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<generator>Blogsmith http://www.blogsmith.com/</generator><item><title><![CDATA[Storyboard: In your own words]]></title><link>http://massively.joystiq.com/2011/04/29/storyboard-in-your-own-words/</link><guid isPermaLink="true">http://massively.joystiq.com/2011/04/29/storyboard-in-your-own-words/</guid><comments>http://massively.joystiq.com/2011/04/29/storyboard-in-your-own-words/#comments</comments><description><![CDATA[<p>Filed under: <a href="http://massively.joystiq.com/category/culture/" rel="tag">Culture</a>, <a href="http://massively.joystiq.com/category/opinion/" rel="tag">Opinion</a>, <a href="http://massively.joystiq.com/category/roleplaying/" rel="tag">Roleplaying</a>, <a href="http://massively.joystiq.com/category/storyboard/" rel="tag">Storyboard</a>, <a href="http://massively.joystiq.com/category/misc/" rel="tag">Miscellaneous</a></p><div style="text-align: center;">
	<a href="http://www.massively.com/category/storyboard"><img src="http://www.blogcdn.com/massively.joystiq.com/media/2011/04/storyboard-50-epl-427-1303945256.jpg" style="border-width: 1px; border-style: solid; margin: 4px;" /></a></div>
I really should have learned by now to not promise anything for a given week's column other than the fact that it will be there, as I got halfway through the original draft of this particular new featurette before deciding that I hated it. So while I still want to delve a bit deeper into specific game lore and backstory, that bit is going to have to wait for just a little bit while I wrestle with the concept a little more thoroughly. (It'll be worth the wait.)<br />
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Instead, this week I'm going to focus on an aspect of roleplaying that I've discussed before in passing but never in any real depth: finding a character's voice. That's more than just consistent characterization, although that's a part of it. Strong characters have distinct voices and behaviors, unique outlooks, and hangups, things that help an individual stand out from the crowd. It's the trick of finding that voice and having a distinct tone from other characters that makes starting a new character at once engaging and mildly horrifying.<p><a href="http://massively.joystiq.com/2011/04/29/storyboard-in-your-own-words/" rel="bookmark">Continue reading <em>Storyboard: In your own words</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/2011/04/29/storyboard-in-your-own-words/">Storyboard: In your own words</a> originally appeared on <a href="http://massively.joystiq.com">Massively</a> on Fri, 29 Apr 2011 14:00:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href="http://massively.joystiq.com/2011/04/29/storyboard-in-your-own-words/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/forward/19925815/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/2011/04/29/storyboard-in-your-own-words/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>character</category><category>character-goals</category><category>column</category><category>decisions</category><category>featured</category><category>goals</category><category>interactions</category><category>internal-monologues</category><category>opinion</category><category>player-goals</category><category>roleplaying</category><category>rp</category><category>storyboard</category><category>voice</category><dc:creator><![CDATA[Eliot Lefebvre]]></dc:creator><pubDate>Fri, 29 Apr 2011 14:00:00 EST</pubDate></item><item><title><![CDATA[Emergent behavior to be produced in Trion's Heroes of Telara]]></title><link>http://massively.joystiq.com/2009/07/07/emergent-behavior-to-be-produced-in-trions-heroes-of-telara/</link><guid isPermaLink="true">http://massively.joystiq.com/2009/07/07/emergent-behavior-to-be-produced-in-trions-heroes-of-telara/</guid><comments>http://massively.joystiq.com/2009/07/07/emergent-behavior-to-be-produced-in-trions-heroes-of-telara/#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/culture/" rel="tag">Culture</a>, <a href="http://massively.joystiq.com/category/game-mechanics/" rel="tag">Game mechanics</a>, <a href="http://massively.joystiq.com/category/interviews/" rel="tag">Interviews</a>, <a href="http://massively.joystiq.com/category/massively-meta/" rel="tag">Massively Meta</a>, <a href="http://massively.joystiq.com/category/rift/" rel="tag">RIFT</a></p><div align="center"><a href="http://www.gamesindustry.biz/articles/trions-lars-buttler"><img hspace="4" border="1" vspace="4" alt="" src="http://www.blogcdn.com/massively.joystiq.com/media/2009/07/telaraemergence580.jpg" /></a><br /></div>
<a href="http://www.trionworld.com/">Trion World Network </a>is trying a very different approach with their fantasy based MMO, <em><a href="http://www.heroesoftelara.com/">Heroes of Telara</a></em>, by pushing into an area currently untouched by most MMOs -- emergence.<br /><br /><a href="http://en.wikipedia.org/wiki/Emergence">Emergence</a> is one of the aspects that <a href="http://www.mmocrunch.com/2007/12/04/top-5-most-memorable-events-in-mmorpg-history/">many MMOs aspired to</a>, only to drop in favor of static storytelling. The problem with emergence is that simple decisions would have a compounding impact on the world. Heroes would solve problems, only to perhaps create further problems with their implemented solutions. Most game architecture can't handle decision making of that nature, as it would need developers to constantly code in the new events that would occur.<br /><br />However, Heroes of Telara seems to be aspiring to that using server-side gaming. Their proposed method, as it <a href="http://www.gamesindustry.biz/articles/trions-lars-buttler">appears in an interview</a> between Trion's CEO, Lars Buttler, and GamesIndustry.biz, is to run the game entirely server side, letting developers change and alter the game on the fly. As Buttler puts it, "<em>There are small events, there are big events, there is even emergent behaviour in the game that changes the game world. A lot of it is not even known to us, it's like the ghost in the machine. The game is almost alive, and that allows you to create heroes.