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<generator>Blogsmith http://www.blogsmith.com/</generator><item><title><![CDATA[Rosh Online update brings the pain via challenging endgame dungeons]]></title><link>http://massively.joystiq.com/2012/01/26/rosh-online-update-brings-the-pain-via-challenging-endgame-dunge/</link><guid isPermaLink="true">http://massively.joystiq.com/2012/01/26/rosh-online-update-brings-the-pain-via-challenging-endgame-dunge/</guid><comments>http://massively.joystiq.com/2012/01/26/rosh-online-update-brings-the-pain-via-challenging-endgame-dunge/#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/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/patches/" rel="tag">Patches</a>, <a href="http://massively.joystiq.com/category/news-items/" rel="tag">News items</a>, <a href="http://massively.joystiq.com/category/free-to-play/" rel="tag">Free-to-play</a>, <a href="http://massively.joystiq.com/category/dungeons/" rel="tag">Dungeons</a></p><div style="text-align: center;">
	<a href="http://massively.joystiq.com/2012/01/26/rosh-online-update-brings-the-pain-via-challenging-endgame-dunge/"><img alt="Rosh Online - hey look, a screenshot without the UI (because I cropped it out!)" src="http://www.blogcdn.com/massively.joystiq.com/media/2012/01/roshonlinelandscape.jpg" /></a></div>
Free-to-play fantasy MMO <a href="http://massively.joystiq.com/tag/rosh-online"><em>Rosh Online</em></a> is flush with its first major content update. The game's level cap is jumping from 55 to 65, and two new maps (Lupinel Chapel Catacomb and the first two floors of Sentryheil Tower) are now available to adventurers across the lands of Asmara.<br />
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The new maps aren't for the faint of heart, as <a href="http://massively.joystiq.com/tag/ignited-games">Ignited Games</a> has populated them with "daunting quests and nightmarish boss monsters." Both dungeons are designed for endgame players, with the Catacombs targeted at level 56 and up, and the Tower providing something to do for players at 61 and above.<br />
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The game's latest update also adds new enchantment items to help with the increased difficulty of the new content, and Ignited has expanded the item shop with "a host of new gear."<br />
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[Source: Ignited Games press release]<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/2012/01/26/rosh-online-update-brings-the-pain-via-challenging-endgame-dunge/">Rosh Online update brings the pain via challenging endgame dungeons</a> originally appeared on <a href="http://massively.joystiq.com">Massively</a> on Thu, 26 Jan 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/2012/01/26/rosh-online-update-brings-the-pain-via-challenging-endgame-dunge/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/forward/20157356/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/2012/01/26/rosh-online-update-brings-the-pain-via-challenging-endgame-dunge/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>challenge</category><category>difficulty</category><category>dungeons</category><category>f2p</category><category>fantasy</category><category>free-to-play</category><category>ignited</category><category>ignited-games</category><category>lupinel-chapel-catacomb</category><category>rosh</category><category>rosh-online</category><category>sentryheil-tower</category><dc:creator><![CDATA[Jef Reahard]]></dc:creator><pubDate>Thu, 26 Jan 2012 12:00:00 EST</pubDate></item><item><title><![CDATA[RIFT answers some community questions in time for the holidays]]></title><link>http://massively.joystiq.com/2011/12/22/rift-answers-some-community-questions-in-time-for-the-holidays/</link><guid isPermaLink="true">http://massively.joystiq.com/2011/12/22/rift-answers-some-community-questions-in-time-for-the-holidays/</guid><comments>http://massively.joystiq.com/2011/12/22/rift-answers-some-community-questions-in-time-for-the-holidays/#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/game-mechanics/" rel="tag">Game mechanics</a>, <a href="http://massively.joystiq.com/category/previews/" rel="tag">Previews</a>, <a href="http://massively.joystiq.com/category/endgame/" rel="tag">Endgame</a>, <a href="http://massively.joystiq.com/category/news-items/" rel="tag">News items</a>, <a href="http://massively.joystiq.com/category/rift/" rel="tag">RIFT</a></p><div style="text-align: center;">
	<a href="http://massively.joystiq.com/2011/12/22/rift-answers-some-community-questions-in-time-for-the-holidays/"><img alt="Merry RIFTmas?  Someone's already made that pun, right?" src="http://www.blogcdn.com/massively.joystiq.com/media/2011/12/rift-qanda-epl-1222.jpg" /></a></div>
Christmas (or your winter holiday of choice) is right upon us, and the staff at <a href="http://massively.joystiq.com/tag/Trion-Worlds/">Trion Worlds</a><em> </em>seems to be in a giving state of mind. The team has just posted <a href="http://community.riftgame.com/en/2011/12/21/developer-qa-planar-attunement-respec-upcoming-gear-changes-more/">a new set of answers to several player questions</a> about <em><a href="http://massively.joystiq.com/category/RIFT/">RIFT</a></em>, ranging from the rationale behind some current content implementations to what's waiting in the wings. Whether you're a roleplayer, an endgame raider, or just leveling through the game for the first time, the answers should give you something to look forward to.<br />
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Among the more interesting updates is the reveal that the team is looking at improving level 50 gear below the top tier; Hammerknell and Rank 8 PvP gear will remain as-is, but the gear along the way will get buffed up a bit. The issue of Ember Isle difficulty is also addressed, the developers explaining that the island was meant to be reasonable for existing level 50 characters, giving it a bit more punch than players just hitting 50 might expect. Check <a href="http://community.riftgame.com/en/2011/12/21/developer-qa-planar-attunement-respec-upcoming-gear-changes-more/">the full list of questions and answers for other updates</a> -- there's a lot to digest, but you've got a holiday break to do it.<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/2011/12/22/rift-answers-some-community-questions-in-time-for-the-holidays/">RIFT answers some community questions in time for the holidays</a> originally appeared on <a href="http://massively.joystiq.com">Massively</a> on Thu, 22 Dec 2011 18:30:00 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/2011/12/22/rift-answers-some-community-questions-in-time-for-the-holidays/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/forward/20134116/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/2011/12/22/rift-answers-some-community-questions-in-time-for-the-holidays/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>community</category><category>culture</category><category>design</category><category>development</category><category>difficulty</category><category>feedback</category><category>news</category><category>patches</category><category>previews</category><category>q-and-a</category><category>questions-and-answers</category><category>respecs</category><category>rift</category><category>rift-planes-of-telara</category><category>trion</category><category>trion-worlds</category><dc:creator><![CDATA[Eliot Lefebvre]]></dc:creator><pubDate>Thu, 22 Dec 2011 18:30:00 EST</pubDate></item><item><title><![CDATA[Diablo III game designers talk Inferno difficulty and twinking]]></title><link>http://massively.joystiq.com/2011/12/05/diablo-iii-game-designers-talk-inferno-difficulty-and-twinking/</link><guid isPermaLink="true">http://massively.joystiq.com/2011/12/05/diablo-iii-game-designers-talk-inferno-difficulty-and-twinking/</guid><comments>http://massively.joystiq.com/2011/12/05/diablo-iii-game-designers-talk-inferno-difficulty-and-twinking/#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/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/previews/" rel="tag">Previews</a>, <a href="http://massively.joystiq.com/category/news-items/" rel="tag">News items</a></p><div style="text-align: center;">
	<a href="http://massively.joystiq.com/2011/12/05/diablo-iii-game-designers-talk-inferno-difficulty-and-twinking/"><img alt="Oh no, color!  Destroying the ambiance!" src="http://www.blogcdn.com/massively.joystiq.com/media/2011/12/d3-interview-epl-1205.jpg" /></a></div>
