucasArts</category><category>novel</category><category>paul-kemp</category><category>Paul-S-Kemp</category><category>Star-Wars</category><category>star-wars-the-old-republic</category><category>swtor</category><category>the-old-republic</category><category>tor</category><dc:creator><![CDATA[Larry Everett]]></dc:creator><pubDate>Tue, 21 Dec 2010 13:00:00 EST</pubDate></item><item><title><![CDATA[Champions Online previews the new Archetype system]]></title><link>http://massively.joystiq.com/2010/11/06/champions-online-previews-the-new-archetype-system/</link><guid isPermaLink="true">http://massively.joystiq.com/2010/11/06/champions-online-previews-the-new-archetype-system/</guid><comments>http://massively.joystiq.com/2010/11/06/champions-online-previews-the-new-archetype-system/#comments</comments><description><![CDATA[<p>Filed under: <a href="http://massively.joystiq.com/category/super-hero/" rel="tag">Super-hero</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/previews/" rel="tag">Previews</a>, <a href="http://massively.joystiq.com/category/news-items/" rel="tag">News items</a>, <a href="http://massively.joystiq.com/category/free-to-play/" rel="tag">Free-to-play</a>, <a href="http://massively.joystiq.com/category/champions-online/" rel="tag">Champions Online</a></p><div style="text-align: center;"><a href="http://www.champions-online.com"><img vspace="4" hspace="4" border="1" alt="" src="http://www.blogcdn.com/massively.joystiq.com/media/2010/11/co-archetypes-epl-1106.jpg" /></a></div>
When <a href="http://www.champions-online.com"><em>Champions Online</em></a> first announced that it was joining the ranks of other games offering a no-subscription option, it included a mention that free members would be locked into archetypes. Archetypes were described in broad strokes as a chance for players to develop along the lines of famous heroes from comics, with a locked progression path but the same basic power level. While the development team hasn't yet expounded on what the precise archetypes will be, it has put together a short description about <a href="http://www.champions-online.com/node/595109">the differences players can expect between the normal free-form heroes and the coming archetype heroes</a>.<br />
<br />
As it turns out, archetypes will end up with slightly fewer overall powers than freeform heroes but with the same general power level. The preview explains the split as being one of versatility -- freeform heroes will be able to take many roles, but archetype heroes will perform one role well and that's it. If you're one of the players looking forward to trying <em><a href="http://massively.joystiq.com/category/Champions-Online/">Champions Online</a></em> as free-to-play, or if you're just interested in the new build system, <a href="http://www.champions-online.com/node/595109">take a look at the full rundown</a> and keep your eyes peeled for the coming details on the archetypes themselves.<p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://massively.joystiq.com"><img src="http://massively.joystiq.com/media/feedlogo.gif" alt="Massively" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://massively.joystiq.com/2010/11/06/champions-online-previews-the-new-archetype-system/">Champions Online previews the new Archetype system</a> originally appeared on <a href="http://massively.joystiq.com">Massively</a> on Sat, 06 Nov 2010 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://www.champions-online.com/node/595109>Read</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/2010/11/06/champions-online-previews-the-new-archetype-system/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/forward/19705844/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/2010/11/06/champions-online-previews-the-new-archetype-system/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>abilities</category><category>archetype</category><category>archetype-arrangement</category><category>archetype-system</category><category>champions</category><category>champions-online</category><category>changes</category><category>character-development</category><category>characters</category><category>co</category><category>cryptic</category><category>cryptic-champions-online</category><category>cryptic-co</category><category>cryptic-studios</category><category>f2p</category><category>flexibility</category><category>free-to-play</category><category>freeform</category><category>freemium</category><category>point-distribution</category><category>power-levels</category><category>powers</category><category>previews</category><category>superhero</category><category>superheroes</category><category>versatility</category><dc:creator><![CDATA[Eliot