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<generator>Blogsmith http://www.blogsmith.com/</generator><item><title><![CDATA[BioWare publishes this week's SWTOR community Q&amp;A, preps for next week]]></title><link>http://massively.joystiq.com/2012/04/21/bioware-publishes-this-weeks-swtor-community-qanda-preps-for-nex/</link><guid isPermaLink="true">http://massively.joystiq.com/2012/04/21/bioware-publishes-this-weeks-swtor-community-qanda-preps-for-nex/</guid><comments>http://massively.joystiq.com/2012/04/21/bioware-publishes-this-weeks-swtor-community-qanda-preps-for-nex/#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/mmo-industry/" rel="tag">MMO industry</a>, <a href="http://massively.joystiq.com/category/news-items/" rel="tag">News items</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/community-qanda/" rel="tag">Community Q&amp;A</a></p><div style="text-align: center;">
	<a href="http://massively.joystiq.com/2012/04/21/bioware-publishes-this-weeks-swtor-community-qanda-preps-for-nex/"><img alt="Star Wars: The Old Republic - Jedi PvE" src="http://www.blogcdn.com/massively.joystiq.com/media/2012/04/jediknightscreen1.jpg" /></a></div>
<a href="http://massively.joystiq.com/tag/bioware">BioWare</a> has published a selection of community questions (and answers) on its official <a href="http://massively.joystiq.com/category/star-wars-the-old-republic"><em>Star Wars: The Old Republic</em></a> website. The firm is making a concerted effort to reach out to its players lately, and the Q&amp;A is the latest effort that comes on the heels of a website revamp and the in-game rakghoul plague.<br />
<br />
Combat designer <a href="http://massively.joystiq.com/tag/cameron-winston">Cameron Winston</a> fields a query about <em>SWTOR's</em> threat mechanics, while lead designer <a href="http://massively.joystiq.com/tag/damion-schubert">Damion Schubert</a> talks about the logic behind the equipment available at commendation vendors. "We don't want you to get all of the pieces of an armor set from any one source of gear. We want you to do multiple activities in the game to build out a full set of gear. This is a conscious decision on our part to encourage and reward playing multiple facets of the game. So you should do other things -- heroics, check the GTN, etc. -- the full set of gear is out there," he explains.<br />
<br />
BioWare has also made two new discussion threads available on the forums: one for <a href="http://www.swtor.com/community/showthread.php?t=424940">this week's questions</a> and one for <a href="http://www.swtor.com/community/showthread.php?t=424945">next week's</a> Q&amp;A.<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/2012/04/21/bioware-publishes-this-weeks-swtor-community-qanda-preps-for-nex/">BioWare publishes this week's SWTOR community Q&amp;A, preps for next week</a> originally appeared on <a href="http://massively.joystiq.com">Massively</a> on Sat, 21 Apr 2012 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/2012/04/21/bioware-publishes-this-weeks-swtor-community-qanda-preps-for-nex/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/forward/20221120/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/2012/04/21/bioware-publishes-this-weeks-swtor-community-qanda-preps-for-nex/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>bioware</category><category>cameron-winston</category><category>damion-schubert</category><category>ea</category><category>electronic-arts</category><category>lucasarts</category><category>Q-and-A</category><category>question-and-answer</category><category>sci-fi</category><category>star-wars</category><category>star-wars-the-old-republic</category><category>sub</category><category>subscription-fee</category><category>swtor</category><category>swtor-q-and-a</category><category>swtor-question-and-answer</category><category>the-old-republic</category><category>tor</category><dc:creator><![CDATA[Jef Reahard]]></dc:creator><pubDate>Sat, 21 Apr 2012 14:00:00 EST</pubDate></item><item><title><![CDATA[Hyperspace Beacon: Making sense of Legacy]]></title><link>http://massively.joystiq.com/2012/03/13/hyperspace-beacon-making-sense-of-legacy/</link><guid isPermaLink="true">http://massively.joystiq.com/2012/03/13/hyperspace-beacon-making-sense-of-legacy/</guid><comments>http://massively.joystiq.com/2012/03/13/hyperspace-beacon-making-sense-of-legacy/#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/patches/" rel="tag">Patches</a>, <a href="http://massively.joystiq.com/category/opinion/" rel="tag">Opinion</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/2012/03/13/hyperspace-beacon-making-sense-of-legacy/"><img alt="Hyperspace Beacon: Making sense of Legacy" src="http://www.blogcdn.com/massively.joystiq.com/media/2012/03/hb-legacy.jpg" /></a></div>
Last week, I spent some time in Austin, Texas, at <a href="http://massively.joystiq.com/tag/bioware">BioWare</a>'s <a href="http://swtor.com/"><em>Star Wars: The Old Republic</em></a> studio. One of the many things I saw was the Legacy System. Although it's a great tool, it is far from the good storytelling device it's intended to be. But perhaps we can make some sense out of it.<br />
<br />
The Legacy leveling system begins when one of your characters completes chapter one. Without revealing too many spoilers, I can say that chapter one ends in a non-planetary quest just after the main Alderaan quest line. Based on the average, your character should be level 32 when this happens (or if you're like me, you were level 30 and a friend helped you pass the final stage). At this point, you begin to gain legacy levels, which Lead Systems Designer <a href="http://massively.joystiq.com/tag/damion-schubert/">Damion Schubert</a> says cap at level 50 currently (that's 50 legacy levels, not 50 combat levels).<br />
<br />
Until last week, we were uncertain what the legacy levels would actually give us. Thanks to the latest <a href="http://massively.joystiq.com/category/star-wars-the-old-republic"><em>SWTOR</em></a> video, we now know that the Legacy System provides rewards ranging from ship customization items to species unlocks. I won't be able to talk about all the Legacy additions in this article, but I can hit the highlights.<p><a href="http://massively.joystiq.com/2012/03/13/hyperspace-beacon-making-sense-of-legacy/" rel="bookmark">Continue reading <em>Hyperspace Beacon: Making sense of Legacy</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/2012/03/13/hyperspace-beacon-making-sense-of-legacy/">Hyperspace Beacon: Making sense of Legacy</a> originally appeared on <a href="http://massively.joystiq.com">Massively</a> on Tue, 13 Mar 2012 12:30:00 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/2012/03/13/hyperspace-beacon-making-sense-of-legacy/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/forward/20190998/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/2012/03/13/hyperspace-beacon-making-sense-of-legacy/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>bioware</category><category>damion-schubert</category><category>daniel-erickson</category><category>ea</category><category>electronic-arts</category><category>featured</category><category>galaxies</category><category>georg-zoeller</category><category>heroic-abilities</category><category>hyperspace-beacon</category><category>legacy-system</category><category>lucasarts</category><category>opinion</category><category>patch-1.2</category><category>patches</category><category>sandbox</category><category>sci-fi</category><category>soe</category><category>sony-online-entertainment</category><category>species-unlock</category><category>star-wars</category><category>star-wars-galaxies</category><category>star-wars-the-old-republic</category><category>swg</category><category>swtor</category><category>the-old-republic</category><category>tor</category><dc:creator><![CDATA[Larry Everett]]></dc:creator><pubDate>Tue, 13 Mar 2012 12:30:00 EST</pubDate></item><item><title><![CDATA[Hyperspace Beacon: One step forward...]]></title><link>http://massively.joystiq.com/2012/03/06/hyperspace-beacon-one-step-forward/</link><guid isPermaLink="true">http://massively.joystiq.com/2012/03/06/hyperspace-beacon-one-step-forward/</guid><comments>http://massively.joystiq.com/2012/03/06/hyperspace-beacon-one-step-forward/#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/events-real-world/" rel="tag">Events, real-world</a>, <a href="http://massively.joystiq.com/category/game-mechanics/" rel="tag">Game mechanics</a>, <a href="http://massively.joystiq.com/category/guilds/" rel="tag">Guilds</a>, <a href="http://massively.joystiq.com/category/patches/" rel="tag">Patches</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/massively-event-coverage/" rel="tag">Massively Event Coverage</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/2012/03/06/hyperspace-beacon-one-step-forward/"><img alt="Hyperspace Beacon: One Step Forward..." src="http://www.blogcdn.com/massively.joystiq.com/media/2012/03/hb-one-step-forward.jpg" /></a></div>
You might notice that the <a href="http://www.massively.com/category/hyperspace-beacon">Hyperspace Beacon</a> changed its face a bit. That's because I'm reporting from the Guild Summit in Austin, Texas -- <a href="http://massively.joystiq.com/tag/bioware">BioWare</a>'s headquarters. Over 250 guilds and fan sites were invited to not only see the team's plans for <a href="http://swtor.com/"><em>Star Wars: The Old Republic</em></a> but also voice their ideas for what they want from the game.<br />
<br />
Of course, a game carrying the Star Wars name appeals to a large diverse group of people, and not just because of the Star Wars IP; BioWare has created a name for itself with incredible story-driven games like <a href="http://masseffect.com"><em>Mass Effect 3</em></a>, which released this morning. Among the pre-summit discussion was the question of whether and how much BioWare leans on the Star Wars IP for the success of the game. The consensus among the guild leaders I spoke to was an interesting and surprising one: Although BioWare certainly leaned on Star Wars for the story elements of the game, the lack of huge success for the most recent <a href="http://lucasarts.com">LucasArts</a> games suggests that the Star Wars IP actually leaned on <em>BioWare's</em> reputation.<br />
<br />
When I jumped into Q&amp;A with the guild leaders, I half-expected a bunch of over-enthusiastic fanboys. I was pleasantly surprised to find that, although they were fans, those invited to this summit were very level-headed and oftentimes critical of the game's development. Thankfully, during the course of the summit, the developers were equally willing to address these concerns.<p><a href="http://massively.joystiq.com/2012/03/06/hyperspace-beacon-one-step-forward/" rel="bookmark">Continue reading <em>Hyperspace Beacon: One step forward...</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/2012/03/06/hyperspace-beacon-one-step-forward/">Hyperspace Beacon: One step forward...</a> originally appeared on <a href="http://massively.joystiq.com">Massively</a> on Tue, 06 Mar 2012 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/2012/03/06/hyperspace-beacon-one-step-forward/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/forward/20185657/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/2012/03/06/hyperspace-beacon-one-step-forward/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>ask-a-jedi</category><category>bioware</category><category>chris-elwood</category><category>combat-log</category><category>condemned</category><category>damion-schubert</category><category>ea</category><category>electronic-arts</category><category>event-coverage</category><category>featured</category><category>gear-grind</category><category>georg-zoeller</category><category>guild-summit</category><category>guilds</category><category>hyperspace-beacon</category><category>lucasarts</category><category>old-timers-guild</category><category>opinion</category><category>port-nowhere</category><category>PvE</category><category>PvP</category><category>sci-fi</category><category>star-wars</category><category>star-wars-the-old-republic</category><category>story</category><category>swtor</category><category>the-old-republic</category><category>tor</category><category>update-1.2</category><dc:creator><![CDATA[Larry Everett]]></dc:creator><pubDate>Tue, 06 Mar 2012 14:00:00 EST</pubDate></item><item><title><![CDATA[SWTOR putting a mailbox on the Millennium Falcon (and other Q&amp;A tidbits)]]></title><link>http://massively.joystiq.com/2012/03/03/swtor-putting-a-mailbox-on-the-millenium-falcon-and-other-qanda-t/</link><guid isPermaLink="true">http://massively.joystiq.com/2012/03/03/swtor-putting-a-mailbox-on-the-millenium-falcon-and-other-qanda-t/</guid><comments>http://massively.joystiq.com/2012/03/03/swtor-putting-a-mailbox-on-the-millenium-falcon-and-other-qanda-t/#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/star-wars-the-old-republic/" rel="tag">Star Wars: The Old Republic</a>, <a href="http://massively.joystiq.com/category/community-qanda/" rel="tag">Community Q&amp;A</a>, <a href="http://massively.joystiq.com/category/dev-diaries/" rel="tag">Dev Diaries</a></p><div style="text-align: center;">
	<a href="http://massively.joystiq.com/2012/03/03/swtor-putting-a-mailbox-on-the-millenium-falcon-and-other-qanda-t/"><img alt="SWTOR" src="http://www.blogcdn.com/massively.joystiq.com/media/2012/03/pistols.jpg" /></a></div>
With the upcoming <a href="http://massively.joystiq.com/2012/02/13/star-wars-the-old-republic-lets-you-make-a-holocall-to-the-firs/">Guild Summit</a> for <a href="http://massively.joystiq.com/category/star-wars-the-old-republic"><em>Star Wars: The Old Republic</em></a>, <a href="http://massively.joystiq.com/tag/bioware">BioWare</a> had less time than usual to answer the weekly barrage of questions sent in by players, but an honest attempt was made <a href="http://www.swtor.com/blog/community-qa-march-2nd-2012">to address some of them</a>.<br />
<br />
The biggest news to come out of this new Q&amp;A is that BioWare will be improving ship functionality through the Legacy system. We know that this system will allow players to unlock beneficial and cosmetic features inside the game, and Principal Leads System Designer <a href="http://massively.joystiq.com/tag/Damion-Schubert/">Damion Schubert</a> confirms that two of those unlocks will be the addition of mailboxes and Galactic Trade Network access to player ships. Schubert also said that BioWare is on the verge of revealing all about Legacies: "Watch for more information about Legacy unlocks coming in Game Update 1.2 -- we should be dropping that Real Soon Now."<br />
<br />
Other topics covered in the Q&amp;A include endgame crafting gear, grey alignment rewards, why BioWare is sticking to a global maintenance window, the ability to turn off the smart camera in 1.2, and the mystery of the Accuracy stat.<br />
<br />