<em><a href="http://massively.joystiq.com/tag/Diablo-III/">Diablo III</a></em> is not an MMO by any stretch of the imagination, but it certainly has some strong online elements like previous installments. It also has a lot of expectations to live up to, several of which are discussed in <a href="http://www.pcgamer.com/2011/12/05/diablo-iii-interview%E2%80%94what-diehard-diablo-ii-fans-can-expect-from-d3/">a recent PC Gamer interview</a> with <a href="http://massively.joystiq.com/tag/Wyatt-Cheng/">Wyatt Cheng</a> and <a href="http://massively.joystiq.com/tag/Andrew-Chambers/">Andrew Chambers</a>. Both designers discuss the challenge level of the new Inferno difficulty, which is aimed at max-level characters in good gear who have already completed the Hell difficulty level. They confirm that while it's meant to be brutal, it can be played and beaten solo -- although having a friend won't hurt.<br />
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And speaking of getting by with a bit of help from one's friends, Cheng and Chambers both agree that twinking out new characters is a time-honored part of the game's tradition; their job as designers requires them to find ways to ensure that twinking is a fun process for players. It's the sort of interview that can leave fans wanting more of the game before it's released -- which ties in nicely to the fact that you can pre-order the Book of Cain (a collection of in-universe lore and artwork) <a href="http://www.amazon.com/Diablo-III-Book-Cain-Deckard/dp/1608870634/?ref=sr_1_1?ie=UTF8&amp;qid=1323110979&amp;sr=8-1&amp;tag=gmgamzn-20">on Amazon right now</a>.  And you can even take a look past the break to see what the book looks like.<p><a href="http://massively.joystiq.com/2011/12/05/diablo-iii-game-designers-talk-inferno-difficulty-and-twinking/" rel="bookmark">Continue reading <em>Diablo III game designers talk Inferno difficulty and twinking</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/2011/12/05/diablo-iii-game-designers-talk-inferno-difficulty-and-twinking/">Diablo III game designers talk Inferno difficulty and twinking</a> originally appeared on <a href="http://massively.joystiq.com">Massively</a> on Mon, 05 Dec 2011 18:30:00 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/2011/12/05/diablo-iii-game-designers-talk-inferno-difficulty-and-twinking/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/forward/20121238/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/2011/12/05/diablo-iii-game-designers-talk-inferno-difficulty-and-twinking/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>activision-blizzard</category><category>andrew-chambers</category><category>artifacts</category><category>backstory</category><category>blizzard</category><category>blizzard-entertainment</category><category>challenge</category><category>d3</category><category>design</category><category>diablo</category><category>diablo-3</category><category>diablo-iii</category><category>diablo-iii-beta</category><category>difficulty</category><category>diii</category><category>interviews</category><category>lore</category><category>multiplayer</category><category>news</category><category>updates</category><category>video</category><category>wyatt-cheng</category><dc:creator><![CDATA[Eliot Lefebvre]]></dc:creator><pubDate>Mon, 05 Dec 2011 18:30:00 EST</pubDate></item><item><title><![CDATA[The Daily Grind: Do you think MMOs should be harder?]]></title><link>http://massively.joystiq.com/2011/12/05/the-daily-grind-do-you-think-mmos-should-be-harder/</link><guid isPermaLink="true">http://massively.joystiq.com/2011/12/05/the-daily-grind-do-you-think-mmos-should-be-harder/</guid><comments>http://massively.joystiq.com/2011/12/05/the-daily-grind-do-you-think-mmos-should-be-harder/#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-daily-grind/" rel="tag">The Daily Grind</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/2011/12/05/the-daily-grind-do-you-think-mmos-should-be-harder/"><img alt="Pic of chimp typing on a typewriter, public domain photo" src="http://www.blogcdn.com/massively.joystiq.com/media/2011/12/monkey-typing.jpg" /></a></div>
For every person I see cheering the rise of accessible games, I see another lamenting the "dumbing down" of MMOs. And while I've always liked a good challenge, it seems to me that "challenge" is usually conflated with "tedium" -- most MMO "challenges" test my patience, not my skill.<br />
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I can understand not wanting a game to be a faceroll, but I'm also glad that we don't have to be professional e-sport champs to participate in this hobby. Still, there's plenty of room between those two extremes for upping the difficulty of combat and crafting without resurrecting obnoxious mechanics like corpse runs and experience loss. What do you think -- should MMOs be harder?<br />
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<img align="left" alt="" border="0" hspace="0" src="http://www.blogcdn.com/www.massively.com/media/2010/09/coffee.jpg" style="padding-right: 10px;" vspace="0" /><em>Every morning, the Massively bloggers probe the minds of their readers with deep, thought-provoking questions about that most serious of topics: massively online gaming. We crave your opinions, so grab your caffeinated beverage of choice and chime in on today's <a href="http://www.massively.com/category/the-daily-grind/">Daily Grind</a>!</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/2011/12/05/the-daily-grind-do-you-think-mmos-should-be-harder/">The Daily Grind: Do you think MMOs should be harder?</a> originally appeared on <a href="http://massively.joystiq.com">Massively</a> on Mon, 05 Dec 2011 07:00:00 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/2011/12/05/the-daily-grind-do-you-think-mmos-should-be-harder/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/forward/20108021/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/2011/12/05/the-daily-grind-do-you-think-mmos-should-be-harder/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>brianna-royce-tdg</category><category>challenge</category><category>Chimpanzee</category><category>difficulty</category><category>dumbed-down</category><category>dumbing-down</category><category>e-sports</category><category>easymode</category><category>i-win-button</category><category>opinion</category><category>tdg</category><category>tedium</category><category>the-daily-grind</category><dc:creator><![CDATA[Brianna Royce]]></dc:creator><pubDate>Mon, 05 Dec 2011 07:00:00 EST</pubDate></item><item><title><![CDATA[The Daily Grind: Which MMO has the hardest learning curve?]]></title><link>http://massively.joystiq.com/2011/08/09/the-daily-grind-which-mmo-has-the-hardest-learning-curve/</link><guid isPermaLink="true">http://massively.joystiq.com/2011/08/09/the-daily-grind-which-mmo-has-the-hardest-learning-curve/</guid><comments>http://massively.joystiq.com/2011/08/09/the-daily-grind-which-mmo-has-the-hardest-learning-curve/#comments</comments><description><![CDATA[<p>Filed under: <a href="http://massively.joystiq.com/category/eve-online/" rel="tag">EVE Online</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/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/second-life/" rel="tag">Second Life</a>, <a href="http://massively.joystiq.com/category/the-daily-grind/" rel="tag">The Daily Grind</a>, <a href="http://massively.joystiq.com/category/misc/" rel="tag">Miscellaneous</a>, <a href="http://massively.joystiq.com/category/sandbox/" rel="tag">Sandbox</a></p><div style="text-align: center;">
	<a href="http://massively.joystiq.com/2011/08/09/the-daily-grind-which-mmo-has-the-hardest-learning-curve/"><img alt="Chalkboard demonstrating mathematical complexity" src="http://www.blogcdn.com/massively.joystiq.com/media/2011/08/blackboard-equations.jpg" /></a></div>
MMOs come in all shapes and sizes, and with new titles launching every other day, there's bound to be one out there that caters to just about every skill level imaginable. While many of these games boast similar mechanics, occasionally a dev team will stray from the norm and create a head-scratchingly complex title (or in some cases, a title that is deliberately user-unfriendly).<br />
<br />
Games like <a href="http://massively.joystiq.com/category/eve-online"><em>EVE Online</em></a> and <a href="http://massively.joystiq.com/category/second-life"><em>Second Life</em></a> are renowned for their learning curve and the amount of research necessary to play at a high level, and we're curious to hear about others you may have experienced.<br />
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For this edition of The Daily Grind, share your thoughts on MMO complexity, and whether the term entails mechanics, the UI, gameplay options, or some combination of all three. While you've got your thinking cap on, which MMO has the hardest learning curve?<br />