Lefebvre]]></dc:creator><pubDate>Sat, 06 Nov 2010 12:00:00 EST</pubDate></item><item><title><![CDATA[Storyboard: Problem children, part the second]]></title><link>http://massively.joystiq.com/2010/10/22/storyboard-problem-children-part-the-second/</link><guid isPermaLink="true">http://massively.joystiq.com/2010/10/22/storyboard-problem-children-part-the-second/</guid><comments>http://massively.joystiq.com/2010/10/22/storyboard-problem-children-part-the-second/#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/roleplaying/" rel="tag">Roleplaying</a>, <a href="http://massively.joystiq.com/category/storyboard/" rel="tag">Storyboard</a></p><div style="text-align: center;"><a href="http://massively.joystiq.com/category/storyboard"><img vspace="4" hspace="4" border="1" alt="" src="http://www.blogcdn.com/massively.joystiq.com/media/2010/10/storyboard-23-epl-1020.jpg" /></a></div>
Creating characters is hard work. It's hard enough when you're just concerned with making a really cool melee character who can kick other melee characters up and down the block, and it gets infinitely harder when you're trying to put together something that at least looks like a three-dimensional individual at the right angle. That having been said, there are certain ideas that are just problematic, character types that might seem like a good idea when you're staring at the screen but become a really bad one as soon as you hit "create."<br />
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Our <a href="http://massively.joystiq.com/2010/09/24/storyboard-problem-children/">last look at problem characters</a> focused on the sort that you know you're creating at the time, the sort that sound nifty in your head but cause some serious problems in actual play. This time we're looking at the other side, the sort of thing that's far easier to notice while interacting with characters rather than while creating them. But it's still well worth keeping these types in mind so that if you start traveling down these roads, you can make a turn. On to the problem children!<p><a href="http://massively.joystiq.com/2010/10/22/storyboard-problem-children-part-the-second/" rel="bookmark">Continue reading <em>Storyboard: Problem children, part the second</em></a></p><p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://massively.joystiq.com"><img src="http://massively.joystiq.com/media/feedlogo.gif" alt="Massively" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://massively.joystiq.com/2010/10/22/storyboard-problem-children-part-the-second/">Storyboard: Problem children, part the second</a> originally appeared on <a href="http://massively.joystiq.com">Massively</a> on Fri, 22 Oct 2010 13:30:00 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/2010/10/22/storyboard-problem-children-part-the-second/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/forward/19682720/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/2010/10/22/storyboard-problem-children-part-the-second/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>abilities</category><category>background</category><category>backstory</category><category>character-advice</category><category>character-creation</category><category>character-development</category><category>character-types</category><category>characters</category><category>featured</category><category>lore</category><category>roleplaying</category><category>rp</category><category>setting</category><category>storyboard</category><category>verisimilitude</category><dc:creator><![CDATA[Eliot Lefebvre]]></dc:creator><pubDate>Fri, 22 Oct 2010 13:30:00 EST</pubDate></item><item><title><![CDATA[Storyboard: Importance]]></title><link>http://massively.joystiq.com/2010/10/15/storyboard-importance/</link><guid isPermaLink="true">http://massively.joystiq.com/2010/10/15/storyboard-importance/</guid><comments>http://massively.joystiq.com/2010/10/15/storyboard-importance/#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/roleplaying/" rel="tag">Roleplaying</a>, <a href="http://massively.joystiq.com/category/storyboard/" rel="tag">Storyboard</a></p><div style="text-align: center;"><a href="http://massively.joystiq.com/category/storyboard"><img vspace="4" hspace="4" border="1" alt="" src="http://www.blogcdn.com/massively.joystiq.com/media/2010/10/storyboard-22-epl-1012.jpg" /></a></div>