[Thanks to Drakkonus for the tip!]<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/2012/03/03/swtor-putting-a-mailbox-on-the-millenium-falcon-and-other-qanda-t/">SWTOR putting a mailbox on the Millennium Falcon (and other Q&amp;A tidbits)</a> originally appeared on <a href="http://massively.joystiq.com">Massively</a> on Sat, 03 Mar 2012 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/2012/03/03/swtor-putting-a-mailbox-on-the-millenium-falcon-and-other-qanda-t/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/forward/20185138/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/2012/03/03/swtor-putting-a-mailbox-on-the-millenium-falcon-and-other-qanda-t/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>1.2</category><category>1.2-update</category><category>bioware</category><category>community-q-and-a</category><category>Damion-Schubert</category><category>ea</category><category>electronic-arts</category><category>game-update-1.2</category><category>guild-summit</category><category>legacy</category><category>legacy-system</category><category>lucasarts</category><category>q-and-a</category><category>questions-and-answers</category><category>sci-fi</category><category>star-wars</category><category>star-wars-the-old-republic</category><category>sub</category><category>subscription-fee</category><category>swtor</category><category>the-old-republic</category><category>tor</category><category>update-1.2</category><dc:creator><![CDATA[Justin Olivetti]]></dc:creator><pubDate>Sat, 03 Mar 2012 12:00:00 EST</pubDate></item><item><title><![CDATA[Taun-taunts: Damion Schubert teases future SWTOR vanity pets]]></title><link>http://massively.joystiq.com/2012/01/20/taun-taunts-damion-schubert-teases-future-swtor-vanity-pets/</link><guid isPermaLink="true">http://massively.joystiq.com/2012/01/20/taun-taunts-damion-schubert-teases-future-swtor-vanity-pets/</guid><comments>http://massively.joystiq.com/2012/01/20/taun-taunts-damion-schubert-teases-future-swtor-vanity-pets/#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/interviews/" rel="tag">Interviews</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://massively.joystiq.com/2012/01/20/taun-taunts-damion-schubert-teases-future-swtor-vanity-pets/"><img alt="SWTOR" src="http://www.blogcdn.com/massively.joystiq.com/media/2012/01/pet.jpg" /></a></div>
Recently, <a href="http://massively.joystiq.com/category/star-wars-the-old-republic/"><em>Star Wars: The Old Republic</em></a> blog <a href="http://inquisitorsroadhouse.com/2012/01/20/swtor-vanity-pets-qa-with-damion-schubert/">Inquisitor's Roadhouse</a> got in touch with <a href="http://massively.joystiq.com/tag/bioware">BioWare </a> Lead System Designer <a href="http://massively.joystiq.com/tag/Damion-Schubert/">Damion Schubert</a> to talk about the game's "other" companions: vanity pets. While they may not be the fifth pillar of gameplay, vanity pets in <em>SWTOR </em>are desired by many collectors -- and Schubert has word that more are on the way.<br />
<br />
While Schubert admits that vanity pets, such as the Hutt Observer and Mouse Droid, weren't at the top of BioWare's priority list in beta, he said the team knew they wanted them as part of the launched game. There are only a handful of pets in the game at this time, but more are to come in <em>SWTOR's </em>next big update. "I don't want to give out too big a hint, but <a href="http://www.torhead.com/item/eWIiShT/fresh-cryomoss">they smell kinda bad on the outside</a>," Schubert teased.<br />
<br />
He confirmed that currently pets are not limited by faction, although there are some that are restricted to dark and light side players. Schubert said that BioWare will be using vanity pets as rewards for many aspects of gameplay, including the social and legacy systems.<br />
<br />
Getting them in the future may be more complicated in a good way, however: "One of the things we want to do a lot more of is adding items that take a bit of communal exploration to discover - we're well aware of how popular datacrons and the magenta lightsaber crystal are - and minipets is one place where we've identified adding fun things like that could really pay off."<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/2012/01/20/taun-taunts-damion-schubert-teases-future-swtor-vanity-pets/">Taun-taunts: Damion Schubert teases future SWTOR vanity pets</a> originally appeared on <a href="http://massively.joystiq.com">Massively</a> on Fri, 20 Jan 2012 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/2012/01/20/taun-taunts-damion-schubert-teases-future-swtor-vanity-pets/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/forward/20153327/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/2012/01/20/taun-taunts-damion-schubert-teases-future-swtor-vanity-pets/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>bioware</category><category>damion-schubert</category><category>datacron</category><category>ea</category><category>ea-bioware</category><category>inquistors-roadhouse</category><category>legacy-system</category><category>minipets</category><category>non-combat-pets</category><category>smelly-the-tauntaun</category><category>social-system</category><category>star-wars-the-old-republic</category><category>swtor</category><category>tauntaun</category><category>vanity-pets</category><dc:creator><![CDATA[Justin Olivetti]]></dc:creator><pubDate>Fri, 20 Jan 2012 14:00:00 EST</pubDate></item><item><title><![CDATA[The Game Archaeologist crosses Meridian 59: The highlights]]></title><link>http://massively.joystiq.com/2011/12/13/the-game-archaeologist-crosses-meridian-59-the-highlights/</link><guid isPermaLink="true">http://massively.joystiq.com/2011/12/13/the-game-archaeologist-crosses-meridian-59-the-highlights/</guid><comments>http://massively.joystiq.com/2011/12/13/the-game-archaeologist-crosses-meridian-59-the-highlights/#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/meridian-59-evolution/" rel="tag">Meridian 59</a>, <a href="http://massively.joystiq.com/category/mmo-industry/" rel="tag">MMO industry</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-game-archaeologist/" rel="tag">The Game Archaeologist</a></p><div style="text-align: center;">
	<a href="http://massively.joystiq.com/2011/12/13/the-game-archaeologist-crosses-meridian-59-the-highlights/"><img alt="Meridian 59" src="http://www.blogcdn.com/massively.joystiq.com/media/2011/12/m1.jpg" /></a></div>
A colony founded through a magical nexus, <a href="http://www.meridian59.com/"><em>Meridian 59</em></a> had it all going on -- until, that is, the portal to the colony collapsed and it was left to fend for itself. Monsters swarmed over the land, politics split the community into factions, and adventurers were called to rise up and become the heroes that were desperately needed. And all it took was $10.95 a month and an internet connection.<br />
<br />
Welcome to 1996 and one of the very first -- if not the first (more on that later) -- graphical MMOs to hit the scene. <a href="http://massively.joystiq.com/tag/meridian-59/"><em>Meridian 59</em></a> may not have been one of the biggest games in the genre, but it was arguably one of the most important, the John Adams to <a href="http://us.battle.net/en/int?r=wow"><em>World of Warcraft's</em></a> Abraham Lincoln. If you were wondering, <a href="http://us.battle.net/en/int?r=wow"><em>Darkfall</em></a> was Chester A. Arthur.<br />
<br />
It seems fitting to end 2011 by touching upon this significant title that, against all odds, continues to operate today. <em>Meridian 59</em> weathered studio shutdowns, newbie developers in every sense of the word, and a world that wasn't quite sure what to make of these fancy-schmancy massively interactive roleplaying games. MIRGs! Oh, that would've been such a better acronym, but I digress. Let's set the wayback machine to 1978 to see how one amateur game led to another that led to the birth of an industry.<p><a href="http://massively.joystiq.com/2011/12/13/the-game-archaeologist-crosses-meridian-59-the-highlights/" rel="bookmark">Continue reading <em>The Game Archaeologist crosses Meridian 59: The highlights</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/2011/12/13/the-game-archaeologist-crosses-meridian-59-the-highlights/">The Game Archaeologist crosses Meridian 59: The highlights</a> originally appeared on <a href="http://massively.joystiq.com">Massively</a> on Tue, 13 Dec 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/2011/12/13/the-game-archaeologist-crosses-meridian-59-the-highlights/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/forward/20125128/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/2011/12/13/the-game-archaeologist-crosses-meridian-59-the-highlights/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>3do</category><category>Alan-E-Klietz</category><category>andrew-Kirmse</category><category>Archetype-Interactive</category><category>bioware</category><category>Chris-Kirmse</category><category>compuserve</category><category>Damion-Schubert</category><category>darkfall</category><category>doom</category><category>duke-nukem-3d</category><category>featured</category><category>heretic</category><category>historical</category><category>history</category><category>interplay</category><category>Kingdom-of-the-Nexus</category><category>meridian-59</category><category>mike-sellers</category><category>mud</category><category>mud-like</category><category>near-death-studios</category><category>psychochild</category><category>q</category><category>rich-vogel</category><category>rob-ellis</category><category>rob-ellis-ii</category><category>scepter-of-goth</category><category>star-wars-the-old-republic</category><category>steve-sellers</category><category>storybricks</category><category>swtor</category><category>the-realm</category><category>the-realm-online</category><category>ultima-online</category><category>ultima-online-third-dawn</category><category>uo</category><category>world-of-warcraft</category><category>wow</category><dc:creator><![CDATA[Justin Olivetti]]></dc:creator><pubDate>Tue, 13 Dec 2011 19:00:00 EST</pubDate></item><item><title><![CDATA[GDC Online 2011: BioWare's Damion Schubert takes a wrecking ball to the casual vs. hardcore model]]></title><link>http://massively.joystiq.com/2011/10/13/gdc-austin-2011-biowares-damion-schubert-takes-a-wrecking-ball/</link><guid isPermaLink="true">http://massively.joystiq.com/2011/10/13/gdc-austin-2011-biowares-damion-schubert-takes-a-wrecking-ball/</guid><comments>http://massively.joystiq.com/2011/10/13/gdc-austin-2011-biowares-damion-schubert-takes-a-wrecking-ball/#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/events-real-world/" rel="tag">Events, real-world</a>, <a href="http://massively.joystiq.com/category/mmo-industry/" rel="tag">MMO industry</a>, <a href="http://massively.joystiq.com/category/massively-event-coverage/" rel="tag">Massively Event Coverage</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/2011/10/13/gdc-austin-2011-biowares-damion-schubert-takes-a-wrecking-ball/"><img alt="GDC - Damion Schubert" src="http://www.blogcdn.com/massively.joystiq.com/media/2011/10/gdc.jpg" /></a></div>
"I'm trying to finish a product,<em> <a href="http://massively.joystiq.com/category/star-wars-the-old-republic/">Star Wars: The Old Republic</a></em>, which I am not going to talk about today." Thus began <a href="http://massively.joystiq.com/tag/BioWare/">BioWare's</a> <a href="http://massively.joystiq.com/tag/damion-schubert/">Damion Schubert's</a> seminar, Double Coding: Making Online Games for Both the Casual and the Hardcore, at this year's <a href="http://massively.joystiq.com/tag/gdc-online-2011/">GDC Online</a>. "This is more of a weary man, sort of stream-of-consciousness design theory talk."<br />
<br />
Schubert wanted to call the talk "Moving Beyond Double Coding," which is a term that comes from cartoons, of all places. Double coding is content that reaches two different groups of people at the same time. Looney Tunes, for example, would entertain both adults and kids because the writers and animators designed it so.<br />
<br />
With MMOs, Schubert says that devs are often trying to double code the games for both casual and hardcore players. This is where the well-known slogan "easy to play, hard to master" originates. He held up <a href="http://massively.joystiq.com/tag/blizzard/">Blizzard</a> as a primary example of this model. Blizzard's "donut," as Schubert calls it, has a casual outer ring and a hardcore center for both types of players. By double coding, Blizzard ensures that casual players can invite their hardcore friends to experience the game and vice-versa.<br />
<br />
However, this model is faltering, and Schubert pinpoints why after the jump!<p><a href="http://massively.joystiq.com/2011/10/13/gdc-austin-2011-biowares-damion-schubert-takes-a-wrecking-ball/" rel="bookmark">Continue reading <em>GDC Online 2011: BioWare's Damion Schubert takes a wrecking ball to the casual vs. hardcore model</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/2011/10/13/gdc-austin-2011-biowares-damion-schubert-takes-a-wrecking-ball/">GDC Online 2011: BioWare's Damion Schubert takes a wrecking ball to the casual vs. hardcore model</a> originally appeared on <a href="http://massively.joystiq.com">Massively</a> on Thu, 13 Oct 2011 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/2011/10/13/gdc-austin-2011-biowares-damion-schubert-takes-a-wrecking-ball/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/forward/20080028/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/2011/10/13/gdc-austin-2011-biowares-damion-schubert-takes-a-wrecking-ball/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>benchmarks</category><category>bioware</category><category>blizzard</category><category>casual</category><category>classes</category><category>convention</category><category>damien-schubert</category><category>damion-schubert</category><category>design-theory</category><category>event</category><category>featured</category><category>game-design-theory</category><category>gdc</category><category>gdc-2011</category><category>gdc-online</category><category>GDC-Online-2011</category><category>hardcore</category><category>investment</category><category>lifestyle</category><category>metrics</category><category>pain</category><category>roles</category><category>spectrum</category><category>star-wars-the-old-republic</category><category>swtor</category><category>world-of-warcraft</category><category>wow</category><dc:creator><![CDATA[Justin Olivetti]]></dc:creator><pubDate>Thu, 13 Oct 2011 10:30:00 EST</pubDate></item><item><title><![CDATA[SWTOR's Damion Schubert pulls some ideas off the Wall of Crazy]]></title><link>http://massively.joystiq.com/2011/09/20/swtors-damion-schubert-pulls-some-ideas-off-the-wall-of-crazy/</link><guid isPermaLink="true">http://massively.joystiq.com/2011/09/20/swtors-damion-schubert-pulls-some-ideas-off-the-wall-of-crazy/</guid><comments>http://massively.joystiq.com/2011/09/20/swtors-damion-schubert-pulls-some-ideas-off-the-wall-of-crazy/#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/news-items/" rel="tag">News items</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://massively.joystiq.com/2011/09/20/swtors-damion-schubert-pulls-some-ideas-off-the-wall-of-crazy/"><img alt="SWTOR: Jedi Shadow" src="http://www.blogcdn.com/massively.joystiq.com/media/2011/09/jedi-shadow01.jpg" /></a></div>