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<img align="left" alt="" border="0" hspace="0" src="http://www.blogcdn.com/www.massively.com/media/2010/09/coffee.jpg" style="padding-right: 10px;" vspace="0" /><em>Every morning, the Massively bloggers probe the minds of their readers with deep, thought-provoking questions about that most serious of topics: massively online gaming. We crave your opinions, so grab your caffeinated beverage of choice and chime in on today's <a href="http://www.massively.com/category/the-daily-grind/">Daily Grind</a>!</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/2011/08/09/the-daily-grind-which-mmo-has-the-hardest-learning-curve/">The Daily Grind: Which MMO has the hardest learning curve?</a> originally appeared on <a href="http://massively.joystiq.com">Massively</a> on Tue, 09 Aug 2011 08:00:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href="http://massively.joystiq.com/2011/08/09/the-daily-grind-which-mmo-has-the-hardest-learning-curve/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/forward/20011165/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/2011/08/09/the-daily-grind-which-mmo-has-the-hardest-learning-curve/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>complexity</category><category>difficulty</category><category>eve</category><category>eve-online</category><category>game-discussion</category><category>game-mechanics</category><category>gamer-discussion</category><category>mechanics</category><category>mmo-discussion</category><category>mmo-hot-topics</category><category>mmo-issues</category><category>mmo-topics</category><category>mmorpg-discussion</category><category>mmorpg-hot-topics</category><category>mmorpg-topics</category><category>sandbox</category><category>second-life</category><category>spreadsheets-in-space</category><category>tdg</category><category>the-daily-grind</category><category>ui</category><category>user-interface</category><dc:creator><![CDATA[Jef Reahard]]></dc:creator><pubDate>Tue, 09 Aug 2011 08:00:00 EST</pubDate></item><item><title><![CDATA[The Soapbox: Decent challenge]]></title><link>http://massively.joystiq.com/2011/07/12/the-soapbox-decent-challenge/</link><guid isPermaLink="true">http://massively.joystiq.com/2011/07/12/the-soapbox-decent-challenge/</guid><comments>http://massively.joystiq.com/2011/07/12/the-soapbox-decent-challenge/#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/endgame/" rel="tag">Endgame</a>, <a href="http://massively.joystiq.com/category/opinion/" rel="tag">Opinion</a>, <a href="http://massively.joystiq.com/category/the-soapbox/" rel="tag">The Soapbox</a>, <a href="http://massively.joystiq.com/category/misc/" rel="tag">Miscellaneous</a></p><div style="text-align: center;">
	<a href="http://kayin.pyoko.org/iwbtg/"><img src="http://www.blogcdn.com/massively.joystiq.com/media/2011/07/soapbox-challenge-epl-710.jpg" style="border-width: 0px; border-style: solid;" /></a></div>
<em>Disclaimer: <a href="http://www.massively.com/category/the-soapbox/">The Soapbox</a> column is entirely the opinion of this week's writer and does not necessarily reflect the views of Massively as a whole. If you're afraid of opinions other than your own, you might want to skip this column.</em><br />
<br />
The ancestors of modern humans had a lot to contend with, but I'm willing to bet that the seeds of MMO gamers existed even in those days. There had to have been at least one person who looked at a wooly mammoth, a titantic mass of tree-trunk limbs and tusks and fur, and announced "I bet you get <em>great</em> loot for killing that thing!" And as it turned out, he was right, assuming "great loot" means "meat for food and fur for clothing."<br />
<br />
I'm exaggerating, naturally; everyone knows that ancient humanity spoke Norwegian, not English, and it's a well-known fact that the term "loot" was first coined in the Canterbury Tales along with "spawn camper." But that need for a challenge is still there, the central idea that in order to get something really awesome you have to overcome a big obstacle. Which is why challenge is such a thorny issue for MMOs and always has been, because one person's challenge is another person's irritation.<p><a href="http://massively.joystiq.com/2011/07/12/the-soapbox-decent-challenge/" rel="bookmark">Continue reading <em>The Soapbox: Decent challenge</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/2011/07/12/the-soapbox-decent-challenge/">The Soapbox: Decent challenge</a> originally appeared on <a href="http://massively.joystiq.com">Massively</a> on Tue, 12 Jul 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/2011/07/12/the-soapbox-decent-challenge/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/forward/19987334/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/2011/07/12/the-soapbox-decent-challenge/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>challenge</category><category>challenging-content</category><category>column</category><category>complexity</category><category>design</category><category>development</category><category>difficult-content</category><category>difficulty</category><category>easy-content</category><category>featured</category><category>logistics</category><category>opinion</category><category>simplicity</category><category>soapbox</category><category>the-soapbox</category><dc:creator><![CDATA[Eliot Lefebvre]]></dc:creator><pubDate>Tue, 12 Jul 2011 09:00:00 EST</pubDate></item><item><title><![CDATA[The Daily Grind: What rewards aren't worth the effort?]]></title><link>http://massively.joystiq.com/2011/06/10/the-daily-grind-what-rewards-arent-worth-the-effort/</link><guid isPermaLink="true">http://massively.joystiq.com/2011/06/10/the-daily-grind-what-rewards-arent-worth-the-effort/</guid><comments>http://massively.joystiq.com/2011/06/10/the-daily-grind-what-rewards-arent-worth-the-effort/#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-daily-grind/" rel="tag">The Daily Grind</a>, <a href="http://massively.joystiq.com/category/misc/" rel="tag">Miscellaneous</a></p><div style="text-align: center;">
	<img border="1" hspace="4" src="http://www.blogcdn.com/massively.joystiq.com/media/2011/06/ffxi-effort-epl-605.jpg" vspace="4" /></div>
A gauntlet of fiendish bosses. Horrible traps and puzzles solved in an instanced format, with no chance for other parties to help you. A collection of dangerous encounters and perilous chances with your characters, in which a single death would mean undoing hours of work. All of that work for... a cosmetic helm?<br />
<br />
While <a href="http://www.playonline.com"><em>Final Fantasy XI</em></a> has some brutally difficult bosses, they drop powerful rewards. But even then, sometimes you might look at the rewards they drop versus the slightly weaker rewards available elsewhere and decide that the effort is just too much. It's not that the rewards are bad; it's that the rewards don't match up to the strategy and careful play required to have a chance.<br />
<br />
So when have you run into rewards that don't feel like they're worth the effort it would take to obtain them? Is it a matter of too much time or too much challenge for too little benefit?<br />
<br />
<img align="left" alt="" border="0" hspace="0" src="http://www.blogcdn.com/www.massively.com/media/2010/09/coffee.jpg" style="padding-right: 10px;" vspace="0" /><em>Every morning, the Massively bloggers probe the minds of their readers with deep, thought-provoking questions about that most serious of topics: massively online gaming. We crave your opinions, so grab your caffeinated beverage of choice and chime in on today's <a href="http://www.massively.com/category/the-daily-grind/">Daily Grind</a>!</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/2011/06/10/the-daily-grind-what-rewards-arent-worth-the-effort/">The Daily Grind: What rewards aren't worth the effort?</a> originally appeared on <a href="http://massively.joystiq.com">Massively</a> on Fri, 10 Jun 2011 08:00:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href="http://massively.joystiq.com/2011/06/10/the-daily-grind-what-rewards-arent-worth-the-effort/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/forward/19958695/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/2011/06/10/the-daily-grind-what-rewards-arent-worth-the-effort/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>challenge</category><category>difficulty</category><category>drops</category><category>effort</category><category>opinion</category><category>rewards</category><category>tdg</category><category>the-daily-grind</category><dc:creator><![CDATA[Eliot Lefebvre]]></dc:creator><pubDate>Fri, 10 Jun 2011 08:00:00 EST</pubDate></item><item><title><![CDATA[The Soapbox: Somebody should do something about all the problems!]]></title><link>http://massively.joystiq.com/2011/04/05/the-soapbox-somebody-should-do-something-about-all-the-problems/</link><guid isPermaLink="true">http://massively.joystiq.com/2011/04/05/the-soapbox-somebody-should-do-something-about-all-the-problems/</guid><comments>http://massively.joystiq.com/2011/04/05/the-soapbox-somebody-should-do-something-about-all-the-problems/#comments</comments><description><![CDATA[<p>Filed under: <a href="http://massively.joystiq.com/category/bugs/" rel="tag">Bugs</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/patches/" rel="tag">Patches</a>, <a href="http://massively.joystiq.com/category/opinion/" rel="tag">Opinion</a>, <a href="http://massively.joystiq.com/category/the-soapbox/" rel="tag">The Soapbox</a>, <a href="http://massively.joystiq.com/category/misc/" rel="tag">Miscellaneous</a></p><div style="text-align: center;">