As I write this column, I am sitting on a train to <a href="http://www.newyorkcomiccon.com">New York Comic Con</a>, celebrating an industry that has been running for basically forever and seems to be rather steadily dying. I'm sad to say it, because I never really grew out of loving comic books, but sales that 10 years ago constituted a rather dismal failure now constitute a pretty big hit, and we're certainly not getting comics aimed at kids in most circles. (I adore <a href="http://tfwiki.net/wiki/Last_Stand_of_the_Wreckers">Last Stand of the Wreckers</a>, and it's a wonderful example of doing a mature comic correctly, but I feel sorry for parents who might buy it because their kid liked <a href="http://tfwiki.net/wiki/Transformers_Animated_%28franchise%29">Transformers Animated</a>.)<br />
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That got me thinking about roleplaying, something that a lot of people see as being a fossil of the origins of MMOs. I've seen so many arguments that "RPG" no longer means any actual roleplaying is expected, and yet each one feels like reopening a wound. I think that roleplaying is important and that it's a good thing, and while its death may or may not be in the cards (I don't think we're anywhere near that), it's vital that we take a look at what <em>is</em> important about roleplaying and why it means so much to so many of us.<p><a href="http://massively.joystiq.com/2010/10/15/storyboard-importance/" rel="bookmark">Continue reading <em>Storyboard: Importance</em></a></p><p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://massively.joystiq.com"><img src="http://massively.joystiq.com/media/feedlogo.gif" alt="Massively" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://massively.joystiq.com/2010/10/15/storyboard-importance/">Storyboard: Importance</a> originally appeared on <a href="http://massively.joystiq.com">Massively</a> on Fri, 15 Oct 2010 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/2010/10/15/storyboard-importance/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/forward/19669793/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/2010/10/15/storyboard-importance/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>adventures</category><category>character-development</category><category>characters</category><category>column</category><category>featured</category><category>ideas</category><category>importance</category><category>opinion</category><category>roleplaying</category><category>rp</category><category>storyboard</category><category>worth</category><dc:creator><![CDATA[Eliot Lefebvre]]></dc:creator><pubDate>Fri, 15 Oct 2010 17:00:00 EST</pubDate></item><item><title><![CDATA[Storyboard: Winner's circle]]></title><link>http://massively.joystiq.com/2010/10/01/storyboard-winners-circle/</link><guid isPermaLink="true">http://massively.joystiq.com/2010/10/01/storyboard-winners-circle/</guid><comments>http://massively.joystiq.com/2010/10/01/storyboard-winners-circle/#comments</comments><description><![CDATA[<p>Filed under: <a href="http://massively.joystiq.com/category/opinion/" rel="tag">Opinion</a>, <a href="http://massively.joystiq.com/category/roleplaying/" rel="tag">Roleplaying</a>, <a href="http://massively.joystiq.com/category/storyboard/" rel="tag">Storyboard</a></p><div style="text-align: center;"><a href="massively.joystiq.com/category/Storyboard/"><img vspace="4" hspace="4" border="1" src="http://www.blogcdn.com/massively.joystiq.com/media/2010/09/storyboard-20-epl-929.jpg" alt="" /></a></div>
It's time for another rant here on <a href="http://massively.joystiq.com/category/Storyboard/">Storyboard</a>, or at least an animal that's in the same general family as the dreaded rant-beast. Considering that both this column and <a href="http://wow.joystiq.com/">WoW Insider's</a> <a href="http://wow.joystiq.com/category/all-the-worlds-a-stage/">resident RP columnist Michael Gray</a> have <a href="http://massively.joystiq.com/2010/09/03/storyboard-demands/">been covering</a> <a href="http://wow.joystiq.com/2010/09/19/all-the-worlds-a-stage-how-blizzard-supports-roleplay/">similar ground</a> over the past few weeks, it seems only appropriate to dip back into the well of the tools that roleplayers need, deserve, and want. And while I had considered a different column, it occurred to me that I wanted to take a very different tack this week.<br />