Many of you have already heard Lead Systems Designer <a href="http://massively.joystiq.com/tag/damion-schubert/">Damion Schubert</a> talk about the infamous Wall of Crazy. Schubert explains it as a wall full of sticky notes, each one with an idea someone somewhere would like to see implemented into <a href="http://massively.joystiq.com/category/star-wars-the-old-republic/"><em>Star Wars: The Old Republic</em></a>. Most of these are extra game systems that have no direct impact on the core game, such as UI tweaks or minigames. At this point in development, the ideas on the Wall of Crazy have to stay on the Wall of Crazy until after launch. However, in a recent interview with TORWars, Schubert reveals that he was able to bump the priority of a couple of ideas so that we may actually see them at release:
<blockquote class="bq-standard">
	Of particular note, the dressing room made it in (alt-rightclick to preview an equipment piece's appearance on you or your companion). The ability for group leaders to mark targets with symbols his party members can see just went in. We also have a couple of minor features we're putting in designed to make it easier for players to find and form groups -- features I'm more willing to talk about once we've vetted them as improvements to the game in general.</blockquote>
The obvious implications of marked targets should excite any raid leader, and perhaps the dressing room is the first step toward the fabled appearance tab. We will all find out for sure when the game launches -- when is that, again?<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/2011/09/20/swtors-damion-schubert-pulls-some-ideas-off-the-wall-of-crazy/">SWTOR's Damion Schubert pulls some ideas off the Wall of Crazy</a> originally appeared on <a href="http://massively.joystiq.com">Massively</a> on Tue, 20 Sep 2011 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/2011/09/20/swtors-damion-schubert-pulls-some-ideas-off-the-wall-of-crazy/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/forward/20047239/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/2011/09/20/swtors-damion-schubert-pulls-some-ideas-off-the-wall-of-crazy/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>BioWare</category><category>damion-schubert</category><category>EA</category><category>Electronic-Arts</category><category>Game-Mechanics</category><category>game-systems</category><category>LucasArts</category><category>Star-Wars</category><category>star-wars-the-old-republic</category><category>swtor</category><category>the-old-republic</category><category>tor</category><category>TORWars</category><category>wall-of-crazy</category><dc:creator><![CDATA[Larry Everett]]></dc:creator><pubDate>Tue, 20 Sep 2011 09:00:00 EST</pubDate></item><item><title><![CDATA[The Old Republic maps out success]]></title><link>http://massively.joystiq.com/2011/07/08/the-old-republic-maps-out-success/</link><guid isPermaLink="true">http://massively.joystiq.com/2011/07/08/the-old-republic-maps-out-success/</guid><comments>http://massively.joystiq.com/2011/07/08/the-old-republic-maps-out-success/#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/news-items/" rel="tag">News items</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/dev-diaries/" rel="tag">Dev Diaries</a></p><div style="text-align: center;">
	<a href="http://www.swtor.com/news/blog/20110708"><img border="1" hspace="4" src="http://www.blogcdn.com/massively.joystiq.com/media/2011/07/dev-blog-maps.jpg" vspace="4" /></a></div>
The <a href="http://bioware.com">BioWare</a> developers have always talked about polish and immersion when designing <a href="http://swtor.com"><em>Star Wars: The Old Republic</em></a>. They have described some of the challenges of perfecting the game in their many <a href="http://www.swtor.com/news/blog">developer blogs</a>. Everything from <a href="http://www.swtor.com/news/blog/20100514_001">art design</a> to <a href="http://www.swtor.com/news/blog/20101001">combat</a> has been discussed. In the center of it all are the game testing metrics that everyone from Lead Combat Designer <a href="http://www.swtor.com/news/blog/20110408">Georg Zoeller</a> to Community Manager <a href="http://massively.joystiq.com/2010/11/18/massivelys-in-depth-interview-with-swtor-community-manager-step/">Stephen Reid</a> have talked about. What do the metrics tell us is the most important part of the <a href="http://massively.joystiq.com/category/star-wars-the-old-republic/"><em>SWTOR</em></a> user interface? Lead Systems Designer <a href="http://massively.joystiq.com/tag/damion-schubert/">Damion Schubert</a> tells us in the <a href="http://www.swtor.com/news/blog/20110708">latest dev blog</a>:
<blockquote class="bq-standard">
	<em>When Georg told the design team that maps were the most-opened part of the user interface in the game, our map specialists just nodded in understanding. They already knew that being able to find your way around the world was going to be hugely important to our success. Thanks largely to the enduring efforts of those on the map team who believe passionately in the importance of what they are doing, our maps system are a core, essential part of the adventuring experience in </em>Star Wars: The Old Republic.</blockquote>
Schubert tells us the details of making a proper map should not only be esthetically pleasing but dynamically help the player move about the complex environments of <em>The Old Republic</em>. Check out everything else Schubert has to say in <a href="http://www.swtor.com/news/blog/20110708">the blog on the official site</a>.<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/2011/07/08/the-old-republic-maps-out-success/">The Old Republic maps out success</a> originally appeared on <a href="http://massively.joystiq.com">Massively</a> on Fri, 08 Jul 2011 17:30:00 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/2011/07/08/the-old-republic-maps-out-success/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/forward/19986918/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/2011/07/08/the-old-republic-maps-out-success/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>BioWare</category><category>damion-schubert</category><category>dev-blog</category><category>developer-blog</category><category>EA</category><category>Electronic-Arts</category><category>georg-zoeller</category><category>LucasArts</category><category>map</category><category>map-ui</category><category>quest-maps</category><category>quests</category><category>Star-Wars</category><category>star-wars-the-old-republic</category><category>Stephen-Reid</category><category>swtor</category><category>the-old-republic</category><category>tor</category><category>UI</category><dc:creator><![CDATA[Larry Everett]]></dc:creator><pubDate>Fri, 08 Jul 2011 17:30:00 EST</pubDate></item><item><title><![CDATA[The Old Republic dev blog outlines codex system, exploration mechanics]]></title><link>http://massively.joystiq.com/2011/05/06/the-old-republic-dev-blog-outlines-codex-system-exploration-mec/</link><guid isPermaLink="true">http://massively.joystiq.com/2011/05/06/the-old-republic-dev-blog-outlines-codex-system-exploration-mec/</guid><comments>http://massively.joystiq.com/2011/05/06/the-old-republic-dev-blog-outlines-codex-system-exploration-mec/#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/mmo-industry/" rel="tag">MMO industry</a>, <a href="http://massively.joystiq.com/category/new-titles/" rel="tag">New titles</a>, <a href="http://massively.joystiq.com/category/news-items/" rel="tag">News items</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/dev-diaries/" rel="tag">Dev Diaries</a></p><div style="text-align: center;">
	<a href="http://www.swtor.com/news/blog/20110506"><img border="1" hspace="4" src="http://www.blogcdn.com/massively.joystiq.com/media/2011/05/torcodex.jpg" vspace="4" /></a></div>
You may have heard about the fact that <a href="http://bioware.com">BioWare</a> is banking heavily on story as a selling point for its <a href="http://swtor.com"><em>Star Wars: The Old Republic</em></a> MMORPG. Narrative has <a href="http://massively.joystiq.com/2010/06/01/the-old-republic-the-50-novel-mmo/">arguably been the focus</a> of <a href="http://massively.joystiq.com/tag/bioware">BioWare's</a> marketing campaign over the past year, and by all accounts, <a href="http://massively.joystiq.com/category/star-wars-the-old-republic"><em>TOR</em></a> will have story in spades. How will individual players keep track of the sprawling mythology? And how will they keep track of how their particular class-flavored vignettes fit in with the larger whole?<br />
<br />
Enter the codex. If you're familiar with BioWare's single-player RPG titles, notably the <em>Mass Effect</em> and <em>Dragon Age</em> series, you'll likely feel right at home with <em>TOR's</em> version of the codex. In a new <a href="http://www.swtor.com/news/blog/20110506">dev blog</a>, <em>TOR</em> lead designer <a href="http://massively.joystiq.com/tag/damion-schubert">Damion Schubert</a> explains how BioWare devs borrowed from <em>Mass Effect's</em> encyclopaedia-style codex and <em>Dragon Age's</em> chronicle-style codex to arrive at the perfect system for <em>The Old Republic</em>.<br />
<br />
Aside from being a lore dissemination tool, the codex also functions as something of a questing system, with many entries locked behind requirements such as exploring certain locations in the game world. "<em>All of these features combine to make a nice little collection game for the player, where the reward for the act of collecting is more lore and context offering insights and depth into the world of </em>Star Wars: The Old Republic," Schubert explains. Check out more of his <a href="http://www.swtor.com/news/blog/20110506">codex-related insights</a> on the game's official website.<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/2011/05/06/the-old-republic-dev-blog-outlines-codex-system-exploration-mec/">The Old Republic dev blog outlines codex system, exploration mechanics</a> originally appeared on <a href="http://massively.joystiq.com">Massively</a> on Fri, 06 May 2011 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/2011/05/06/the-old-republic-dev-blog-outlines-codex-system-exploration-mec/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/forward/19933836/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/2011/05/06/the-old-republic-dev-blog-outlines-codex-system-exploration-mec/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>bioware</category><category>codex</category><category>collecting-minigame</category><category>collections</category><category>damion-schubert</category><category>design</category><category>dev-blog</category><category>dev-diary</category><category>ea</category><category>ea-bioware</category><category>electronic-arts</category><category>exploration</category><category>explorers</category><category>lore</category><category>mechanics</category><category>mmo-industry</category><category>sci-fi</category><category>star-wars-mmo</category><category>star-wars-the-old-republic</category><category>story</category><category>swtor</category><category>the-old-republic</category><dc:creator><![CDATA[Jef Reahard]]></dc:creator><pubDate>Fri, 06 May 2011 13:00:00 EST</pubDate></item><item><title><![CDATA[Hyperspace Beacon: Wonderful, we are now part of the tribe!]]></title><link>http://massively.joystiq.com/2011/05/03/hyperspace-beacon-wonderful-we-are-now-part-of-the-tribe/</link><guid isPermaLink="true">http://massively.joystiq.com/2011/05/03/hyperspace-beacon-wonderful-we-are-now-part-of-the-tribe/</guid><comments>http://massively.joystiq.com/2011/05/03/hyperspace-beacon-wonderful-we-are-now-part-of-the-tribe/#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/events-real-world/" rel="tag">Events, real-world</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/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 border="1" hspace="4" src="http://www.blogcdn.com/massively.joystiq.com/media/2011/05/hb-summit-header-1304355190.jpg" vspace="4" /></a></div>
Last week, we mentioned that multiple fan sites took a trip to <a href="http://bioware.com">BioWare</a> to tour the Austin studio, play <a href="http://swtor.com"><em>Star Wars: The Old Republic</em></a>, and interview the developers. It is a daunting task to sift through all that information to find the golden nuggets, but I've done my best to pull the most useful (or least-covered) quotes from different developers. This is by no means an exhaustive list! If you are someone who gobbles up every last bit of <a href="http://massively.joystiq.com/category/star-wars-the-old-republic/"><em>SWTOR</em></a> news, then none of this will be new, but for everyone else: This is for you.<br />
<br />
Before I begin, let me send my thanks to great fans of the following sites for putting this incredible information together. I cannot wait to read and hear about your PvP experiences when you release them a bit later this week: <a href="http://www.askajedi.com/">Ask A Jedi</a>, <a href="http://corellianrun.com/">Corellian Run Radio</a>, <a href="http://darthhater.com/">Darth Hater</a>, <a href="http://www.fureur.org/swtor/">Fureur</a>, <a href="http://oldrep.gamona.de/">Gamona</a>, <a href="http://starwars.ingame.de/index.php">InGame</a>, <a href="http://moseisleyradio.com/">Mos Eisley Radio</a>, <a href="http://swtor.eu/">SWTOR.EU</a>, <a href="http://www.swtor-fr.com/">SWTOR-FR</a>, <a href="http://www.swtor-life.com/">SWTOR Life</a>, <a href="http://swtor-uk.blogspot.com/">SWTOR-UK</a>, <a href="http://www.torocast.com/">TOROCast</a>, <a href="http://tor-talk.com/">TOR-Talk</a>, <a href="http://torsyndicate.com">TORSyndicate</a>, and <a href="http://www.swtor-life.com/">TORWars</a>.<p><a href="http://massively.joystiq.com/2011/05/03/hyperspace-beacon-wonderful-we-are-now-part-of-the-tribe/" rel="bookmark">Continue reading <em>Hyperspace Beacon: Wonderful, we are now part of the tribe!</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/2011/05/03/hyperspace-beacon-wonderful-we-are-now-part-of-the-tribe/">Hyperspace Beacon: Wonderful, we are now part of the tribe!</a> originally appeared on <a href="http://massively.joystiq.com">Massively</a> on Tue, 03 May 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/2011/05/03/hyperspace-beacon-wonderful-we-are-now-part-of-the-tribe/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/forward/19929336/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/2011/05/03/hyperspace-beacon-wonderful-we-are-now-part-of-the-tribe/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>ask-a-jedi</category><category>BioWare</category><category>corellian-run-radio</category><category>damion-schubert</category><category>daniel-erickson</category><category>darth-hater</category><category>EA</category><category>Electronic-Arts</category><category>Fansite-summit</category><category>featured</category><category>Fureur</category><category>Gamona</category><category>georg-zoeller</category><category>InGame</category><category>LucasArts</category><category>Mos-Eisley-Radio</category><category>Star-Wars</category><category>star-wars-the-old-republic</category><category>swtor</category><category>SWTOR-FR</category><category>SWTOR-Life</category><category>SWTOR-UK</category><category>SWTOR.EU</category><category>swtour</category><category>the-old-republic</category><category>tor</category><category>tor-syndicate</category><category>TOR-Talk</category><category>TOROcast</category><category>TORWars</category><dc:creator><![CDATA[Larry Everett]]></dc:creator><pubDate>Tue, 03 May 2011 17:00:00 EST</pubDate></item><item><title><![CDATA[Hyperspace Beacon: Sithing up for PAX East]]></title><link>http://massively.joystiq.com/2011/03/08/hyperspace-beacon-sithing-up-for-pax-east/</link><guid isPermaLink="true">http://massively.joystiq.com/2011/03/08/hyperspace-beacon-sithing-up-for-pax-east/</guid><comments>http://massively.joystiq.com/2011/03/08/hyperspace-beacon-sithing-up-for-pax-east/#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/events-real-world/" rel="tag">Events, real-world</a>, <a href="http://massively.joystiq.com/category/mmo-industry/" rel="tag">MMO industry</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-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://www.penny-arcade.com/comic/2003/7/23/"><img border="1" hspace="4" src="http://www.blogcdn.com/massively.joystiq.com/media/2011/03/hb-paxeast.jpg" vspace="4" /></a></div>