	<a href="http://sl.wikipedia.org/wiki/Ščitaste_stenice"><img src="http://www.blogcdn.com/massively.joystiq.com/media/2011/04/soapbox-bugfix-epl-403.jpg" style="border-width: 1px; border-style: solid; margin: 4px;" /></a></div>
<em>Disclaimer: <a href="http://www.massively.com/category/the-soapbox/">The Soapbox</a> column is entirely the opinion of this week's writer and does not necessarily reflect the views of Massively as a whole. If you're afraid of opinions other than your own, you might want to skip this column.</em><br />
<br />
Bugs. They are the scourge of gaming, crawling and chittering their way through lines of code, turning what would have been a sure win into failure, making otherwise useful abilities worthless, crippling quests and destroying playtime. And so the clarion call goes out every time a new bug emerges that the developers should fix it -- a reasonable request, given that we are paying these people every month. (Or, on several occasions, we <em>would</em> be paying if the game weren't such a mess of bugs that they should be paying <em>us</em>.)<br />
<br />
Yet months roll by, and despite countless lovingly assembled bug reports, these issues do <em>not</em> get fixed. And it's not just bugs, either -- balance issues go untweaked, content goes unfinished, features get rolled back or sometimes removed altogether. What the heck are we paying for? Why in the world doesn't the development team just <em>fix</em> these problems?<p><a href="http://massively.joystiq.com/2011/04/05/the-soapbox-somebody-should-do-something-about-all-the-problems/" rel="bookmark">Continue reading <em>The Soapbox: Somebody should do something about all the problems!</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/2011/04/05/the-soapbox-somebody-should-do-something-about-all-the-problems/">The Soapbox: Somebody should do something about all the problems!</a> originally appeared on <a href="http://massively.joystiq.com">Massively</a> on Tue, 05 Apr 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/2011/04/05/the-soapbox-somebody-should-do-something-about-all-the-problems/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/forward/19901226/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/2011/04/05/the-soapbox-somebody-should-do-something-about-all-the-problems/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>balance</category><category>balanced-environment</category><category>broken</category><category>bug-fixes</category><category>bugs</category><category>challenge</category><category>developers</category><category>development</category><category>development-teams</category><category>difficulty</category><category>featured</category><category>functionality</category><category>keeping-things-working</category><category>opinion</category><category>soapbox</category><category>the-soapbox</category><category>working-as-intended</category><dc:creator><![CDATA[Eliot Lefebvre]]></dc:creator><pubDate>Tue, 05 Apr 2011 15:00:00 EST</pubDate></item><item><title><![CDATA[The Daily Grind: What sort of challenges feel fair in an MMO?]]></title><link>http://massively.joystiq.com/2011/03/05/the-daily-grind-what-sort-of-challenges-feel-fair-in-an-mmo/</link><guid isPermaLink="true">http://massively.joystiq.com/2011/03/05/the-daily-grind-what-sort-of-challenges-feel-fair-in-an-mmo/</guid><comments>http://massively.joystiq.com/2011/03/05/the-daily-grind-what-sort-of-challenges-feel-fair-in-an-mmo/#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/endgame/" rel="tag">Endgame</a>, <a href="http://massively.joystiq.com/category/opinion/" rel="tag">Opinion</a>, <a href="http://massively.joystiq.com/category/the-daily-grind/" rel="tag">The Daily Grind</a>, <a href="http://massively.joystiq.com/category/misc/" rel="tag">Miscellaneous</a></p><div style="text-align: center;">
	<a href="http://en.wikipedia.org/wiki/Devil_May_Cry_(video_game)"><img src="http://www.blogcdn.com/massively.joystiq.com/media/2011/03/tdg-challenge-epl-304.jpg" style="border-width: 1px; border-style: solid; margin: 4px;" /></a></div>
When I was younger (<a href="http://www.youtube.com/watch?v=3t8MeE8Ik4Y">so much younger than today</a>), I decided that it sounded like a fun jaunt to play through <em>Devil May Cry</em> on the hardest difficulty setting, appropriately named "Dante Must Die." For those who have never experienced this particular joy, playing the game at that level requires an insanely precise level of timing and movement, with several fights ending in instant death if you dodge left instead of right. The game's strategies weren't difficult, but the challenge was all in the execution. Of course, that sort of model can be problematic in an MMO, where a second of lag can turn a successful execution into brutal failure.<br />
<br />
MMOs have always used a wide variety of different challenges. <a href="http://www.guildwars.com"><em>Guild Wars</em></a> asks players to make use of positioning and timing to overcome challenges, while <a href="http://www.playonline.com"><em>Final Fantasy XI</em></a>'s endgame is much more focused on encouraging a good strategy and good team synergy. What sort of challenges do you think are best suited to the group environment of an MMO? Conversely, what sort of content design feels like an unfair challenge in context?<br />
<br />
<img align="left" alt="" border="0" hspace="0" src="http://www.blogcdn.com/www.massively.com/media/2010/09/coffee.jpg" style="padding-right: 10px;" vspace="0" /><em>Every morning, the Massively bloggers probe the minds of their readers with deep, thought-provoking questions about that most serious of topics: massively online gaming. We crave your opinions, so grab your caffeinated beverage of choice and chime in on today's <a href="http://www.massively.com/category/the-daily-grind/">Daily Grind</a>!</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/2011/03/05/the-daily-grind-what-sort-of-challenges-feel-fair-in-an-mmo/">The Daily Grind: What sort of challenges feel fair in an MMO?</a> originally appeared on <a href="http://massively.joystiq.com">Massively</a> on Sat, 05 Mar 2011 08:00:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href="http://massively.joystiq.com/2011/03/05/the-daily-grind-what-sort-of-challenges-feel-fair-in-an-mmo/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/forward/19868997/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/2011/03/05/the-daily-grind-what-sort-of-challenges-feel-fair-in-an-mmo/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>challenge</category><category>content</category><category>difficulty</category><category>ff11</category><category>ffxi</category><category>final-fantasy-11</category><category>final-fantasy-xi</category><category>guild-wars</category><category>gw</category><category>obstacles</category><category>opinion</category><category>tdg</category><category>the-daily-grind</category><dc:creator><![CDATA[Eliot Lefebvre]]></dc:creator><pubDate>Sat, 05 Mar 2011 08:00:00 EST</pubDate></item><item><title><![CDATA[Wasteland Diaries: Hardcore mode]]></title><link>http://massively.joystiq.com/2011/01/14/wasteland-diaries-hardcore-mode/</link><guid isPermaLink="true">http://massively.joystiq.com/2011/01/14/wasteland-diaries-hardcore-mode/</guid><comments>http://massively.joystiq.com/2011/01/14/wasteland-diaries-hardcore-mode/#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/fallen-earth/" rel="tag">Fallen Earth</a>, <a href="http://massively.joystiq.com/category/mmofps/" rel="tag">MMOFPS</a>, <a href="http://massively.joystiq.com/category/humor/" rel="tag">Humor</a>, <a href="http://massively.joystiq.com/category/wasteland-diaries/" rel="tag">Wasteland Diaries</a>, <a href="http://massively.joystiq.com/category/post-apocalyptic/" rel="tag">Post-Apocalyptic</a></p><div style="text-align: center"><a href="http://www.fallenearth.com/"><img border="1" hspace="4" alt="" vspace="4" src="http://www.blogcdn.com/massively.joystiq.com/media/2011/01/fehardcore1.jpg" /></a></div>
So during your wait for Sector 4, have you conquered it all in <em><a href="http://www.fallenearth.com/">Fallen Earth</a></em>? You've overcome every obstacle and achieved every achievement? You've amassed wealth beyond dreams and have become a king among men in the wastes? Maybe not, but let's assume you have. What do you do now? Well, I've got some terrific news for you. <em><a href="http://massively.joystiq.com/category/fallen-earth">Fallen Earth</a></em> has a hardcore mode. It's a realism mod of sorts. But the catch is: Nothing is changed on the server side. All modifications will be made client-side (and they will be made <a href="http://www.fallenearth.com/termsofservice">legally</a>).<br />