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The past couple ranty columns have both focused on what games are getting wrong and what we deserve that we're not getting. But generally speaking, I prefer to be positive instead of negative, and amidst all of my justifiable complaints, that was getting lost. So this week, we're going to look at five games that are doing pretty well at supporting roleplayers. My list is far from exhaustive, and it doesn't include every game I'm personally involved with at the moment -- <a href="http://www.finalfantasyxiv.com"><em>Final Fantasy XIV</em></a> isn't on there, for instance -- but it is a good snapshot of who's on Team RP.<p><a href="http://massively.joystiq.com/2010/10/01/storyboard-winners-circle/" rel="bookmark">Continue reading <em>Storyboard: Winner's circle</em></a></p><p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://massively.joystiq.com"><img src="http://massively.joystiq.com/media/feedlogo.gif" alt="Massively" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://massively.joystiq.com/2010/10/01/storyboard-winners-circle/">Storyboard: Winner's circle</a> originally appeared on <a href="http://massively.joystiq.com">Massively</a> on Fri, 01 Oct 2010 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/2010/10/01/storyboard-winners-circle/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/forward/19652561/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/2010/10/01/storyboard-winners-circle/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>character</category><category>character-development</category><category>city-of-heroes</category><category>city-of-villains</category><category>coh</category><category>columns</category><category>cov</category><category>cox</category><category>featured</category><category>lord-of-the-rings-online</category><category>lotro</category><category>roleplaying</category><category>rp</category><category>ryzom</category><category>second-life</category><category>sl</category><category>star-trek-online</category><category>sto</category><category>storyboard</category><dc:creator><![CDATA[Eliot Lefebvre]]></dc:creator><pubDate>Fri, 01 Oct 2010 15:00:00 EST</pubDate></item><item><title><![CDATA[The Daily Grind: How much planning do you want for your character?]]></title><link>http://massively.joystiq.com/2010/09/16/the-daily-grind-how-much-planning-do-you-want-for-your-characte/</link><guid isPermaLink="true">http://massively.joystiq.com/2010/09/16/the-daily-grind-how-much-planning-do-you-want-for-your-characte/</guid><comments>http://massively.joystiq.com/2010/09/16/the-daily-grind-how-much-planning-do-you-want-for-your-characte/#comments</comments><description><![CDATA[<p>Filed under: <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/the-daily-grind/" rel="tag">The Daily Grind</a></p><div style="text-align: center;"><a href="http://planner.cohtitan.com/planner"><img vspace="4" hspace="4" border="1" alt="" src="http://www.blogcdn.com/massively.joystiq.com/media/2010/09/tdg-planning-epl-912.jpg" /></a></div>
All MMOs require some amount of planning for your character ahead of time. Sometimes it's just a matter of choosing whether you want to be a warrior or a healer (with apologies to game-specific terms), but sometimes you wind up in a game with a much longer list of options. There are differing talent builds in <a href="http://www.worldofwarcraft.com"><em>World of Warcraft</em></a>, different Virtue specializations in <a href="http://www.lotro.com"><em>Lord of the Rings Online</em></a>, and buckets of different skill loadouts for <a href="http://www.guildwars.com"><em>Guild Wars</em></a>. And that's not getting into the bevy of class options available in <a href="http://www.ddo.com"><em>Dungeons and Dragons Online</em></a>.<br />
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But some people really dislike that approach. After all, it kind of does suck if you get to level 50 only to find that you made a bad choice back at level 14 that's going to screw your character forever. That's where you get reversible choices and non-permanent selections... but you still have to make some choices early on that you can't undo later. So how much do you like to plan out your characters in advance? Do you prefer games that let you make all your choices as you go, with no wrong options? Or do you like making long and detailed arrangements for your characters' future?