If you haven't been paying attention, then you wouldn't know that <a href="http://swtor.com"><em>Star Wars: The Old Republic</em></a> is going to make a huge appearance at <a href="http://east.paxsite.com">PAX East</a> this year. However, unlike past appearances, this presentation is all about giving the fans a first-hand experience with the game. The <a href="http://massively.joystiq.com/category/star-wars-the-old-republic/"><em>SWTOR</em></a> community team has promised Flashpoints, Jedi classes, and origin worlds that the fans can see, hear, touch, and feel. For a fan who has been following the game since before October of 2008, this is far more exciting than any on-stage performance.<br />
<br />
With all of the hoopla, it may be difficult to know every single thing that is going on. And as your guide through the vastness of hyperspace, I should give you a guideline so you do not miss a vital piece of the event. Follow me after the cut for a breakdown of the planned events and some suggestions for things to do while attending <a href="http://www.massively.com/tag/pax-east-2011">PAX</a>.<p><a href="http://massively.joystiq.com/2011/03/08/hyperspace-beacon-sithing-up-for-pax-east/" rel="bookmark">Continue reading <em>Hyperspace Beacon: Sithing up for PAX East</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/2011/03/08/hyperspace-beacon-sithing-up-for-pax-east/">Hyperspace Beacon: Sithing up for PAX East</a> originally appeared on <a href="http://massively.joystiq.com">Massively</a> on Tue, 08 Mar 2011 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/2011/03/08/hyperspace-beacon-sithing-up-for-pax-east/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/forward/19870226/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/2011/03/08/hyperspace-beacon-sithing-up-for-pax-east/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>BioWare</category><category>damion-schubert</category><category>daniel-erickson</category><category>david-bass</category><category>EA</category><category>Electronic-Arts</category><category>featured</category><category>flashpoint</category><category>Hands-on</category><category>james-ohlen</category><category>Jedi</category><category>Jedi-Consular</category><category>Jedi-Knight</category><category>LucasArts</category><category>PAX</category><category>pax-east</category><category>pax-east-2011</category><category>Star-Wars</category><category>star-wars-the-old-republic</category><category>Stephen-Reid</category><category>SWTOR</category><category>Taral-v</category><category>the-old-republic</category><category>TOr</category><dc:creator><![CDATA[Larry Everett]]></dc:creator><pubDate>Tue, 08 Mar 2011 15:00:00 EST</pubDate></item><item><title><![CDATA[GDC 2011: Impressions of the conference and what 2011 will bring]]></title><link>http://massively.joystiq.com/2011/03/07/gdc-2011-impressions-of-the-conference-and-what-2011-will-bring/</link><guid isPermaLink="true">http://massively.joystiq.com/2011/03/07/gdc-2011-impressions-of-the-conference-and-what-2011-will-bring/</guid><comments>http://massively.joystiq.com/2011/03/07/gdc-2011-impressions-of-the-conference-and-what-2011-will-bring/#comments</comments><description><![CDATA[<p>Filed under: <a href="http://massively.joystiq.com/category/events-real-world/" rel="tag">Events, real-world</a>, <a href="http://massively.joystiq.com/category/interviews/" rel="tag">Interviews</a>, <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>, <a href="http://massively.joystiq.com/category/hands-on/" rel="tag">Hands-on</a>, <a href="http://massively.joystiq.com/category/massively-interviews/" rel="tag">Massively Interviews</a>, <a href="http://massively.joystiq.com/category/massively-hands-on/" rel="tag">Massively Hands-on</a>, <a href="http://massively.joystiq.com/category/massively-event-coverage/" rel="tag">Massively Event Coverage</a></p><div style="text-align: center;">
	<a href="http://massively.joystiq.com/2011/03/03/gdc-2011-massively-takes-on-teras-smuggler-hideout-and-brian/"><img border="1" hspace="4" src="http://www.blogcdn.com/massively.joystiq.com/media/2011/03/teragdcsmugglershideout04-1299519501-1299528208.jpg" vspace="4" /></a></div>
The <a href="http://www.gdconf.com/">2011 Game Developer's Conference</a> is behind us, and as we all recover from sleep deprivation and carpal tunnel syndrome, we can't help but reflect on our overall impressions of the event.<br />
<br />
This year saw a more efficient conference with the show floor consolidated into one hall and the usual Career Pavillion, Game Career Seminar and Game Connection events set up to help job-seekers find their dream careers in game development. But for the games press, most of the action happens off-site, where studios and publishers rent conference rooms and hotel suites to show off their latest game demos and conduct interviews.<br />
<br />
So while GDC is nothing like your <a href="http://www.e3expo.com/">E3</a>s and <a href="http://prime.paxsite.com/index.php">PAX</a>es, it is a place to gather info and get a feel for what to expect in the coming year. Follow along after the jump to see what I thought of this year's MMO offerings.<p><a href="http://massively.joystiq.com/2011/03/07/gdc-2011-impressions-of-the-conference-and-what-2011-will-bring/" rel="bookmark">Continue reading <em>GDC 2011: Impressions of the conference and what 2011 will bring</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/2011/03/07/gdc-2011-impressions-of-the-conference-and-what-2011-will-bring/">GDC 2011: Impressions of the conference and what 2011 will bring</a> originally appeared on <a href="http://massively.joystiq.com">Massively</a> on Mon, 07 Mar 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/2011/03/07/gdc-2011-impressions-of-the-conference-and-what-2011-will-bring/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/forward/19869044/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/2011/03/07/gdc-2011-impressions-of-the-conference-and-what-2011-will-bring/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>all-points-bulletin</category><category>anet</category><category>apb</category><category>apb-reloaded</category><category>arenanet</category><category>damion-schubert</category><category>en-masse</category><category>en-masse-entertainment</category><category>featured</category><category>game-developers-conference</category><category>gamersfirst</category><category>gdc</category><category>gdc-2011</category><category>guild-wars-2</category><category>gw2</category><category>impressions</category><category>interviews</category><category>ncsoft</category><category>opinion</category><category>shadow-cities</category><category>tera</category><category>victor-kislyi</category><category>wargaming.net</category><category>world-of-tanks</category><category>wot</category><dc:creator><![CDATA[Shawn Schuster]]></dc:creator><pubDate>Mon, 07 Mar 2011 17:00:00 EST</pubDate></item><item><title><![CDATA[GDC 2011: BioWare's Damion Schubert on designing for loners]]></title><link>http://massively.joystiq.com/2011/03/07/gdc-2011-biowares-damion-schubert-on-designing-for-loners/</link><guid isPermaLink="true">http://massively.joystiq.com/2011/03/07/gdc-2011-biowares-damion-schubert-on-designing-for-loners/</guid><comments>http://massively.joystiq.com/2011/03/07/gdc-2011-biowares-damion-schubert-on-designing-for-loners/#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/events-real-world/" rel="tag">Events, real-world</a>, <a href="http://massively.joystiq.com/category/mmo-industry/" rel="tag">MMO industry</a>, <a href="http://massively.joystiq.com/category/new-titles/" rel="tag">New titles</a>, <a href="http://massively.joystiq.com/category/news-items/" rel="tag">News items</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://massively.joystiq.com/category/star-wars-the-old-republic"><img border="1" hspace="4" src="http://www.blogcdn.com/massively.joystiq.com/media/2011/03/torlogo.jpg" vspace="4" /></a></div>
Nothing stirs up a good MMO debate like the age-old question of whether or not the genre should cater to solo players. <a href="http://bioware.com">BioWare's</a> <a href="http://massively.joystiq.com/tag/damion-schubert">Damion Schubert</a>, lead systems designer on the upcoming <a href="http://swtor.com"><em>Star Wars: The Old Republic</em></a>, recently added a bit of fuel to that particular fire during a presentation at last week's <a href="http://www.massively.com/tag/gdc-2011">GDC</a> in San Francisco.<br />
<br />
Schubert's talk focused on loners in the massively multiplayer space, and while it's no surprise to anyone that <a href="http://massively.joystiq.com/category/the-old-republic"><em>TOR</em></a> is being built with the solo player in mind, it may come as a bit of a revelation that <a href="http://massively.joystiq.com/tag/bioware">BioWare</a> isn't aiming to "dumb down" the MMORPG as some fans have suggested.<br />
<br />
On the contrary, Schubert states that MMOs feature "<em>hardcore stuff. This is hardcore gameplay, and we have to figure out how to get the solo player in a position where they want to take part in this, where they feel comfortable with the social circles, where they feel like they can be contributors."</em><p><a href="http://massively.joystiq.com/2011/03/07/gdc-2011-biowares-damion-schubert-on-designing-for-loners/" rel="bookmark">Continue reading <em>GDC 2011: BioWare's Damion Schubert on designing for loners</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/2011/03/07/gdc-2011-biowares-damion-schubert-on-designing-for-loners/">GDC 2011: BioWare's Damion Schubert on designing for loners</a> originally appeared on <a href="http://massively.joystiq.com">Massively</a> on Mon, 07 Mar 2011 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/2011/03/07/gdc-2011-biowares-damion-schubert-on-designing-for-loners/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/forward/19869061/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/2011/03/07/gdc-2011-biowares-damion-schubert-on-designing-for-loners/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>bioware</category><category>damion-schubert</category><category>design</category><category>ea-bioware</category><category>exclusive</category><category>featured</category><category>game-developers-conference</category><category>gdc</category><category>gdc-2011</category><category>han-solo</category><category>hardcore</category><category>loner</category><category>loners</category><category>panel</category><category>sci-fi</category><category>social</category><category>social-design</category><category>solo</category><category>star-wars-the-old-republic</category><category>swtor</category><category>the-old-republic</category><category>youre-doing-it-wrong</category><dc:creator><![CDATA[Jef Reahard]]></dc:creator><pubDate>Mon, 07 Mar 2011 13:00:00 EST</pubDate></item><item><title><![CDATA[Hyperspace Beacon: Rule of one]]></title><link>http://massively.joystiq.com/2011/02/22/hyperspace-beacon-rule-of-one/</link><guid isPermaLink="true">http://massively.joystiq.com/2011/02/22/hyperspace-beacon-rule-of-one/</guid><comments>http://massively.joystiq.com/2011/02/22/hyperspace-beacon-rule-of-one/#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/new-titles/" rel="tag">New titles</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/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/2011/02/hb-ruleofone.jpg" /></a></div>
I hate doing this. I really do. But sometimes one little phrase stands out way too much. One tiny thing a developer says can create an oh-@#$% moment. "<em>Your ship's cargo hold is, indeed, your bank.</em>" That small phrase uttered by Lead Combat Designer <a href="http://massively.joystiq.com/tag/damion-schubert/">Damion Schubert</a> on the official <a href="http://swtor.com"><em>Star Wars: The Old Republic</em></a> forum was one of the phrases that made me do a bit of a double take. The concept of <a href="http://massively.joystiq.com/category/star-wars-the-old-republic/"><em>SWTOR</em></a> changed for me. I began to question -- again -- whether this is truly a multiplayer game.<br />
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We know the developers at <a href="http://bioware.com">BioWare</a> have stated that they hope to put the RP back into the MMO<em>RP</em>G; however, are they taking out the MMO? We know now that your bank is on your ship. Although they can be utilized from just about anywhere, Crew Skills are centered around your ship. There will be PvP and Flashpoint queuing, which can be done from your ship. Your companions are on your ship. What isn't on your ship? Trainers? Leveling quests? Many developers have said <a href="http://massively.joystiq.com/2010/07/26/interviewing-a-swtor-managing-editor-who-doesnt-solve-problems">you don't have to group for your leveling quests</a>, implying that they can be completed solo from beginning to end.<br />
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It appears to me that perhaps there is something that I am missing. What part of the game is going to require -- or at very least, encourage -- me to actually play with other people? Force leap through the cut and let's discuss this further.<p><a href="http://massively.joystiq.com/2011/02/22/hyperspace-beacon-rule-of-one/" rel="bookmark">Continue reading <em>Hyperspace Beacon: Rule of one</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/2011/02/22/hyperspace-beacon-rule-of-one/">Hyperspace Beacon: Rule of one</a> originally appeared on <a href="http://massively.joystiq.com">Massively</a> on Tue, 22 Feb 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/2011/02/22/hyperspace-beacon-rule-of-one/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/forward/19852098/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/2011/02/22/hyperspace-beacon-rule-of-one/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>alexander-freed</category><category>damion-schubert</category><category>define-an-MMO</category><category>EA</category><category>Electronic-Arts</category><category>MMO</category><category>multiplayer</category><category>persistent-world</category><category>PvP</category><category>RP-in-the-MMORPG</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, 22 Feb 2011 17:00:00 EST</pubDate></item><item><title><![CDATA[SWTOR fans ask whether Sith are evil and how Crew Skills work]]></title><link>http://massively.joystiq.com/2011/02/08/swtor-fans-ask-whether-sith-are-evil-and-how-crew-skills-work/</link><guid isPermaLink="true">http://massively.joystiq.com/2011/02/08/swtor-fans-ask-whether-sith-are-evil-and-how-crew-skills-work/</guid><comments>http://massively.joystiq.com/2011/02/08/swtor-fans-ask-whether-sith-are-evil-and-how-crew-skills-work/#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/interviews/" rel="tag">Interviews</a>, <a href="http://massively.joystiq.com/category/new-titles/" rel="tag">New titles</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.askajedi.com/2011/02/08/crew-skills-qa-with-damion-schubert/"><img vspace="4" hspace="4" border="1" src="http://www.blogcdn.com/massively.joystiq.com/media/2011/02/crewskills.jpg" alt="" /></a></div>