<br />
This mode will take a large amount of self-discipline. It will be very easy to cheat. Many of the rules that will be imposed on you will also be enforced by you. In order for it to be considered truly hardcore, apocalyptic-realism, you can't cheat. Even <a href="http://fallout.bethsoft.com/index.html"><em>Fallout: New Vegas</em></a> has a hardcore mode. Of course, I played it in hardcore mode and still found it too easy. I had to impose rules on myself to keep it challenging (like no <a href="http://fallout.wikia.com/wiki/Vault-Tec_Assisted_Targeting_System">V.A.T.S.</a> allowed). I also found that the ability to save right before a big decision or fight also alleviates some of the difficulty. Of course, I could impose further restrictions on myself to make the game more difficult. With that in mind, after the cut, I'll show you how to do just that with <em>Fallen Earth</em>.<p><a href="http://massively.joystiq.com/2011/01/14/wasteland-diaries-hardcore-mode/" rel="bookmark">Continue reading <em>Wasteland Diaries: Hardcore mode</em></a></p><p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://massively.joystiq.com"><img src="http://massively.joystiq.com/media/feedlogo.gif" alt="Massively" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://massively.joystiq.com/2011/01/14/wasteland-diaries-hardcore-mode/">Wasteland Diaries: Hardcore mode</a> originally appeared on <a href="http://massively.joystiq.com">Massively</a> on Fri, 14 Jan 2011 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/2011/01/14/wasteland-diaries-hardcore-mode/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/forward/19799284/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/2011/01/14/wasteland-diaries-hardcore-mode/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>difficulty</category><category>difficulty-level</category><category>fallen-earth</category><category>fallen-earth-llc</category><category>fe</category><category>featured</category><category>hardcore</category><category>hardcore-mode</category><category>icarus</category><category>icarus-studios</category><category>realism</category><category>satire</category><category>wasteland</category><category>wasteland-diaries</category><category>wastelands</category><dc:creator><![CDATA[Edward Marshall]]></dc:creator><pubDate>Fri, 14 Jan 2011 12:00:00 EST</pubDate></item><item><title><![CDATA[A Mild-Mannered Reporter: Question chilled]]></title><link>http://massively.joystiq.com/2010/11/03/a-mild-mannered-reporter-question-chilled/</link><guid isPermaLink="true">http://massively.joystiq.com/2010/11/03/a-mild-mannered-reporter-question-chilled/</guid><comments>http://massively.joystiq.com/2010/11/03/a-mild-mannered-reporter-question-chilled/#comments</comments><description><![CDATA[<p>Filed under: <a href="http://massively.joystiq.com/category/super-hero/" rel="tag">Super-hero</a>, <a href="http://massively.joystiq.com/category/city-of-heroes/" rel="tag">City of Heroes</a>, <a href="http://massively.joystiq.com/category/city-of-villains/" rel="tag">City of Villains</a>, <a href="http://massively.joystiq.com/category/classes/" rel="tag">Classes</a>, <a href="http://massively.joystiq.com/category/game-mechanics/" rel="tag">Game mechanics</a>, <a href="http://massively.joystiq.com/category/endgame/" rel="tag">Endgame</a>, <a href="http://massively.joystiq.com/category/opinion/" rel="tag">Opinion</a>, <a href="http://massively.joystiq.com/category/a-mild-mannered-reporter/" rel="tag">A Mild-Mannered Reporter</a></p><div style="text-align: center;"><a href="http://fienemannroad.wordpress.com/"><img vspace="4" hspace="4" border="1" alt="" src="http://www.blogcdn.com/massively.joystiq.com/media/2010/10/coh-mmr-1288539676.jpg" /></a></div>
We've had a fairly calm month since <a href="http://massively.joystiq.com/2010/10/06/a-mild-mannered-reporter-because-of-reasons/#continued">our last session</a>, and really, I'm kind of relieved. I spent most of October expecting that <a href="http://www.cityofheroes.com"><em>City of Heroes</em></a> was going to drop some sort of bomb along the lines of "game shutting down in December, releasing huge new game in January, have a pony." And I'm kind of glad that didn't happen, because I have nowhere to keep a pony in my home. With that awkward preamble out of the way, on with the questions!<br />
<br />
<strong>Jeromai asked</strong>: <em>But think, the enemy code [</em><a href="http://massively.joystiq.com/2010/10/20/city-of-heroes-developer-diary-going-rogue-new-powersets-new"><em>developed for</em> Going Rogue</a><em>] might later be used for smarter AI for enemies that Incarnates face. A higher-level challenge. Gee, doesn't that sound like endgame content?</em> <br />
<br />
Well, yes and no. Yes, it certainly sounds like a higher-level challenge, and if you ask a certain segment of the endgame population in any MMO, that's exactly what they want. But endgame content is frequently kept challenging solely through artificial barriers, and as bizarre as it sounds, we kind of want it that way, because the alternative is really, really annoying.<p><a href="http://massively.joystiq.com/2010/11/03/a-mild-mannered-reporter-question-chilled/" rel="bookmark">Continue reading <em>A Mild-Mannered Reporter: Question chilled</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/2010/11/03/a-mild-mannered-reporter-question-chilled/">A Mild-Mannered Reporter: Question chilled</a> originally appeared on <a href="http://massively.joystiq.com">Massively</a> on Wed, 03 Nov 2010 12:00:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href="http://massively.joystiq.com/2010/11/03/a-mild-mannered-reporter-question-chilled/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/forward/19696474/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/2010/11/03/a-mild-mannered-reporter-question-chilled/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>ancillary-power-pools</category><category>app</category><category>challenge</category><category>city-of-heroes</category><category>city-of-villains</category><category>coh</category><category>columns</category><category>cov</category><category>cox</category><category>difficulty</category><category>endgame</category><category>endgame-content</category><category>endgame-strategy</category><category>featured</category><category>game-mechanics</category><category>ncsoft</category><category>paragon</category><category>paragon-studios</category><category>patron-power-pools</category><category>ppp</category><category>q-and-a</category><category>questions-and-answers</category><dc:creator><![CDATA[Eliot Lefebvre]]></dc:creator><pubDate>Wed, 03 Nov 2010 12:00:00 EST</pubDate></item><item><title><![CDATA[Age of Conan's Morrison on designing for challenge and accessibility]]></title><link>http://massively.joystiq.com/2010/11/01/age-of-conans-morrison-on-designing-for-challenge-and-accessibi/</link><guid isPermaLink="true">http://massively.joystiq.com/2010/11/01/age-of-conans-morrison-on-designing-for-challenge-and-accessibi/</guid><comments>http://massively.joystiq.com/2010/11/01/age-of-conans-morrison-on-designing-for-challenge-and-accessibi/#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/anarchy-online/" rel="tag">Anarchy Online</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></p><div style="text-align: center;"><a href="http://usuallyfine.blogspot.com/2010/11/difficulty-conundrum.html"><img vspace="4" hspace="4" border="1" src="http://www.blogcdn.com/massively.joystiq.com/media/2010/11/aocwarmonk.jpg" alt="" /><br />
</a></div>
<a href="http://www.funcom.com">Funcom</a> executive producer Craig Morrison is drawing on his game journalist roots of late, via a series of in-depth postings on his personal blog.  Morrison, a former IGN editor prior to his <a href="http://massively.joystiq.com/tag/funcom">Funcom</a> days, has a lot to say about gaming trends, which is great news for industry watchers and anyone interested in occasional glimpses into the thought process of an MMO developer. In his latest opus, the former <a href="http://www.anarchy-online.com"><em>Anarchy Online</em></a> (and current <a href="http://www.ageofconan.com"><em>Age of Conan</em></a>) game director discusses the challenges in developing, well, challenge.<br />
<br />