<p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://massively.joystiq.com"><img src="http://massively.joystiq.com/media/feedlogo.gif" alt="Massively" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://massively.joystiq.com/2010/09/16/the-daily-grind-how-much-planning-do-you-want-for-your-characte/">The Daily Grind: How much planning do you want for your character?</a> originally appeared on <a href="http://massively.joystiq.com">Massively</a> on Thu, 16 Sep 2010 08:00:00 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/2010/09/16/the-daily-grind-how-much-planning-do-you-want-for-your-characte/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/forward/19630307/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/2010/09/16/the-daily-grind-how-much-planning-do-you-want-for-your-characte/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>character-development</category><category>character-planning</category><category>choices</category><category>development-choices</category><category>opinion</category><category>planning</category><category>specializations</category><category>specs</category><category>tdg</category><category>the-daily-grind</category><dc:creator><![CDATA[Eliot Lefebvre]]></dc:creator><pubDate>Thu, 16 Sep 2010 08:00:00 EST</pubDate></item><item><title><![CDATA[Erickson dishes dialog choices for Star Wars: The Old Republic]]></title><link>http://massively.joystiq.com/2010/06/03/erickson-dishes-dialog-choices-for-star-wars-the-old-republic/</link><guid isPermaLink="true">http://massively.joystiq.com/2010/06/03/erickson-dishes-dialog-choices-for-star-wars-the-old-republic/</guid><comments>http://massively.joystiq.com/2010/06/03/erickson-dishes-dialog-choices-for-star-wars-the-old-republic/#comments</comments><description><![CDATA[<p>Filed under: <a href="http://massively.joystiq.com/category/sci-fi/" rel="tag">Sci-fi</a>, <a href="http://massively.joystiq.com/category/classes/" rel="tag">Classes</a>, <a href="http://massively.joystiq.com/category/star-wars-the-old-republic/" rel="tag">Star Wars: The Old Republic</a></p><div style="text-align: center;"><a href="http://www.swtor.com/community/showthread.php?p=3048468#edit3048468"><img vspace="4" hspace="4" border="1" alt="" src="http://www.blogcdn.com/massively.joystiq.com/media/2010/06/swtor-story.jpg" /></a></div>
<a href="http://bioware.com">Bioware</a> has touted the fourth missing pillar from MMOs since the the <a href="http://www.swtor.com/media/trailers/video-documentary-1">first video introduction</a> of <a href="http://www.swtor.com"><em>Star Wars: The Old Republic</em></a>: Story. This concept of great character development and plot on top of an intense combat experience has been Bioware's staple since, well, forever. Player choice propels every Bioware story in a very dynamic way, so we have no doubt Bioware will deliver. In fact, earlier this week <a href="http://massively.joystiq.com/2010/06/01/the-old-republic-the-50-novel-mmo/">we reported</a> that <a href="http://massively.joystiq.com/category/star-wars-the-old-republic/"><em>SWTOR</em></a> will boast the equivalent of 50 novels worth of dialog -- an insane amount of possible storytelling, to say the least. Yesterday, Daniel Erickson gave us <a href="http://www.swtor.com/community/showthread.php?p=3048468#edit3048468">a bit more to chew on</a> in the <em>SWTOR</em> official forum.<br />
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In the <a href="http://www.swtor.com/media/trailers/developer-walkthrough">developer walk-through</a>, we witnessed the dialog system in action. Not only will one player lead the conversation, but others in his group will be able to chime in as well, thus intensifying the story. How this system works has not been defined, yet players have high hopes for it.<br />
<br />
What Erickson did touch on in his post is the idea of choice. He tells us that dialog choice will differ in each class. A Sith will naturally want to choose the darker choice in the dialog tree, whereas the smuggler will naturally want the funny or flirty choice. Those choices will usually be the top option, but, Erickson says, "<em>Want to be a hardcase Smuggler? A wry action hero Bounty Hunter? A charming Inquisitor? Choices are much broader than just good and evil.</em>" Multiple options will be available for those players who want to explore different paths for their character.