It is always refreshing to fans when developers sit down with them to answer their questions. In recent months -- specifically, when the community team added <a href="http://massively.joystiq.com/tag/david-bass/">David Bass</a> -- many <a href="http://swtor.com"><em>Star Wars: The Old Republic</em></a> fan podcasts, websites, and the official forums have received more traffic from developers. <a href="http://corellianrun.com">Corellian Run Radio</a> aired <a href="http://corellianrun.com/2010/12/28/episode-13-joanne-laroche-stops-by/">an interview</a> with Senior Community Coordinator <a href="http://massively.joystiq.com/tag/joanne-laroche">Joanne Laroche</a>; <a href="http://TOR-talk.com">TOR-Talk spoke</a> to Senior Community Manager <a href="http://massively.joystiq.com/tag/stephen-reid/">Stephen Reid</a>; the <a href="http://torsyndicate.com">TOR Syndicate</a> also had a <a href="http://torsyndicate.com/blog/archives/655">guest appearance</a> from Stephen Reid. This week is no exception.<br />
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<a href="http://massively.joystiq.com/category/star-wars-the-old-republic/"><em>SWTOR</em></a> fan site <a href="http://www.askajedi.com">AskAJedi.com</a> was able to <a href="http://www.askajedi.com/2011/02/08/crew-skills-qa-with-damion-schubert/">sit down</a> with Lead Systems Designer <a href="http://massively.joystiq.com/tag/damion-schubert/">Damion Schubert</a> to talk about <a href="http://www.swtor.com/info/systems/crew-skills">Crew Skills</a>. <a href="http://www.askajedi.com/author/lethality/">Lethality</a> asks some very specific question regarding how a player earns different types of crew skills, what effect Crew Skills have on companions, and how player hubs will survive with so much activity happening on individual ships. Schubert shies away from <em>none</em> of those questions.<br />
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<a href="http://www.swtor.com/community/showthread.php?p=5397475#edit5397475">On the official forums</a>, Lead Writer <a href="http://massively.joystiq.com/tag/daniel-erickson/">Daniel Erickson</a> confronts the are-Sith-evil question head on. "<em>We can get into endless philosophical discussions about whether anything is actually evil or actually good but if we are speaking from our modern, western view on the concept of evil then the Sith clearly qualify,</em>" Erickson explains, further clarifying that this does not limit the path of your character.<br />
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Check out the full <a href="http://www.askajedi.com/2011/02/08/crew-skills-qa-with-damion-schubert/">Crew Skills Q&amp;A on AskAJedi</a> and <a href="http://www.swtor.com/community/showthread.php?p=5397475#edit5397475">Erickson's complete explanation</a> on the official <em>SWOTR</em> site.<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/2011/02/08/swtor-fans-ask-whether-sith-are-evil-and-how-crew-skills-work/">SWTOR fans ask whether Sith are evil and how Crew Skills work</a> originally appeared on <a href="http://massively.joystiq.com">Massively</a> on Tue, 08 Feb 2011 20:00:00 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/2011/02/08/swtor-fans-ask-whether-sith-are-evil-and-how-crew-skills-work/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/forward/19835462/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/2011/02/08/swtor-fans-ask-whether-sith-are-evil-and-how-crew-skills-work/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>are-sith-evil</category><category>BioWare</category><category>crew-skills</category><category>damion-schubert</category><category>daniel-erickson</category><category>david-bass</category><category>EA</category><category>Electronic-Arts</category><category>joanne-laroche</category><category>LucasArts</category><category>Star-Wars</category><category>star-wars-the-old-republic</category><category>Stephen-Reid</category><category>swtor</category><category>the-old-republic</category><category>tor</category><dc:creator><![CDATA[Larry Everett]]></dc:creator><pubDate>Tue, 08 Feb 2011 20:00:00 EST</pubDate></item><item><title><![CDATA[Damion Schubert philosophizes about SWTOR's death penalty]]></title><link>http://massively.joystiq.com/2011/01/26/damion-schubert-philosophizes-about-swtors-death-penalty/</link><guid isPermaLink="true">http://massively.joystiq.com/2011/01/26/damion-schubert-philosophizes-about-swtors-death-penalty/</guid><comments>http://massively.joystiq.com/2011/01/26/damion-schubert-philosophizes-about-swtors-death-penalty/#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/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=5289463#edit5289463"><img vspace="4" hspace="4" border="1" src="http://www.blogcdn.com/massively.joystiq.com/media/2011/01/swtor-death.jpg" alt="" /></a></div>
Nothing in the world is certain, except death and taxes. The same is true for video games. If there is a game in which you don't fail completing a mission at least once, then it is probably too easy. We know "death" is going to happen, so how a game designer handles this death penalty can make or break a player's fun -- and ultimately the success of the game. <a href="http://massively.joystiq.com/tag/damion-schubert">Damion Schubert</a>, Lead Combat Designer for <a href="http://swtor.com"><em>Star Wars: The Old Republic</em></a>, jumped on the <a href="http://massively.joystiq.com/category/star-wars-the-old-republic/"><em>SWTOR</em></a> official forums today to <a href="http://www.swtor.com/community/showthread.php?p=5289463#edit5289463">discuss his philosophies behind the game's death penalty</a>.<br />
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He believes that the penalty for failure has to be balanced. If it's too harsh or too light, it is no longer fun for the player. There should be a separation between challenge and punishment, according to him. "<em>I would rather our challenges be gated by whether or not you have the skill, the gear, and the teamwork to succeed than whether or not you have the credits and/or time to wait out the forced downtime in between, you know, the fun part,</em>" Schubert explains in the post.<br />
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Catch <a href="http://www.swtor.com/community/showthread.php?p=5289463#edit5289463">the whole discussion</a> on the official forums and let us know what you think.<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/2011/01/26/damion-schubert-philosophizes-about-swtors-death-penalty/">Damion Schubert philosophizes about SWTOR's death penalty</a> originally appeared on <a href="http://massively.joystiq.com">Massively</a> on Wed, 26 Jan 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/2011/01/26/damion-schubert-philosophizes-about-swtors-death-penalty/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/forward/19817037/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/2011/01/26/damion-schubert-philosophizes-about-swtors-death-penalty/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>BioWare</category><category>damion-schubert</category><category>death</category><category>death-penalty</category><category>EA</category><category>Electronic-Arts</category><category>I-want-to-live</category><category>LucasArts</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>Wed, 26 Jan 2011 19:30:00 EST</pubDate></item><item><title><![CDATA[Hyperspace Beacon: Community guide to SWTOR]]></title><link>http://massively.joystiq.com/2010/05/17/hyperspace-beacon-community-guide-to-swtor/</link><guid isPermaLink="true">http://massively.joystiq.com/2010/05/17/hyperspace-beacon-community-guide-to-swtor/</guid><comments>http://massively.joystiq.com/2010/05/17/hyperspace-beacon-community-guide-to-swtor/#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/star-wars-the-old-republic/" rel="tag">Star Wars: The Old Republic</a>, <a href="http://massively.joystiq.com/category/guides/" rel="tag">Guides</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/2010/05/hb-starmap-to-swtor.jpg" /></a></div>
<em> The Hyperspace Beacon is a weekly guide and discussion by Larry Everett about the yet-to-be-released game of </em><a href="http://www.swtor.com">Star Wars: The Old Republic</a><em>.</em><br />
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Welcome, Massively readers! You, too, must be itching like a freshly shaved Wookiee for the latest news about the greatest thing to hit the MMO world since <a href="http://sethf.com/gore/">Al Gore invented the internet:</a> <a href="http://massively.joystiq.com/category/star-wars-the-old-republic/"><em>Star Wars: The Old Republic</em></a>. This game hopes to be the pinnacle of modern storytelling and gameplay. Of course, you can count on me -- along with the rest of the Massively team -- to be on the lookout for the latest news and producer propaganda. But the Hyperspace Beacon will take you <em>beyond</em> the hype and hoopla and delve deeper into the story behind the story, the people behind the production, and the meaning behind the mechanics. (Is that enough alliteration for you?) So if you're ready, angle the deflector shield while I make the calculations for the jump to lightspeed.<br />
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Hyperspace beacons are unmanned outposts in space which freighters and other starships use to traverse the reaches of the known galaxy in Star Wars. Just like one of those buoys in the black, this first installment will guide your <em>Internet</em>-class cruiser past the space debris to what I believe to be some of the best places to find the <em>SWTOR</em> information currently available for your consumption. Okay, Chewie, punch it.<p><a href="http://massively.joystiq.com/2010/05/17/hyperspace-beacon-community-guide-to-swtor/" rel="bookmark">Continue reading <em>Hyperspace Beacon: Community guide to SWTOR</em></a></p><p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://massively.joystiq.com"><img src="http://massively.joystiq.com/media/feedlogo.gif" alt="Massively" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://massively.joystiq.com/2010/05/17/hyperspace-beacon-community-guide-to-swtor/">Hyperspace Beacon: Community guide to SWTOR</a> originally appeared on <a href="http://massively.joystiq.com">Massively</a> on Mon, 17 May 2010 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/2010/05/17/hyperspace-beacon-community-guide-to-swtor/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/forward/19477483/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/2010/05/17/hyperspace-beacon-community-guide-to-swtor/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>alyssa-gobelle</category><category>BioWare</category><category>community-links</category><category>damion-schubert</category><category>darth-hater</category><category>deborah-shin</category><category>developers-blog</category><category>donna-prior</category><category>Drew-Karpyshyn</category><category>EA</category><category>Electronic-Arts</category><category>featured</category><category>guide</category><category>hyperspace-beacon</category><category>knowledge-base</category><category>lucas-arts-mmo</category><category>LucasArts</category><category>roast-gornt</category><category>sean-dahlberg</category><category>Star-Wars</category><category>star-wars-mmo</category><category>star-wars-mmorpg</category><category>star-wars-the-old-republic</category><category>star-wars-tor</category><category>stephanie-bayer</category><category>swtor</category><category>swtor-station</category><category>the-old-republic</category><category>twitter</category><category>wookieepedia</category><dc:creator><![CDATA[Larry Everett]]></dc:creator><pubDate>Mon, 17 May 2010 11:00:00 EST</pubDate></item><item><title><![CDATA[Newest SWTOR dev diary talks about designing MMOs]]></title><link>http://massively.joystiq.com/2010/04/02/newest-swtor-dev-diary-talks-about-designing-mmos/</link><guid isPermaLink="true">http://massively.joystiq.com/2010/04/02/newest-swtor-dev-diary-talks-about-designing-mmos/</guid><comments>http://massively.joystiq.com/2010/04/02/newest-swtor-dev-diary-talks-about-designing-mmos/#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/star-wars-the-old-republic/" rel="tag">Star Wars: The Old Republic</a></p><div style="text-align: center;"><a href="http://massively.joystiq.com/category/star-wars-the-old-republic"><img hspace="4" border="1" vspace="4" alt="" src="http://www.blogcdn.com/massively.joystiq.com/media/2010/04/swtor-rb-42.jpg" /></a></div>
MMOs are an incredibly diverse form of entertainment, with something out there to suit nearly every gamer's tastes. From the business model to the genre to the style of gameplay, players are able to pick and choose their preferences from an ever-increasing library of titles.<br />
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One choice is that of a game versus that of a world. "Sandbox" is a term we see popping up more frequently the past few years as more developers move away from the quest-and-storyline driven style of game. Some players just prefer to explore the world on their own terms, rather than follow a set series of quests and such. <br />
<br />
So developers need to choose which sort of game to design -- one or the other, right? Not necessarily, according to some of the minds behind <a href="http://www.swtor.com/"><em>Star Wars: The Old Republic</em></a>. Principal Lead Systems Designer <a href="http://massively.joystiq.com/tag/damion-schubert">Damion Schubert</a> thinks it's possible to have the best of both worlds in one game, and this <a href="http://www.swtor.com/news/blog/20100402_001">new developer diary</a> talks about how <a href="http://massively.joystiq.com/category/star-wars-the-old-republic"><em>Star Wars: The Old Republic</em></a> is attempting to find that middle ground. <em>"I've long advocated that moderation is the way to go, and I believe on The Old Republic we are successfully travelling a middle path, a centrist path that takes the strengths of both: provide a directed and balanced game experience inside a lush, free-form Star Wars world."</em><br />
<br />