In a followup post to his earlier <a href="http://massively.joystiq.com/2010/10/20/age-of-conans-morrison-talks-progression-design/">discussion on progression</a>, Morrison <a href="http://usuallyfine.blogspot.com/2010/11/difficulty-conundrum.html">talks at length</a> about the decisions developers face when it comes to providing players with a steady diet of dings and digital pats on the back, while simultaneously making it seem like something worthwhile is being accomplished. The post contains a number of interesting observations, among them the notion that most modern MMORPGs parcel out their challenging content in sideshows that are entirely optional (raids, dungeons, etc.) and, in many cases, tangential to the main event (questing and hunting). <br />
<br />
While it would seem to be a relatively simple matter to add occasional challenges to the leveling treadmill, Morrison cautions that care is needed to avoid alienating segments of your playerbase. "<em>If you are going to be able to inject occasional challenge or difficulty spikes into the standard progression as well, you need to have thought about it to make sure that it won't become a bottleneck, and that it will survive a review</em>," he says.<p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://massively.joystiq.com"><img src="http://massively.joystiq.com/media/feedlogo.gif" alt="Massively" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://massively.joystiq.com/2010/11/01/age-of-conans-morrison-on-designing-for-challenge-and-accessibi/">Age of Conan's Morrison on designing for challenge and accessibility</a> originally appeared on <a href="http://massively.joystiq.com">Massively</a> on Mon, 01 Nov 2010 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://usuallyfine.blogspot.com/2010/11/difficulty-conundrum.html>Read</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/2010/11/01/age-of-conans-morrison-on-designing-for-challenge-and-accessibi/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/forward/19697415/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/2010/11/01/age-of-conans-morrison-on-designing-for-challenge-and-accessibi/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>accessibility</category><category>age-of-conan</category><category>anarchy-online</category><category>blog</category><category>challenge</category><category>craig-morrison</category><category>dev-blog</category><category>developers</category><category>difficulty</category><category>funcom</category><category>game-development</category><category>learning-curve</category><category>silirrion</category><dc:creator><![CDATA[Jef Reahard]]></dc:creator><pubDate>Mon, 01 Nov 2010 18:00:00 EST</pubDate></item><item><title><![CDATA[Lost Pages of Taborea: Is Runes of Magic too easy?]]></title><link>http://massively.joystiq.com/2010/11/01/lost-pages-of-taborea-is-runes-of-magic-too-easy/</link><guid isPermaLink="true">http://massively.joystiq.com/2010/11/01/lost-pages-of-taborea-is-runes-of-magic-too-easy/</guid><comments>http://massively.joystiq.com/2010/11/01/lost-pages-of-taborea-is-runes-of-magic-too-easy/#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/opinion/" rel="tag">Opinion</a>, <a href="http://massively.joystiq.com/category/free-to-play/" rel="tag">Free-to-play</a>, <a href="http://massively.joystiq.com/category/runes-of-magic/" rel="tag">Runes of Magic</a>, <a href="http://massively.joystiq.com/category/lost-pages-of-taborea/" rel="tag">Lost Pages of Taborea</a></p><div style="text-align: center;"><a href="http://massively.joystiq.com/category/lost-pages-of-taborea/"><img vspace="4" hspace="4" border="1" alt="" src="http://www.blogcdn.com/massively.joystiq.com/media/2010/10/massivelyrunesofmagicdemonlordheadertooeasy.jpg" /></a></div>
It seems things are never quiet in regard to <a href="http://us.runesofmagic.com/us/index.html"><em>Runes of Magic</em></a> these days. If it isn't <a href="http://massively.joystiq.com/2010/10/25/lost-pages-of-taborea-guide-to-pumpkin-festival/">holiday events</a> or <a href="http://massively.joystiq.com/2010/10/21/new-content-update-adds-epic-battle-to-runes-of-magic/">new world bosses</a>, it's large-scale balancing issues. Players may still be plugging away at title achievements this Halloween, but the event has been going long enough for people to settle into a daily routine and get back to everyday affairs. In other words: it's something to do, but the shiny is starting to wear off.<br />
<br />
I took advantage of this lull and decided to do a Q&amp;A on the overall difficulty of <a href="http://massively.joystiq.com/category/runes-of-magic/"><em>RoM</em></a>. It's not a huge issue; it's more like a constant issue that creeps into other discussions on class balance or the memento system. And after the attempted change to a <a href="http://massively.joystiq.com/2010/08/23/lost-pages-of-taborea-mana-strike/">percentage-based mana cost</a>, it's definitely worth consideration. Is <em>RoM</em> too easy? The question seems like it'd be a quick one-line answer, but there are many ways to view it that would yield different outcomes. What are players' goals? How can a change to one system affect the whole game? How will future updates affect any changes made today? Is there an answer to whether <em>RoM</em> is too easy or not? Well. Let's find out.<p><a href="http://massively.joystiq.com/2010/11/01/lost-pages-of-taborea-is-runes-of-magic-too-easy/" rel="bookmark">Continue reading <em>Lost Pages of Taborea: Is Runes of Magic too easy?</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/2010/11/01/lost-pages-of-taborea-is-runes-of-magic-too-easy/">Lost Pages of Taborea: Is Runes of Magic too easy?</a> originally appeared on <a href="http://massively.joystiq.com">Massively</a> on Mon, 01 Nov 2010 17:00:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href="http://massively.joystiq.com/2010/11/01/lost-pages-of-taborea-is-runes-of-magic-too-easy/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/forward/19696541/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/2010/11/01/lost-pages-of-taborea-is-runes-of-magic-too-easy/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>balance</category><category>balancing</category><category>balancing-gameplay</category><category>challenge</category><category>difficulty</category><category>difficulty-settings</category><category>dungeon-difficulty</category><category>easy</category><category>featured</category><category>frogster</category><category>frogster-america</category><category>frogster-interactive</category><category>hard</category><category>jeremy-stratton</category><category>lost-pages-of-taborea</category><category>rom</category><category>runes-of-magic</category><category>runewaker</category><category>runewaker-entertainment</category><category>too-easy</category><category>too-hard</category><dc:creator><![CDATA[Jeremy Stratton]]></dc:creator><pubDate>Mon, 01 Nov 2010 17:00:00 EST</pubDate></item><item><title><![CDATA[A Mild-Mannered Reporter: This edition is so stupid]]></title><link>http://massively.joystiq.com/2010/10/20/a-mild-mannered-reporter-this-edition-is-so-stupid/</link><guid isPermaLink="true">http://massively.joystiq.com/2010/10/20/a-mild-mannered-reporter-this-edition-is-so-stupid/</guid><comments>http://massively.joystiq.com/2010/10/20/a-mild-mannered-reporter-this-edition-is-so-stupid/#comments</comments><description><![CDATA[<p>Filed under: <a href="http://massively.joystiq.com/category/super-hero/" rel="tag">Super-hero</a>, <a href="http://massively.joystiq.com/category/city-of-heroes/" rel="tag">City of Heroes</a>, <a href="http://massively.joystiq.com/category/city-of-villains/" rel="tag">City of Villains</a>, <a href="http://massively.joystiq.com/category/culture/" rel="tag">Culture</a>, <a href="http://massively.joystiq.com/category/opinion/" rel="tag">Opinion</a>, <a href="http://massively.joystiq.com/category/a-mild-mannered-reporter/" rel="tag">A Mild-Mannered Reporter</a></p><div style="text-align: center;"><a href="http://fienemannroad.wordpress.com/"><img vspace="4" hspace="4" border="1" alt="" src="http://www.blogcdn.com/massively.joystiq.com/media/2010/10/coh-mmr-1287419689.jpg" /></a></div>
Guys, I have to warn you straight up... this edition is <em>really</em> stupid. It's just plain stupid. I'm not saying that it's bad, and I'm not saying it's not worth reading -- I'm just saying that it's really surprisingly dumb. You're all fond of <a href="http://www.cityofheroes.com"><em>City of Heroes</em></a>, and I am too, but considering how dumb this week's edition is, maybe you should do something else for however long you would normally read one of my columns. I guess there are some pretty good things on YouTube these days.<br />
<br />