<p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://massively.joystiq.com"><img src="http://massively.joystiq.com/media/feedlogo.gif" alt="Massively" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://massively.joystiq.com/2010/06/03/erickson-dishes-dialog-choices-for-star-wars-the-old-republic/">Erickson dishes dialog choices for Star Wars: The Old Republic</a> originally appeared on <a href="http://massively.joystiq.com">Massively</a> on Thu, 03 Jun 2010 19:00:00 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://www.swtor.com/community/showthread.php?p=3048468#edit3048468>Read</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/2010/06/03/erickson-dishes-dialog-choices-for-star-wars-the-old-republic/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/forward/19502305/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/2010/06/03/erickson-dishes-dialog-choices-for-star-wars-the-old-republic/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>50-novels-worth</category><category>BioWare</category><category>character-development</category><category>classes</category><category>daniel-erickson</category><category>dialogue</category><category>EA</category><category>Electronic-Arts</category><category>Star-Wars</category><category>star-wars-the-old-republic</category><category>storytelling</category><category>swtor</category><dc:creator><![CDATA[Larry Everett]]></dc:creator><pubDate>Thu, 03 Jun 2010 19:00:00 EST</pubDate></item><item><title><![CDATA[The Tattered Notebook: Roleplaying advice for veterans and newbies alike]]></title><link>http://massively.joystiq.com/2010/02/09/the-tattered-notebook-roleplaying-advice-for-veterans-and-newbi/</link><guid isPermaLink="true">http://massively.joystiq.com/2010/02/09/the-tattered-notebook-roleplaying-advice-for-veterans-and-newbi/</guid><comments>http://massively.joystiq.com/2010/02/09/the-tattered-notebook-roleplaying-advice-for-veterans-and-newbi/#comments</comments><description><![CDATA[<p>Filed under: <a href="http://massively.joystiq.com/category/fantasy/" rel="tag">Fantasy</a>, <a href="http://massively.joystiq.com/category/everquest-ii/" rel="tag">EverQuest II</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/roleplaying/" rel="tag">Roleplaying</a>, <a href="http://massively.joystiq.com/category/the-tattered-notebook/" rel="tag">The Tattered Notebook</a></p><div style="text-align: center; "><a href="http://massively.joystiq.com/category/the-tattered-notebook"><img border="1" hspace="4" vspace="4" alt="" src="http://www.blogcdn.com/massively.joystiq.com/media/2010/02/eq2roleplay580.jpg" /></a></div>
Hello there adventurers! Seccia has taken the week off to go visit the remainder of her family in Neriak so I'm stepping in to help out with her column!<br />
<br />
This week in <a href="http://massively.joystiq.com/category/the-tattered-notebook">The Tattered Notebook</a>, I thought it would be a good time to talk about roleplaying a character. Roleplaying isn't just jumping into a game world and talking in a funny accent. It's also not just making up a character and spamming a scene with emotes.<br />
<br />
Good roleplaying skills take both time and practice to learn. And while I can't teach you everything in the space of a single column, I can give roleplayers, both veterans of the craft and newbies, a few tips to polish up your roleplaying skills and enhance the power of a scene.<br type="_moz" /><p><a href="http://massively.joystiq.com/2010/02/09/the-tattered-notebook-roleplaying-advice-for-veterans-and-newbi/" rel="bookmark">Continue reading <em>The Tattered Notebook: Roleplaying advice for veterans and newbies alike</em></a></p><p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://massively.joystiq.com"><img src="http://massively.joystiq.com/media/feedlogo.gif" alt="Massively" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://massively.joystiq.com/2010/02/09/the-tattered-notebook-roleplaying-advice-for-veterans-and-newbi/">The Tattered Notebook: Roleplaying advice for veterans and newbies alike</a> originally appeared on <a href="http://massively.joystiq.com">Massively</a> on Tue, 09 Feb 2010 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/2010/02/09/the-tattered-notebook-roleplaying-advice-for-veterans-and-newbi/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/forward/19351159/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/2010/02/09/the-tattered-notebook-roleplaying-advice-for-veterans-and-newbi/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>acting</category><category>character-development</category><category>conflict</category><category>dialogue</category><category>eq2</category><category>eqii</category><category>everquest-ii</category><category>featured</category><category>improv</category><category>improvisational-acting</category><category>lore</category><category>plotlines</category><category>roleplaying</category><category>soe</category><category>sony-online-entertainment</category><category>the-tattered-notebook</category><dc:creator><![CDATA[Seraphina