Can <a href="http://massively.joystiq.com/tag/bioware">BioWare</a> find that middle ground and keep both the sandbox fans and the quest fans happy? We can't wait to find out. For now, take a look at the <a href="http://www.swtor.com/news/blog/20100402_001">full developer diary</a> to read the rest of Schubert's thoughts on the matter.<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/2010/04/02/newest-swtor-dev-diary-talks-about-designing-mmos/">Newest SWTOR dev diary talks about designing MMOs</a> originally appeared on <a href="http://massively.joystiq.com">Massively</a> on Fri, 02 Apr 2010 20:00:00 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/news/blog/20100402_001>Read</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/2010/04/02/newest-swtor-dev-diary-talks-about-designing-mmos/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/forward/19424558/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/2010/04/02/newest-swtor-dev-diary-talks-about-designing-mmos/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>BioWare</category><category>damion-schubert</category><category>developer-diary</category><category>LucasArts</category><category>star-wars-the-old-republic</category><category>swtor</category><dc:creator><![CDATA[Rubi Bayer]]></dc:creator><pubDate>Fri, 02 Apr 2010 20:00:00 EST</pubDate></item><item><title><![CDATA[SWTOR's Trooper development and morale abilities]]></title><link>http://massively.joystiq.com/2009/06/05/swtors-trooper-development-and-morale-abilities/</link><guid isPermaLink="true">http://massively.joystiq.com/2009/06/05/swtors-trooper-development-and-morale-abilities/</guid><comments>http://massively.joystiq.com/2009/06/05/swtors-trooper-development-and-morale-abilities/#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/new-titles/" rel="tag">New titles</a>, <a href="http://massively.joystiq.com/category/news-items/" rel="tag">News items</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"><a href="http://massively.joystiq.com/category/star-wars-the-old-republic/"><img hspace="4" vspace="4" border="1" alt="" src="http://www.blogcdn.com/massively.joystiq.com/media/2009/06/34tyehw6487header.jpg" /></a><br /></div>
<a href="http://www.bioware.com">BioWare</a>'s lead combat designer Damion Schubert discusses creating the Trooper class today <a href="http://www.swtor.com/news/article/20090605_002">over at the official <em>Star Wars: The Old Republic</em> website</a>. It's not too difficult to understand the heart of the Trooper: he's got a huge gun and makes everything in his path explode. The difficult part of the Trooper was making it something that could go toe-to-toe with Sith both in the actual game and in players' minds. It <a href="http://massively.joystiq.com/2009/06/01/e3-2009-star-wars-the-old-republic-is-worlds-first-fully-voi/">had to be cool, exciting</a> and a whole lot of fun to play.<br /><br />Of course, as Damion points out at the end of his journal, the Trooper isn't all about massive amounts of firepower. The class packs an assortment of morale-themed party buffs too, which are able to strengthen himself and the party. While this feature was assumed on our part, this is the first we've heard of morale-based class abilities. Consider us curious to find out more in the future.<br /><br />In case you missed its debut over the weeked, we've embedded the dev video on The Trooper after the jump.<div class="postgallery"><p><strong>Gallery: <a href="http://massively.joystiq.com/photos/star-wars-the-old-republic-1/">Star Wars: The Old Republic Screenshots</a></strong></p><a href="http://massively.joystiq.com/photos/star-wars-the-old-republic-1/#1357047"><img src="http://www.blogcdn.com/www.massively.com/media/2009/02/ss_20090213_004_1600x900_thumbnail.jpg" alt="A Hutt" title="A Hutt" /></a><a href="http://massively.joystiq.com/photos/star-wars-the-old-republic-1/#1357048"><img src="http://www.blogcdn.com/www.massively.com/media/2009/02/ss_20090213_005_1600x900_thumbnail.jpg" alt="Cantina of the Hutt Palace" title="Cantina of the Hutt Palace" /></a><a href="http://massively.joystiq.com/photos/star-wars-the-old-republic-1/#1111058"><img src="http://www.blogcdn.com/www.massively.com/media/2008/10/ss_20081021_droidswithblasters_full_thumbnail.jpg" alt="Droids with blasters" title="Droids with blasters" /></a><a href="http://massively.joystiq.com/photos/star-wars-the-old-republic-1/#1111059"><img src="http://www.blogcdn.com/www.massively.com/media/2008/10/ss_20081021_tomblightsaberduel_full_thumbnail.jpg" alt="Tomb Lightsaber Duel " title="Tomb Lightsaber Duel " /></a><a href="http://massively.joystiq.com/photos/star-wars-the-old-republic-1/#1111060"><img src="http://www.blogcdn.com/www.massively.com/media/2008/10/ss_20081021_trooperopensfire_full_thumbnail.jpg" alt="Trooper opens fire" title="Trooper opens fire" /></a></div><p><a href="http://massively.joystiq.com/2009/06/05/swtors-trooper-development-and-morale-abilities/" rel="bookmark">Continue reading <em>SWTOR's Trooper development and morale abilities</em></a></p><p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://massively.joystiq.com"><img src="http://massively.joystiq.com/media/feedlogo.gif" alt="Massively" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://massively.joystiq.com/2009/06/05/swtors-trooper-development-and-morale-abilities/">SWTOR's Trooper development and morale abilities</a> originally appeared on <a href="http://massively.joystiq.com">Massively</a> on Fri, 05 Jun 2009 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://www.swtor.com/news/article/20090605_002>Read</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/2009/06/05/swtors-trooper-development-and-morale-abilities/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/forward/19059088/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/2009/06/05/swtors-trooper-development-and-morale-abilities/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>bioware</category><category>damion-schubert</category><category>ea</category><category>electronic-arts</category><category>galactic-republic</category><category>lucas-arts</category><category>star-wars</category><category>star-wars-the-old-republic</category><category>swtor</category><category>trooper</category><dc:creator><![CDATA[Kyle Horner]]></dc:creator><pubDate>Fri, 05 Jun 2009 15:00:00 EST</pubDate></item><item><title><![CDATA[MUD history dissolving into the waters of time]]></title><link>http://massively.joystiq.com/2009/01/06/mud-history-dissolving-into-the-waters-of-time/</link><guid isPermaLink="true">http://massively.joystiq.com/2009/01/06/mud-history-dissolving-into-the-waters-of-time/</guid><comments>http://massively.joystiq.com/2009/01/06/mud-history-dissolving-into-the-waters-of-time/#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/mmo-industry/" rel="tag">MMO industry</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/academic/" rel="tag">Academic</a>, <a href="http://massively.joystiq.com/category/virtual-worlds/" rel="tag">Virtual worlds</a></p><div style="text-align: center;"><img vspace="4" hspace="4" border="1" src="http://www.blogcdn.com/massively.joystiq.com/media/2009/01/thresholdunverified.jpg" alt="" /><br /></div>
While many modern MMO users may never have looked at a screen of white text on a black background and typed "go north," multi-user dungeons, or MUDs, were the forerunners to modern graphical MMOs. Without their appeal and gameplay concepts, we wouldn't be playing <a href="http://www.worldofwarcraft.com"><em>World of Warcraft</em></a> or even <a href="http://www.everquest.com"><em>EverQuest</em></a>. So, logically, we should make sure to preserve the histories behind the many MUDs which began our conquest of the online playing field, right?<br /><br />Well, it appears <a href="http://www.wikipedia.org">Wikipedia</a> does not think the same way we do on this matter. The online encyclopedia powered by user contributions has begun cracking down and removing articles on MUDs, citing inability to provide verification along with reliable sources. Currently on the <a href="http://en.wikipedia.org/wiki/Wikipedia:Articles_for_deletion/Threshold_(online_game)">chopping block</a> is the entry for <a href="http://www.thresholdrpg.com/"><em>Threshold</em></a>, one of the oldest MUDs still active to this day. This isn't the first time Wikipedia has put online games under fire -- already pulling out the entries for <a href="http://www.byond.com/" style="font-style: italic;">BYOND</a>, <a href="http://www.legendmud.org/" style="font-style: italic;">LegendMUD</a>, and even removing the article on <a href="http://en.wikipedia.org/wiki/Dragon_kill_points">dragon kill points (DKP)</a> for a time. The removal for the entry of <span style="font-style: italic;">LegendMUD</span> is particularly painful, as there are <a href="http://en.wikipedia.org/wiki/Story_About_A_Tree">other articles on Wikipedia</a> that reference the LegendMUD entry, yet are still apparently viable on their own.<p><a href="http://massively.joystiq.com/2009/01/06/mud-history-dissolving-into-the-waters-of-time/" rel="bookmark">Continue reading <em>MUD history dissolving into the waters of time</em></a></p><p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://massively.joystiq.com"><img src="http://massively.joystiq.com/media/feedlogo.gif" alt="Massively" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://massively.joystiq.com/2009/01/06/mud-history-dissolving-into-the-waters-of-time/">MUD history dissolving into the waters of time</a> originally appeared on <a href="http://massively.joystiq.com">Massively</a> on Tue, 06 Jan 2009 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://www.youhaventlived.com/qblog/2009/QBlog050109A.html>Read</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/2009/01/06/mud-history-dissolving-into-the-waters-of-time/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/forward/1420377/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/2009/01/06/mud-history-dissolving-into-the-waters-of-time/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>byond</category><category>damion-schubert</category><category>dkp</category><category>history</category><category>industry-history</category><category>legendmud</category><category>lum-the-mad</category><category>mud</category><category>mush</category><category>raph-koster</category><category>richard-bartle</category><category>rob-pardo</category><category>threshold</category><category>wikipedia</category><category>world-of-warcraft</category><dc:creator><![CDATA[Seraphina Brennan]]></dc:creator><pubDate>Tue, 06 Jan 2009 17:00:00 EST</pubDate></item><item><title><![CDATA[AGDC08: Exploring the Endgame]]></title><link>http://massively.joystiq.com/2008/09/15/a/</link><guid isPermaLink="true">http://massively.joystiq.com/2008/09/15/a/</guid><comments>http://massively.joystiq.com/2008/09/15/a/#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/mmo-industry/" rel="tag">MMO industry</a>, <a href="http://massively.joystiq.com/category/endgame/" rel="tag">Endgame</a>, <a href="http://massively.joystiq.com/category/massively-event-coverage/" rel="tag">Massively Event Coverage</a></p><center><a href="http://massively.joystiq.com/tag/agdc-2008"><img hspace="4" border="1" vspace="4" alt="" src="http://www.blogcdn.com/massively.joystiq.com/media/2008/09/onybreathheader.jpg" /></a></center>The words on the first slide of the first talk at <a href="http://massively.joystiq.com/tag/agdc-2008">AGDC</a> are evocative enough. "Damion Schubert, Lead Combat Designer, BioWare." Damion is a well known commentator on the MMO industry, a prolific writer and an entertaining blogger at the <a href="http://www.zenofdesign.com/">Zen of Design</a> site. Last year his '<a href="http://www.raphkoster.com/2007/09/06/agdc07-the-zen-of-online-game-design/">Casual vs. Hardcore</a>' talk was one of the highlights of the event. This year he's returned to discuss the challenges and design decisions that go into making the final challenges in a Massively Multiplayer game.<br /> <br /> Endgame gameplay, elder gameplay, is a mandatory and compelling part of the genre's equation. In fact, in Damion's opinion complex elder gameplay exemplifies what makes the massive genre what it is. Read on for notes from his engaging talk, with ... possibly ... some hints about what might be coming from the minds at BioWare.<p><a href="http://massively.joystiq.com/2008/09/15/a/" rel="bookmark">Continue reading <em>AGDC08: Exploring the Endgame</em></a></p><p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://massively.joystiq.com"><img src="http://massively.joystiq.com/media/feedlogo.gif" alt="Massively" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://massively.joystiq.com/2008/09/15/a/">AGDC08: Exploring the Endgame</a> originally appeared on <a href="http://massively.joystiq.com">Massively</a> on Mon, 15 Sep 2008 11:45:00 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/a/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/forward/1314475/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/2008/09/15/a/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>agdc-2008</category><category>damion-schubert</category><category>endgame</category><category>event-coverage</category><category>featured</category><category>world-of-warcraft</category><dc:creator><![CDATA[Michael Zenke]]></dc:creator><pubDate>Mon, 15 Sep 2008 11:45:00 EST</pubDate></item><item><title><![CDATA[Age of Conan: mostly armless]]></title><link>http://massively.joystiq.com/2008/06/12/age-of-conan-mostly-armless/</link><guid isPermaLink="true">http://massively.joystiq.com/2008/06/12/age-of-conan-mostly-armless/</guid><comments>http://massively.joystiq.com/2008/06/12/age-of-conan-mostly-armless/#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/age-of-conan/" rel="tag">Age of Conan</a>, <a href="http://massively.joystiq.com/category/bugs/" rel="tag">Bugs</a>, <a href="http://massively.joystiq.com/category/humor/" rel="tag">Humor</a></p><img vspace="4" hspace="4" border="1" align="right" src="http://www.blogcdn.com/massively.joystiq.com/media/2008/06/onlyafleshwound225.jpg" alt="" /><a href="http://www.mobygames.com/developer/sheet/view/developerId,41468/">Damion Schubert,</a> a long-time game developer, runs a personal website called <a href="http://www.zenofdesign.com/">Zen of Design,</a> where he tackles any number of issues in MMO design. Sometimes, though, he just throws out random bits of goodness like this <a href="http://www.ageofconan.com"><em>Age of Conan</em></a> experience: <br /><br /><em>Tonight in <a href="http://massively.joystiq.com/category/age-of-conan">Age of Conan,</a> someone jumped me while i was doing something else, then proceeded to perform a fatality on me. It was one I hadn't seen before, and it involved him chopping off my arms, then chopping off my head. Which is cool and all, but after I respawned, I didn't have any arms. It was a purely visual bug - I could still fight and quest and whatnot. Still, I spent the next hour trying to find out which animations looked goofiest with stubs cut off at the elbow (dancing is good, stealth is better). Unfortunately, it was only an error on my screen, which meant that me screaming 'It's only a flesh wound!' in town probably made little sense to those who passed by.<br /></em><br />Given how new <em>Age of Conan</em> is, <a href="http://massively.joystiq.com/2008/06/03/funcom-apologizes-for-involuntary-breast-reductions/">bugs and glitches</a> like this are likely to keep turning up. Has anything similar, <a href="http://massively.joystiq.com/2008/06/05/horse-goes-homicidal-in-age-of-conan/">or funnier,</a> happened to you in <em>Age of Conan?