Oh, wait, sorry, it looks like I was reading my notes wrong. It's not that this edition is stupid, it's that the community threads we're spotlighting today are all about things that are stupid. Because there are things here and there within <em><a href="http://massively.joystiq.com/category/City-of-Heroes/">City of Heroes</a></em> that are just a little dumb, when you get right down to it. Also, it gave me a thematic hook for this column, so that's good too. Click on past the cut for this week's highlights!<p><a href="http://massively.joystiq.com/2010/10/20/a-mild-mannered-reporter-this-edition-is-so-stupid/" rel="bookmark">Continue reading <em>A Mild-Mannered Reporter: This edition is so stupid</em></a></p><p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://massively.joystiq.com"><img src="http://massively.joystiq.com/media/feedlogo.gif" alt="Massively" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://massively.joystiq.com/2010/10/20/a-mild-mannered-reporter-this-edition-is-so-stupid/">A Mild-Mannered Reporter: This edition is so stupid</a> originally appeared on <a href="http://massively.joystiq.com">Massively</a> on Wed, 20 Oct 2010 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/2010/10/20/a-mild-mannered-reporter-this-edition-is-so-stupid/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/forward/19678524/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/2010/10/20/a-mild-mannered-reporter-this-edition-is-so-stupid/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>archvillains</category><category>art</category><category>art-team</category><category>character-customization</category><category>city-of-heroes</category><category>city-of-villains</category><category>coh</category><category>cov</category><category>cox</category><category>customization</category><category>difficulty</category><category>featured</category><category>giant-monsters</category><category>hamidon</category><category>ncsoft</category><category>paragon</category><category>paragon-studios</category><category>praetoria</category><category>soloable</category><category>soloing</category><category>stupid</category><category>super-booster</category><category>super-boosters</category><dc:creator><![CDATA[Eliot Lefebvre]]></dc:creator><pubDate>Wed, 20 Oct 2010 09:00:00 EST</pubDate></item><item><title><![CDATA[Shannon Posniewski on the development of Champions Online's first adventure pack]]></title><link>http://massively.joystiq.com/2010/08/05/shannon-posniewski-on-the-development-of-champions-onlines-firs/</link><guid isPermaLink="true">http://massively.joystiq.com/2010/08/05/shannon-posniewski-on-the-development-of-champions-onlines-firs/</guid><comments>http://massively.joystiq.com/2010/08/05/shannon-posniewski-on-the-development-of-champions-onlines-firs/#comments</comments><description><![CDATA[<p>Filed under: <a href="http://massively.joystiq.com/category/super-hero/" rel="tag">Super-hero</a>, <a href="http://massively.joystiq.com/category/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/news-items/" rel="tag">News items</a>, <a href="http://massively.joystiq.com/category/champions-online/" rel="tag">Champions Online</a></p><div style="text-align: center;"><a href="http://www.champions-online.com"><img vspace="4" hspace="4" border="1" alt="" src="http://www.blogcdn.com/massively.joystiq.com/media/2010/08/co-interview-epl-804.jpg" /></a></div>
It's been a quiet couple of weeks for <a href="http://www.champions-online.com"><em>Champions Online</em></a> -- at least, from the news side of things. Players have had plenty to do in the form of the recent Serpent Lantern adventure, offering an experience for players of nearly any level and any group size. <a href="http://massively.joystiq.com/tag/Shannon-Posniewski/">Shannon Posniewski</a> sat down for <a href="http://www.tentonhammer.com/champions-online/interview/shannon-posniewski/august2010">a recent interview</a> in which he detailed some of the work that went into the adventure pack, from the challenges in design to the lessons learned.<br />
<br />
The overhaul of the perks system and the changes made to VIPER are both cited as elements that the development team was working on without the adventure pack, both of which dovetailed nicely with the new content. Posniewski describes the biggest hurdle as the scaling issues, however, which doesn't simply translate to adding more hit points to higher-level enemies. It's part of what contributes to the four-month design turnaround he describes in the interview. If you've been enjoying the new adventure, it's well worth <a href="http://www.tentonhammer.com/champions-online/interview/shannon-posniewski/august2010">a look at the interview</a> for a peek at what makes <a href="http://massively.joystiq.com/category/Champions-Online/"><em>Champions Online</em></a>'s development tick.<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/2010/08/05/shannon-posniewski-on-the-development-of-champions-onlines-firs/">Shannon Posniewski on the development of Champions Online's first adventure pack</a> originally appeared on <a href="http://massively.joystiq.com">Massively</a> on Thu, 05 Aug 2010 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://www.tentonhammer.com/champions-online/interview/shannon-posniewski/august2010>Read</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/2010/08/05/shannon-posniewski-on-the-development-of-champions-onlines-firs/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/forward/19581458/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/2010/08/05/shannon-posniewski-on-the-development-of-champions-onlines-firs/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>adventure-pack</category><category>backstory</category><category>champions-online</category><category>co</category><category>cryptic</category><category>cryptic-champions-online</category><category>cryptic-co</category><category>cryptic-studios</category><category>developers</category><category>development-time</category><category>difficulty</category><category>interview</category><category>interviews</category><category>poz</category><category>scaling-difficulty</category><category>serpent-lantern</category><category>shannon-posniewski</category><dc:creator><![CDATA[Eliot Lefebvre]]></dc:creator><pubDate>Thu, 05 Aug 2010 09:00:00 EST</pubDate></item><item><title><![CDATA[Party like a rock star in Final Fantasy XIV]]></title><link>http://massively.joystiq.com/2010/07/30/party-like-a-rock-star-in-final-fantasy-xiv/</link><guid isPermaLink="true">http://massively.joystiq.com/2010/07/30/party-like-a-rock-star-in-final-fantasy-xiv/</guid><comments>http://massively.joystiq.com/2010/07/30/party-like-a-rock-star-in-final-fantasy-xiv/#comments</comments><description><![CDATA[<p>Filed under: <a href="http://massively.joystiq.com/category/betas/" rel="tag">Betas</a>, <a href="http://massively.joystiq.com/category/fantasy/" rel="tag">Fantasy</a>, <a href="http://massively.joystiq.com/category/game-mechanics/" rel="tag">Game mechanics</a>, <a href="http://massively.joystiq.com/category/previews/" rel="tag">Previews</a>, <a href="http://massively.joystiq.com/category/news-items/" rel="tag">News items</a>, <a href="http://massively.joystiq.com/category/final-fantasy-xiv/" rel="tag">Final Fantasy XIV</a></p><div style="text-align: center;"><a href="http://www.ffxivcore.com/topic/9484-article-translation-information-buffet/"><img vspace="4" hspace="4" border="1" alt="" src="http://www.blogcdn.com/massively.joystiq.com/media/2010/07/ffxiv-partying-epl-730.jpg" /></a></div>
There are players out there who might be dreading parties in <a href="http://www.finalfantasyxiv.com"><em>Final Fantasy XIV</em></a>. Well, not precisely; they might well be dreading that the mechanics will be similar to the parties from <a href="http://www.playonline.com"><em>Final Fantasy XI</em></a>, where some classes could seemingly wait for ages without a trace of a group. Mercifully, the fine bilingual team at <a href="http://www.ffxivcore.com">FFXIVCore</a> has continued <a href="http://massively.joystiq.com/2010/07/29/what-to-do-in-limsa-lominsa-when-youre-in-the-final-fantasy-xiv/">its apparent tradition</a> of translating information to coincide with the new beta testing, with <a href="http://www.ffxivcore.com/topic/9484-article-translation-information-buffet/">the newest translation</a> being a guide to getting a working group in the game.<br />
<br />