Brennan]]></dc:creator><pubDate>Tue, 09 Feb 2010 17:00:00 EST</pubDate></item><item><title><![CDATA["Why do we play MMOs" series concludes]]></title><link>http://massively.joystiq.com/2009/08/22/why-do-we-play-mmos-series-concludes/</link><guid isPermaLink="true">http://massively.joystiq.com/2009/08/22/why-do-we-play-mmos-series-concludes/</guid><comments>http://massively.joystiq.com/2009/08/22/why-do-we-play-mmos-series-concludes/#comments</comments><description><![CDATA[<p>Filed under: <a href="http://massively.joystiq.com/category/mmo-industry/" rel="tag">MMO industry</a>, <a href="http://massively.joystiq.com/category/opinion/" rel="tag">Opinion</a></p><a href="http://en.wikipedia.org/wiki/The_Thinker"><img width="225" vspace="4" hspace="4" height="300" border="1" align="right" alt="" src="http://www.blogcdn.com/massively.joystiq.com/media/2009/08/thinker.jpg" /></a>When we last checked in with <a href="http://massively.joystiq.com/tag/tobold">Tobold</a>, he was just starting up a new blog series looking into <a href="http://massively.joystiq.com/2009/08/06/inquisitive-blogging-series-delves-into-why-we-play-mmos/">why we play MMO games</a> to a greater degree than single-player games. That isn't to say that the MMO genre is bigger than the single-player genre, just that MMO gamers tend to focus on massively multi-player games more than single-player games. His first two articles examined <a href="http://tobolds.blogspot.com/2009/08/why-do-we-play-storytelling.html">Storytelling</a> and <a href="http://tobolds.blogspot.com/2009/08/why-do-we-play-gameplay.html">Gameplay</a> elements in MMOs and since then he has done pieces on <a href="http://tobolds.blogspot.com/2009/08/why-do-we-play-challenge.html">Challenge</a>, <a href="http://tobolds.blogspot.com/2009/08/why-do-we-play-character-development.html">Character Development</a>, <a href="http://tobolds.blogspot.com/2009/08/why-do-we-play-rewards.html">Rewards</a>, <a href="http://tobolds.blogspot.com/2009/08/why-do-we-play-social-interactions.html">Social Interactions</a>, and <a href="http://tobolds.blogspot.com/2009/08/why-do-we-play-learning.html">Learning</a>.<br /><br />The series just wrapped up and Tobold <a href="http://tobolds.blogspot.com/2009/08/why-do-we-play-summary.html">wrote a nice summary</a> of why he thinks we mostly choose MMOs over single-player games. He feels that while we may play single-player games that have strong elements of story, gameplay, or challenge, the social aspects of MMOs seem to be the trump card. MMOs can have many weaker core elements but social interaction (direct) or simply participating in a persistent game world (indirect) appears to make up for those deficiencies. It's a long series to get through but well worth the read if you're into these kinds of high-thinking philosophical discussions.<p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://massively.joystiq.com"><img src="http://massively.joystiq.com/media/feedlogo.gif" alt="Massively" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://massively.joystiq.com/2009/08/22/why-do-we-play-mmos-series-concludes/">"Why do we play MMOs" series concludes</a> originally appeared on <a href="http://massively.joystiq.com">Massively</a> on Sat, 22 Aug 2009 16:00:00 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://tobolds.blogspot.com/2009/08/why-do-we-play-summary.html>Read</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/2009/08/22/why-do-we-play-mmos-series-concludes/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/forward/19136886/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/2009/08/22/why-do-we-play-mmos-series-concludes/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>challenge</category><category>character-development</category><category>gameplay</category><category>learning</category><category>rewards</category><category>social-interaction</category><category>storytelling</category><category>tobold</category><dc:creator><![CDATA[Brooke Pilley]]></dc:creator><pubDate>Sat, 22 Aug 2009 16:00:00 EST</pubDate></item></channel></rss>