</em><p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://massively.joystiq.com"><img src="http://massively.joystiq.com/media/feedlogo.gif" alt="Massively" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://massively.joystiq.com/2008/06/12/age-of-conan-mostly-armless/">Age of Conan: mostly armless</a> originally appeared on <a href="http://massively.joystiq.com">Massively</a> on Thu, 12 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://www.zenofdesign.com/2008/06/08/mostly-armless/>Read</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/2008/06/12/age-of-conan-mostly-armless/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/forward/1223745/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/2008/06/12/age-of-conan-mostly-armless/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>age-of-conan</category><category>aoc</category><category>bug</category><category>comedy</category><category>damion-schubert</category><category>error</category><category>fatality</category><category>humor</category><category>moby-games</category><category>zen-of-design</category><dc:creator><![CDATA[James Egan]]></dc:creator><pubDate>Thu, 12 Jun 2008 17:00:00 EST</pubDate></item><item><title><![CDATA[The unintended consequences of MMO design (and cars)]]></title><link>http://massively.joystiq.com/2008/06/09/the-unintended-consequences-of-mmo-design-and-cars/</link><guid isPermaLink="true">http://massively.joystiq.com/2008/06/09/the-unintended-consequences-of-mmo-design-and-cars/</guid><comments>http://massively.joystiq.com/2008/06/09/the-unintended-consequences-of-mmo-design-and-cars/#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/mmo-industry/" rel="tag">MMO industry</a>, <a href="http://massively.joystiq.com/category/opinion/" rel="tag">Opinion</a></p><img vspace="4" hspace="4" border="1" align="right" alt="" src="http://www.blogcdn.com/massively.joystiq.com/media/2008/06/priuslfg.jpg" />Veteran game designer Damion Schubert put up an interesting post to his personal site discussing some of <a href="http://www.zenofdesign.com/2008/06/08/unintended-consequences-and-the-toyota-prius/">the unintended consequences of design choices</a>. Just as the seemingly simple decision to allow objects to have collision properties resulted in <em><a href="http://www.uoherald.com/news/">Ultima Online</a></em> towers being robbed, design elements in other fields can have unexpected results. <br /><br />Schubert points out the dangers of the <a href="http://www.autoblog.com/tag/prius/">Prius</a> as a perfect example of these unexpected results. The fact that the hybrid vehicle is incredibly quiet probably didn't seem like a big deal to the Toyota designers. In fact, they may have seen that as a plus. <a href="http://www.kare11.com/news/ts_article.aspx?storyid=510106">A plus for everyone except those without sight, of course</a>. The result is that the vehicle's designers are now considering how to add more auditory feedback to the vehicle. Check out the post and the attendant comments for some additional MMO design elements that seem, in 20/20 hindsight, kind of obvious.<p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://massively.joystiq.com"><img src="http://massively.joystiq.com/media/feedlogo.gif" alt="Massively" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://massively.joystiq.com/2008/06/09/the-unintended-consequences-of-mmo-design-and-cars/">The unintended consequences of MMO design (and cars)</a> originally appeared on <a href="http://massively.joystiq.com">Massively</a> on Mon, 09 Jun 2008 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.zenofdesign.com/2008/06/08/unintended-consequences-and-the-toyota-prius/>Read</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/2008/06/09/the-unintended-consequences-of-mmo-design-and-cars/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/forward/1219189/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/2008/06/09/the-unintended-consequences-of-mmo-design-and-cars/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>damion-schubert</category><category>game-design</category><category>mmo-design</category><category>prius</category><dc:creator><![CDATA[Michael Zenke]]></dc:creator><pubDate>Mon, 09 Jun 2008 19:00:00 EST</pubDate></item><item><title><![CDATA[Austin Game Developer's Conference announces speakers]]></title><link>http://massively.joystiq.com/2008/05/31/austin-game-developers-conference-announces-speakers/</link><guid isPermaLink="true">http://massively.joystiq.com/2008/05/31/austin-game-developers-conference-announces-speakers/</guid><comments>http://massively.joystiq.com/2008/05/31/austin-game-developers-conference-announces-speakers/#comments</comments><description><![CDATA[<p>Filed under: <a href="http://massively.joystiq.com/category/events-real-world/" rel="tag">Events, real-world</a>, <a href="http://massively.joystiq.com/category/academic/" rel="tag">Academic</a></p><center><a href="http://www.austingdc.net/"><img vspace="4" hspace="4" border="1" alt=""  src="http://www.blogcdn.com/massively.joystiq.com/media/2008/05/agdcbanner.jpg" /></a></center>This year's <a href="http://www.austingdc.net/">Austin Game Developer's Conference</a>, slated for early September, sounds like it will be a good one. Though the <a href="http://massively.joystiq.com/tag/ion08">ION 2008</a> event was a fantastic MMO-focused design and development thinktank, AGDC traditionally fills that roll. CMP (the event's organizer) has <a href="http://www.gamesetwatch.com/2008/05/austin_gdc_reveals_bioware_dis.php">announced some of the speakers that will be participating in the event</a>. The list includes industry heavyweights like <a href="http://massively.joystiq.com/tag/Nexon/">Nexon</a> America's <a href="http://massively.joystiq.com/tag/min-kim">Min Kim</a>, <a href="http://massively.joystiq.com/tag/BioWare/">BioWare</a>'s <a href="http://massively.joystiq.com/tag/damion-schubert">Damion Schubert</a>, and <a href="http://massively.joystiq.com/tag/Cryptic/">Cryptic</a>'s Gordon Wei.<br /><br />We're particularly interested in Mr. Schubert's talk. Last year his <a href="http://www.raphkoster.com/2007/09/06/agdc07-the-zen-of-online-game-design/">Zen of Online Game Design</a> discussion was one of the highlights of the conference, and his discussion for this year sounds equally engaging. Entitled "<a href="https://www.cmpevents.com/GDAU08/a.asp?option=C&amp;V=11&amp;SessID=7379">Endgame: How to Build High-End Gameplay for Your Most Devoted Players</a>", it would seem to be tackling one of the issues that a lot of MMO players find very pressing. Make sure to check out the descriptions of the events, and if you're thinking of going make sure to register soon. Early registration is only open through the end of July. And, of course, you can look forward to extensive coverage from Massively.com; we'll be at the event in force!<p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://massively.joystiq.com"><img src="http://massively.joystiq.com/media/feedlogo.gif" alt="Massively" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://massively.joystiq.com/2008/05/31/austin-game-developers-conference-announces-speakers/">Austin Game Developer's Conference announces speakers</a> originally appeared on <a href="http://massively.joystiq.com">Massively</a> on Sat, 31 May 2008 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://www.gamesetwatch.com/2008/05/austin_gdc_reveals_bioware_dis.php>Read</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/2008/05/31/austin-game-developers-conference-announces-speakers/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/forward/1211403/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/2008/05/31/austin-game-developers-conference-announces-speakers/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>agdc</category><category>agdc08</category><category>austin-game-developers-conference</category><category>damion-schubert</category><category>grant-wei</category><category>joe-ludwig</category><category>min-kim</category><category>speakers</category><dc:creator><![CDATA[Michael Zenke]]></dc:creator><pubDate>Sat, 31 May 2008 13:30:00 EST</pubDate></item><item><title><![CDATA[The Digital Continuum: Daringly duo]]></title><link>http://massively.joystiq.com/2008/05/17/the-digital-continuum-daringly-duo/</link><guid isPermaLink="true">http://massively.joystiq.com/2008/05/17/the-digital-continuum-daringly-duo/</guid><comments>http://massively.joystiq.com/2008/05/17/the-digital-continuum-daringly-duo/#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/the-digital-continuum/" rel="tag">The Digital Continuum</a></p><a href="http://en.wikipedia.org/wiki/Batman"><img vspace="4" hspace="4" border="1" align="right" src="http://www.blogcdn.com/massively.joystiq.com/media/2008/05/batmanrobin115.jpg" alt="" /></a>There <a href="http://massively.joystiq.com/2008/05/16/ion-08-taking-an-mmo-community-from-pre-launch-to-live/">were a great many things</a> I took away from my experience at <a href="http://massively.joystiq.com/tag/ion08">ION 08</a> this year. I learned how amazing community managers can be. I also learned how much they put into their communities -- if you're wondering, it's quite a lot. Among all the waves of information I soaked up there were little leaks of ideas to take away as well.<br /><br />During the "<a href="http://massively.joystiq.com/2008/05/15/ion-08-a-five-year-forecast-for-mmos/">Online Games in 2013</a>" panel there was a point of <a href="http://www.zenofdesign.com/">Damion Schubert's</a> presentation that piqued my curiosity. It was his prediction that MMOs will see far more "Duoing" content. The fact that playing with a friend or two -- along with playing solo -- could become much more ubiquitous fills my heart with hope. If you're wondering why, I'll be more than happy to explain.<p><a href="http://massively.joystiq.com/2008/05/17/the-digital-continuum-daringly-duo/" rel="bookmark">Continue reading <em>The Digital Continuum: Daringly duo</em></a></p><p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://massively.joystiq.com"><img src="http://massively.joystiq.com/media/feedlogo.gif" alt="Massively" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://massively.joystiq.com/2008/05/17/the-digital-continuum-daringly-duo/">The Digital Continuum: Daringly duo</a> originally appeared on <a href="http://massively.joystiq.com">Massively</a> on Sat, 17 May 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/2008/05/17/the-digital-continuum-daringly-duo/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/forward/1198232/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/2008/05/17/the-digital-continuum-daringly-duo/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>activision-blizzard</category><category>blizzard</category><category>crafting</category><category>damion-schubert</category><category>duo</category><category>duoing</category><category>featured</category><category>ion08</category><category>mustela</category><category>the-digital-continuum</category><category>weasel</category><category>world-of-warcraft</category><category>wow</category><dc:creator><![CDATA[Kyle Horner]]></dc:creator><pubDate>Sat, 17 May 2008 10:30:00 EST</pubDate></item><item><title><![CDATA[ION 08: A five year forecast for MMOs]]></title><link>http://massively.joystiq.com/2008/05/15/ion-08-a-five-year-forecast-for-mmos/</link><guid isPermaLink="true">http://massively.joystiq.com/2008/05/15/ion-08-a-five-year-forecast-for-mmos/</guid><comments>http://massively.joystiq.com/2008/05/15/ion-08-a-five-year-forecast-for-mmos/#comments</comments><description><![CDATA[<p>Filed under: <a href="http://massively.joystiq.com/category/business-models/" rel="tag">Business models</a>, <a href="http://massively.joystiq.com/category/economy/" rel="tag">Economy</a>, <a href="http://massively.joystiq.com/category/events-real-world/" rel="tag">Events, real-world</a>, <a href="http://massively.joystiq.com/category/mmo-industry/" rel="tag">MMO industry</a>, <a href="http://massively.joystiq.com/category/massively-event-coverage/" rel="tag">Massively Event Coverage</a></p><div align="center"><a href="http://massively.joystiq.com/photos/ion-08-mmos-in-2013/806394/full/"><img vspace="4" hspace="4" border="1" align="middle" src="http://www.blogcdn.com/massively.joystiq.com/media/2008/05/ion08-mmos-future-0196000.jpg" alt="" /></a><br /></div>
There's always a lot of discussion about what's going to be the next big thing in the MMOs industry. We all love to talk about the future and that's largely because it's a very interesting topic. So we just had to attend the "Online Games in 2013" panel at <a href="http://massively.joystiq.com/tag/ion08">ION 08</a>. This panel was actually introduced by Peter Freese, the ION Conference Director. It was easily one of the most packed panels I've been to thus far which is saying a lot since all the panels have been pretty well populated already.<br /><br />The panel consisted of <a href="http://massively.joystiq.com/tag/erik-bethke/">Erik Bethke</a> (GoPets Ltd), Scott Jennings (<a href="http://massively.joystiq.com/tag/ncsoft">NCsoft</a>), Bridiget Agabra (<a href="http://www.metaverseroadmap.org/overview/">Metaverse Roadmap</a>) and Damion Schubert (<a href="http://massively.joystiq.com/tag/bioware">BioWare</a>). With a group of people like this I was expecting some varied and compelling conversation on the topic of MMOs in 2013. In the end we got just that and a quite a bit more.<div class="postgallery"><p><strong>Gallery: <a href="http://massively.joystiq.com/photos/ion-08-mmos-in-2013/">ION 08: MMOs in 2013</a></strong></p><a href="http://massively.joystiq.com/photos/ion-08-mmos-in-2013/#806394"><img src="http://www.blogcdn.com/www.massively.com/media/2008/05/ion08-mmos-future-01_thumbnail.jpg" alt="" title="" /></a><a href="http://massively.joystiq.com/photos/ion-08-mmos-in-2013/#806397"><img src="http://www.blogcdn.com/www.massively.com/media/2008/05/ion08-mmos-future-02_thumbnail.jpg" alt="" title="" /></a><a href="http://massively.joystiq.com/photos/ion-08-mmos-in-2013/#806395"><img src="http://www.blogcdn.com/www.massively.com/media/2008/05/ion08-mmos-future-03_thumbnail.jpg" alt="" title="" /></a><a href="http://massively.joystiq.com/photos/ion-08-mmos-in-2013/#806396"><img src="http://www.blogcdn.com/www.massively.com/media/2008/05/ion08-mmos-future-04_thumbnail.jpg" alt="" title="" /></a><a href="http://massively.joystiq.com/photos/ion-08-mmos-in-2013/#806400"><img src="http://www.blogcdn.com/www.massively.com/media/2008/05/ion08-mmos-future-05_thumbnail.jpg" alt="" title="" /></a></div><p><a href="http://massively.joystiq.com/2008/05/15/ion-08-a-five-year-forecast-for-mmos/" rel="bookmark">Continue reading <em>ION 08: A five year forecast for MMOs</em></a></p><p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://massively.joystiq.com"><img src="http://massively.joystiq.com/media/feedlogo.gif" alt="Massively" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://massively.joystiq.com/2008/05/15/ion-08-a-five-year-forecast-for-mmos/">ION 08: A five year forecast for MMOs</a> originally appeared on <a href="http://massively.joystiq.com">Massively</a> on Thu, 15 May 2008 09:30:00 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/2008/05/15/ion-08-a-five-year-forecast-for-mmos/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/forward/1196119/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/2008/05/15/ion-08-a-five-year-forecast-for-mmos/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>activision-blizzard</category><category>bioware</category><category>blizzard</category><category>bridget-agabra</category><category>ccp</category><category>city-of-heroes</category><category>club-penguin</category><category>damion-schubert</category><category>erik-bethke</category><category>featured</category><category>gopets</category><category>habbo</category><category>hollywood</category><category>indie</category><category>ion</category><category>ion-2008</category><category>ion08</category><category>ion2008</category><category>joystiqfeatures</category><category>metaplace</category><category>metaverse-roadmap</category><category>microtransactions</category><category>ncsoft</category><category>peter-freese</category><category>playstation-3</category><category>rights</category><category>scott-jennings</category><category>world-of-warcraft</category><category>wow</category><dc:creator><![CDATA[Kyle Horner]]></dc:creator><pubDate>Thu, 15 May 2008 09:30:00 EST</pubDate></item><item><title><![CDATA[The Digital Continuum: Evolving past fantasy Pt.1]]></title><link>http://massively.joystiq.com/2007/12/29/the-digital-continuum-evolving-past-fantasy-pt-1/</link><guid isPermaLink="true">http://massively.joystiq.com/2007/12/29/the-digital-continuum-evolving-past-fantasy-pt-1/</guid><comments>http://massively.joystiq.com/2007/12/29/the-digital-continuum-evolving-past-fantasy-pt-1/#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/sci-fi/" rel="tag">Sci-fi</a>, <a href="http://massively.joystiq.com/category/opinion/" rel="tag">Opinion</a>, <a href="http://massively.joystiq.com/category/the-digital-continuum/" rel="tag">The Digital Continuum</a></p><div align="center"><a href="http://fallout.bethsoft.com/eng/home/home.php"><img vspace="4" hspace="4" border="1" alt="" src="http://www.blogcdn.com/massively.joystiq.com/media/2007/12/fallout32.jpg" /></a><br /></div>