</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/2009/07/07/emergent-behavior-to-be-produced-in-trions-heroes-of-telara/">Emergent behavior to be produced in Trion's Heroes of Telara</a> originally appeared on <a href="http://massively.joystiq.com">Massively</a> on Tue, 07 Jul 2009 18:00:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href=http://www.gamesindustry.biz/articles/trions-lars-buttler>Read</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/2009/07/07/emergent-behavior-to-be-produced-in-trions-heroes-of-telara/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/forward/19089371/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/2009/07/07/emergent-behavior-to-be-produced-in-trions-heroes-of-telara/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>ceo</category><category>decisions</category><category>emergence</category><category>hero</category><category>heroes-of-telara</category><category>lars-buttler</category><category>live-events</category><category>storytelling</category><category>telara</category><category>trion-world-network</category><dc:creator><![CDATA[Seraphina Brennan]]></dc:creator><pubDate>Tue, 07 Jul 2009 18:00:00 EST</pubDate></item><item><title><![CDATA[Anti-Aliased: Serious business guys, serious business]]></title><link>http://massively.joystiq.com/2009/03/27/anti-aliased-serious-business-guys-serious-business/</link><guid isPermaLink="true">http://massively.joystiq.com/2009/03/27/anti-aliased-serious-business-guys-serious-business/</guid><comments>http://massively.joystiq.com/2009/03/27/anti-aliased-serious-business-guys-serious-business/#comments</comments><description><![CDATA[<p>Filed under: <a href="http://massively.joystiq.com/category/culture/" rel="tag">Culture</a>, <a href="http://massively.joystiq.com/category/game-mechanics/" rel="tag">Game mechanics</a>, <a href="http://massively.joystiq.com/category/pvp/" rel="tag">PvP</a>, <a href="http://massively.joystiq.com/category/raiding/" rel="tag">Raiding</a>, <a href="http://massively.joystiq.com/category/endgame/" rel="tag">Endgame</a>, <a href="http://massively.joystiq.com/category/grouping/" rel="tag">Grouping</a>, <a href="http://massively.joystiq.com/category/pve/" rel="tag">PvE</a>, <a href="http://massively.joystiq.com/category/opinion/" rel="tag">Opinion</a>, <a href="http://massively.joystiq.com/category/anti-aliased/" rel="tag">Anti-Aliased</a></p><div style="text-align: center;"><a href="http://massively.joystiq.com/category/anti-aliased"><img hspace="4" border="1" vspace="4" src="http://www.blogcdn.com/massively.joystiq.com/media/2009/03/srslyguys.jpg" alt="" /></a><br /></div>
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<div style="text-align: left;">This is one of those quintessential arguments that pops up time and time again amongst gamers, guilds, groups, and communities. It's an argument that divides people, pisses off people, and causes countless more gamers to alienate other gamers. How serious should you be about playing your game?<br /></div>
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<br />Of course we laugh about a topic like this one. Games aren't suppose to be serious, that's why they're games! They're suppose to be fun and enjoyable. If you're not having fun, then you're doing something seriously wrong. For the most part, all of this is true. Yet, there are small segments of the games that we play that actually can require everyone to sit down and "get serious."<br /><br />We see it in raiding tactics, player vs. player tactics, loot distribution, and many other areas (including the entire universe of <a href="http://www.eveonline.com">EVE Online</a>, which seems to be played <strong>very seriously</strong>.) We've even dedicated a segment of our culture to this type of behavior -- the "hardcore" crowd.<br /><br />So, let's go forward and look at the question, "Are games getting too serious?"<p><a href="http://massively.joystiq.com/2009/03/27/anti-aliased-serious-business-guys-serious-business/" rel="bookmark">Continue reading <em>Anti-Aliased: Serious business guys, serious business</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/2009/03/27/anti-aliased-serious-business-guys-serious-business/">Anti-Aliased: Serious business guys, serious business</a> originally appeared on <a href="http://massively.joystiq.com">Massively</a> on Fri, 27 Mar 2009 16:00:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href="http://massively.joystiq.com/2009/03/27/anti-aliased-serious-business-guys-serious-business/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/forward/1500573/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/2009/03/27/anti-aliased-serious-business-guys-serious-business/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>anti-aliased</category><category>challenges</category><category>cooperation</category><category>decision-making</category><category>decisions</category><category>difficult</category><category>eve-online</category><category>featured</category><category>goals</category><category>grouping</category><category>guilds</category><category>joystiqfeatures</category><category>leader</category><category>leadership</category><category>obstacles</category><category>pve</category><category>pvp</category><category>raid-leader</category><category>raiding</category><category>serious-business</category><category>seriousness</category><category>stress</category><category>teamwork</category><category>world-of-warcraft</category><dc:creator><![CDATA[Seraphina Brennan]]></dc:creator><pubDate>Fri, 27 Mar 2009 16:00:00 EST</pubDate></item></channel></rss>