Over the past couple of weeks the MMO blogosphere has once again been <a href="http://terranova.blogs.com/terra_nova/2007/12/why-fantasy.html">discussing</a> the ever-pertinent question of "Why fantasy?" in regards to the MMO and its heritage; MUDs and tabletop gaming. The <a href="http://mythicalblog.com/index.php/gaming/its-why-fantasy-time/">subject</a> has been covered <a href="http://tobolds.blogspot.com/2007/12/why-fantasy.html">quite</a> well from <a href="http://massively.joystiq.com/2007/12/22/why-are-fantasy-mmogs-so-popular/">many</a> <a href="http://massively.joystiq.com/2007/12/20/the-guardian-asks-without-sci-fi-or-fantasy-where-would-mmogs/">different</a> points of view and <a href="http://www.nerfbat.com/2007/12/18/why-fantasy-mmos/">opinions</a>, none of which are inherently wrong and all of which are worth a read if the subject interests you in any way.<br /><br />The reasons are especially well covered in a round-table that Damion Schubert posted to <a href="http://www.zenofdesign.com/?p=857">Zen of Design</a> earlier this year. Many of these reasons that materialized from the round table appear quite valid, yet I don't see eye-to-eye with these concepts. In my opinion, several of them seem arbitrary and some could be applied in opposition of fantasy. In fact, the more I read on the subject of "Why fantasy?" the more I think, "All the more reason to evolve beyond fantasy."<br /><br />I'm going to address the well summed-up list posted by Damion Schubert piece by piece, as it lays out the most compelling evidence for why fantasy continues to reign supreme. So if you find yourself lost on what I'm talking about, feel free to refer to the <a href="http://www.zenofdesign.com/?p=857">original article</a> in question. Now, we'll take a look into this list and see just how much of it really holds up against an argument for something other than fantasy.<p><a href="http://massively.joystiq.com/2007/12/29/the-digital-continuum-evolving-past-fantasy-pt-1/" rel="bookmark">Continue reading <em>The Digital Continuum: Evolving past fantasy Pt.1</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/2007/12/29/the-digital-continuum-evolving-past-fantasy-pt-1/">The Digital Continuum: Evolving past fantasy Pt.1</a> originally appeared on <a href="http://massively.joystiq.com">Massively</a> on Sat, 29 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/2007/12/29/the-digital-continuum-evolving-past-fantasy-pt-1/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/forward/1071381/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/2007/12/29/the-digital-continuum-evolving-past-fantasy-pt-1/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>city-of-heroes</category><category>city-of-villains</category><category>cox</category><category>cryptic-studios</category><category>damion-schubert</category><category>fallout</category><category>fantasy</category><category>featured</category><category>industry</category><category>jeff-freeman</category><category>joystiqfeatures</category><category>nerfbat</category><category>sci-fi</category><category>star-wars</category><category>terra-nova</category><category>tolbod's</category><category>war</category><category>warhammer-online</category><category>zen-of-design</category><dc:creator><![CDATA[Kyle Horner]]></dc:creator><pubDate>Sat, 29 Dec 2007 10:00:00 EST</pubDate></item><item><title><![CDATA[Damion Schubert seeks a different kind of grind]]></title><link>http://massively.joystiq.com/2007/11/29/damion-schubert-seeks-a-different-kind-of-grind/</link><guid isPermaLink="true">http://massively.joystiq.com/2007/11/29/damion-schubert-seeks-a-different-kind-of-grind/</guid><comments>http://massively.joystiq.com/2007/11/29/damion-schubert-seeks-a-different-kind-of-grind/#comments</comments><description><![CDATA[<p>Filed under: <a href="http://massively.joystiq.com/category/meridian-59-evolution/" rel="tag">Meridian 59</a>, <a href="http://massively.joystiq.com/category/game-mechanics/" rel="tag">Game mechanics</a>, <a href="http://massively.joystiq.com/category/ultima-online/" rel="tag">Ultima Online</a>, <a href="http://massively.joystiq.com/category/shadowbane/" rel="tag">Shadowbane</a></p><a href="http://www.digitalspace.com/avatars/cgw1.jpg"><img vspace="4" hspace="4" border="1" align="right" src="http://www.blogcdn.com/massively.joystiq.com/media/2007/11/meridian59.jpg" alt="" /></a>MMO developers and publishers try to provide game-play that keeps you coming back again and again so you won't stop their money flow by canceling your subscription. The easiest way for them to do this is to make their games an <a href="http://massively.joystiq.com/2007/11/24/the-daily-grind-the-nature-of-addiction/">addictive</a> grind. You feel compelled to level up. You can't help yourself.<br /><br />Just because something's addictive, though, doesn't mean it's fun. But is there another way? Damion Schubert (of <a href="http://massively.joystiq.com/category/meridian-59-evolution">Meridian 59</a> and <a href="http://massively.joystiq.com/category/ultima-online">Ultima Online</a> fame, and one of <a href="http://massively.joystiq.com/bloggers/samuel-axon">a certain blogger's</a> personal heroes) <a href="http://www.zenofdesign.com/?p=994">posed</a> that question on his <a href="http://www.zenofdesign.com">Zen of Design blog.</a> <br /><br />MMOs must be centered around highly repeatable activities, Schubert said. Combat, for example, works well because developers can put in a lot of changeable variables to make the experience different every time. On the other hand, he uses puzzle/mystery games like <a href="http://www.joystiq.com/tag/myst"><em>Myst</em></a> as examples of games <em>not</em> based on a repeatable activity. Once a puzzle is solved, it's solved, and that's the end of it. So, if not that, then what? What other games have mechanics that can be used as a model for MMO game-play that sticks?<br /><br />That discussion is <a href="http://www.zenofdesign.com/?p=994">going on right now at Zen of Design.</a><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/2007/11/29/damion-schubert-seeks-a-different-kind-of-grind/">Damion Schubert seeks a different kind of grind</a> originally appeared on <a href="http://massively.joystiq.com">Massively</a> on Thu, 29 Nov 2007 09:30:00 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://www.zenofdesign.com/?p=994>Read</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/2007/11/29/damion-schubert-seeks-a-different-kind-of-grind/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/forward/1050465/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/2007/11/29/damion-schubert-seeks-a-different-kind-of-grind/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>addiction</category><category>blog</category><category>damion-schubert</category><category>design</category><category>discussion</category><category>game-theory</category><category>grind</category><category>mechanics</category><category>meridian-59</category><category>myst</category><category>repeatability</category><category>ultima-online</category><category>zen-of-design</category><dc:creator><![CDATA[Samuel Axon]]></dc:creator><pubDate>Thu, 29 Nov 2007 09:30:00 EST</pubDate></item><item><title><![CDATA[Damion Schubert interview pt. 2]]></title><link>http://massively.joystiq.com/2007/09/25/damion-schubert-interview-pt-2/</link><guid isPermaLink="true">http://massively.joystiq.com/2007/09/25/damion-schubert-interview-pt-2/</guid><comments>http://massively.joystiq.com/2007/09/25/damion-schubert-interview-pt-2/#comments</comments><description><![CDATA[<p>Filed under: <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/massively-interviews/" rel="tag">Massively Interviews</a></p><div align="center"><a href="http://massively.joystiq.com/category/endgame"><span style="font-weight: bold;"><img vspace="4" hspace="4" border="1" src="http://www.blogcdn.com/massively.joystiq.com/media/2008/09/hammertimeheader.jpg" alt="" /></span></a><br /><span style="font-weight: bold;"></span></div>
<span style="font-weight: bold;">Another element you seemed to feel strongly about in your talk was guild tools. We're talking about designers who play their own games, have a feel for their own spaces. Why are these designers, who are playing their own games, not turning around and creating the kind of guild tools that we feel should be available? More and more they seem critical, why aren't they being addressed?</span><br /> <br /> <span style="font-weight: bold;">Damion:</span> Because they're hard. <br /> <br /> The number one guild-killer is drama. At the end of the day it's not raid slots, it's not even loot distribution. Most guilds have a system, they use it. Most players suck it up and live with it or they move on to another guild. Most of the time it's two guys crushing on the same girl, or a guy deciding that he's sick of the guild master and undercutting him, or a guy getting drunk and launching profanities in the guild chat channel ... these are problems that can be addressed by tools, but what makes the guildmaster's life hard right now is the drama. If we can find a way to reduce drama, to help police the drama, to know what's going on inside the guild it will become much easier for guild leaders to keep their guilds together.<p><a href="http://massively.joystiq.com/2007/09/25/damion-schubert-interview-pt-2/" rel="bookmark">Continue reading <em>Damion Schubert interview pt. 2</em></a></p><p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://massively.joystiq.com"><img src="http://massively.joystiq.com/media/feedlogo.gif" alt="Massively" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://massively.joystiq.com/2007/09/25/damion-schubert-interview-pt-2/">Damion Schubert interview pt. 2</a> originally appeared on <a href="http://massively.joystiq.com">Massively</a> on Tue, 25 Sep 2007 12:32:00 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/2007/09/25/damion-schubert-interview-pt-2/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/forward/1327732/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/2007/09/25/damion-schubert-interview-pt-2/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>agdc</category><category>agdc-2008</category><category>damion-schubert</category><category>endgame</category><category>interview</category><dc:creator><![CDATA[Michael Zenke]]></dc:creator><pubDate>Tue, 25 Sep 2007 12:32:00 EST</pubDate></item><item><title><![CDATA[BioWare Austin's Damion Schubert explains his endgame philosophy]]></title><link>http://massively.joystiq.com/2007/09/25/bioware-austins-damion-schubert-explains-his-endgame-philosophy/</link><guid isPermaLink="true">http://massively.joystiq.com/2007/09/25/bioware-austins-damion-schubert-explains-his-endgame-philosophy/</guid><comments>http://massively.joystiq.com/2007/09/25/bioware-austins-damion-schubert-explains-his-endgame-philosophy/#comments</comments><description><![CDATA[<p>Filed under: <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/massively-interviews/" rel="tag">Massively Interviews</a></p><a href="http://massively.joystiq.com/tag/bioware"><img vspace="4" hspace="4" border="1" align="right" alt="" src="http://www.blogcdn.com/massively.joystiq.com/media/2008/09/bioware_dragon.jpg" /></a>We had the pleasure of sitting down with <a href="http://massively.joystiq.com/search/?q=Damion%20Schubert">Damion Schubert</a> at <a href="http://massively.joystiq.com/tag/agdc-2008">AGDC 2008</a> earlier this month. A longtime commentator and respected developer, Schubert is currently the lead combat designer on <a href="http://massively.joystiq.com/2008/07/17/kotor-mmo-confirmed-by-electronic-arts/">BioWare Austin's un-named MMO</a>. While discussion of that still somewhat secretive project was verboten, Schubert kindly gave us a chance to <a href="http://massively.joystiq.com/2008/09/15/a/">follow up on his talk at this year's conference about the MMO endgame</a>.<br /><br />We chatted with the designer about a number of issues, including the role of the endgame for new or casual players, the dangers of guild drama, and the overall problems with the endgames of today. Schubert was very careful in his discussion of that last question ... <span style="font-style: italic;">"I think that if somebody could find a way to create a good 25-man PvE experience that could be done ad-hoc, that could be less about "We need these people here at this time" and more about "Hey, show up if you can and we'll try to get this done." I think that's something that players would find a lot less scary."</span><br /><br />Read on for our full interview, with insights on the MMO endgame from an industry icon.<p><a href="http://massively.joystiq.com/2007/09/25/bioware-austins-damion-schubert-explains-his-endgame-philosophy/" rel="bookmark">Continue reading <em>BioWare Austin's Damion Schubert explains his endgame philosophy</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/2007/09/25/bioware-austins-damion-schubert-explains-his-endgame-philosophy/">BioWare Austin's Damion Schubert explains his endgame philosophy</a> originally appeared on <a href="http://massively.joystiq.com">Massively</a> on Tue, 25 Sep 2007 12:28:00 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/2007/09/25/bioware-austins-damion-schubert-explains-his-endgame-philosophy/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/forward/1327730/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/2007/09/25/bioware-austins-damion-schubert-explains-his-endgame-philosophy/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>agdc</category><category>agdc-2008</category><category>damion-schubert</category><category>endgame</category><category>featured</category><category>interview</category><category>joystiqfeatures</category><dc:creator><![CDATA[Michael Zenke]]></dc:creator><pubDate>Tue, 25 Sep 2007 12:28:00 EST</pubDate></item></channel></rss>