<a href="http://massively.joystiq.com/tag/Guildleve/">Guildleve</a>s are the game's core leveling mechanics, but new ones can only be accepted every so often, and they can be hard to complete on higher settings alone. By grouping up, players gain access to more guildleves from other players and more support in tackling the game's bigger challenges. The full translation has information on everything from the interface to form a party to the game's battle regiments, the equivalent of <em><a href="http://massively.joystiq.com/category/Final-Fantasy-XI/">Final Fantasy XI</a></em>'s skillchains. (We're guessing they meant regimens, but that's the challenge of translation.) <em><a href="http://massively.joystiq.com/category/Final-Fantasy-XIV/">Final Fantasy XIV</a></em> fans are advised to <a href="http://www.ffxivcore.com/topic/9484-article-translation-information-buffet/">take a look at the article</a> to start gearing up for the game's release in two months.<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/2010/07/30/party-like-a-rock-star-in-final-fantasy-xiv/">Party like a rock star in Final Fantasy XIV</a> originally appeared on <a href="http://massively.joystiq.com">Massively</a> on Fri, 30 Jul 2010 17:00:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href=http://www.ffxivcore.com/topic/9484-article-translation-information-buffet/>Read</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/2010/07/30/party-like-a-rock-star-in-final-fantasy-xiv/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/forward/19575586/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/2010/07/30/party-like-a-rock-star-in-final-fantasy-xiv/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>battle-mechanics</category><category>beta</category><category>challenge</category><category>difficulty</category><category>experience</category><category>ff</category><category>ff11</category><category>ff14</category><category>ffxi</category><category>ffxiv</category><category>final-fantasy</category><category>final-fantasy-11</category><category>final-fantasy-14</category><category>final-fantasy-xi</category><category>final-fantasy-xiv</category><category>group-mechanics</category><category>grouping</category><category>guildleves</category><category>parties</category><category>party</category><category>partying</category><category>quests</category><category>skillchains</category><category>square</category><category>square-enix</category><category>testing</category><category>translations</category><dc:creator><![CDATA[Eliot Lefebvre]]></dc:creator><pubDate>Fri, 30 Jul 2010 17:00:00 EST</pubDate></item><item><title><![CDATA[The Mog Log: The trial of Chains of Promathia, part one]]></title><link>http://massively.joystiq.com/2010/06/05/the-mog-log-the-trial-of-chains-of-promathia-part-one/</link><guid isPermaLink="true">http://massively.joystiq.com/2010/06/05/the-mog-log-the-trial-of-chains-of-promathia-part-one/</guid><comments>http://massively.joystiq.com/2010/06/05/the-mog-log-the-trial-of-chains-of-promathia-part-one/#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/final-fantasy-xi/" rel="tag">Final Fantasy XI</a>, <a href="http://massively.joystiq.com/category/expansions/" rel="tag">Expansions</a>, <a href="http://massively.joystiq.com/category/opinion/" rel="tag">Opinion</a>, <a href="http://massively.joystiq.com/category/consoles/" rel="tag">Consoles</a>, <a href="http://massively.joystiq.com/category/the-mog-log/" rel="tag">The Mog Log</a></p><div style="text-align: center;"><a href="http://fienemannroad.wordpress.com/"><img vspace="4" hspace="4" border="1" src="http://www.blogcdn.com/massively.joystiq.com/media/2010/06/ffxi-moglog-chains-epl-604.jpg"  alt="" /></a></div>
When the news first came out about <a href="http://massively.joystiq.com/2010/05/24/final-fantasy-xi-frees-up-chains-of-promathia/">the removal of the level cap</a> in several <a href="http://www.playonline.com/ff11us/promathia/index.html"><em>Chains of Promathia</em></a> areas, <a href="http://massively.joystiq.com/bloggers/seraphina-brennan/">Sera</a> and I had a bit of a disagreement on the news. Or, more accurately, we had a bit of a disagreement regarding the expansion as a whole. Sera was of the opinion that it was quite possibly the best expansion in the game's history. I, as has been stated before, feel somewhat less positive about it -- which is to say that I've usually regarded it as one of the worst.<br />
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The comment thread to that news showed that this divide was not unique to the two of us. Comments were sharply divided between those who would happily blacklist <em><a href="http://massively.joystiq.com/tag/Chains-of-Promathia/">Chains of Promathia</a></em> and forget it existed, and those who were heartbroken at something so wonderful being toned down. So I decided to go ahead and take another look at the expansion as an aggregate, both the good and the bad. Out of all the <a href="http://www.playonline.com"><em>Final Fantasy XI</em></a> expansions, this one was the most unique. Was it a good experiment, or was it a failure?<p><a href="http://massively.joystiq.com/2010/06/05/the-mog-log-the-trial-of-chains-of-promathia-part-one/" rel="bookmark">Continue reading <em>The Mog Log: The trial of Chains of Promathia, part 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/2010/06/05/the-mog-log-the-trial-of-chains-of-promathia-part-one/">The Mog Log: The trial of Chains of Promathia, part one</a> originally appeared on <a href="http://massively.joystiq.com">Massively</a> on Sat, 05 Jun 2010 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/2010/06/05/the-mog-log-the-trial-of-chains-of-promathia-part-one/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/forward/19502226/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/2010/06/05/the-mog-log-the-trial-of-chains-of-promathia-part-one/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>chains-of-promathia</category><category>challenge</category><category>cop</category><category>difficulty</category><category>discussion</category><category>expansions</category><category>featured</category><category>ff</category><category>ff11</category><category>ffxi</category><category>final-fantasy</category><category>final-fantasy-11</category><category>final-fantasy-xi</category><category>level-cap</category><category>level-capped-areas</category><category>level-sync</category><category>new-jobs</category><category>opinion</category><category>square</category><category>square-enix</category><category>trial</category><dc:creator><![CDATA[Eliot Lefebvre]]></dc:creator><pubDate>Sat, 05 Jun 2010 16:00:00 EST</pubDate></item><item><title><![CDATA[Star Trek Online's Season One gets a booster shot]]></title><link>http://massively.joystiq.com/2010/04/30/star-trek-onlines-season-one-gets-a-booster-shot/</link><guid isPermaLink="true">http://massively.joystiq.com/2010/04/30/star-trek-onlines-season-one-gets-a-booster-shot/</guid><comments>http://massively.joystiq.com/2010/04/30/star-trek-onlines-season-one-gets-a-booster-shot/#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/patches/" rel="tag">Patches</a>, <a href="http://massively.joystiq.com/category/news-items/" rel="tag">News items</a>, <a href="http://massively.joystiq.com/category/star-trek-online/" rel="tag">Star Trek Online</a></p><div style="text-align: center;"><a href="http://www.startrekonline.com"><img vspace="4" hspace="4" border="1" align="top" alt="" src="http://www.blogcdn.com/massively.joystiq.com/media/2010/04/sto-booster-epl-429.jpg" /></a></div>
It's been <a href="http://massively.joystiq.com/2010/04/29/captains-log-three-months-of-star-trek-online/">three months since the launch</a> of <a href="http://www.startrekonline.com"><em>Star Trek Online</em></a>, and the developers haven't been sitting on their hands in the interim. With the <a href="http://massively.joystiq.com/2010/03/25/star-trek-online-launches-massive-season-one-patch/">large Season 1 patch</a> still fresh in player's minds, the team has made a quick turnaround on <a href="http://startrekonline.com/season_one1">the followup Season 1.1 patch</a>. While not boasting the wide-reaching expansions that the prior patch did, this patch <a href="http://forums.startrekonline.com/showthread.php?t=153910">addresses several quality of life issues</a>, including death penalties, mission difficulty, and the dreaded "commodity missions" receiving an overhaul. <br />
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Players will have three difficulty options for battles -- Normal, Advanced, and Elite. Normal is unchanged from the present, while Advanced and Elite get progressively harder, incorporating the game's death penalties and strengthening enemies in exchange for more drops of higher quality. As a boon to players who prefer the current difficulty, Normal challenges are still free of any penalties for death. <br />
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There are also improved spoils from badge vendors, and a buff to the reward and procedures of missions asking you to ferry supplies. With <a href="http://forums.startrekonline.com/showthread.php?t=153910">an extensive list</a> of bug fixes, balance tweaks, and small improvements, any <a href="http://massively.joystiq.com/category/Star-Trek-Online/"><em>Star Trek Online</em></a> player is sure to get some benefits out of <a href="http://startrekonline.com/season_one1">the latest patch</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/2010/04/30/star-trek-onlines-season-one-gets-a-booster-shot/">Star Trek Online's Season One gets a booster shot</a> originally appeared on <a href="http://massively.joystiq.com">Massively</a> on Fri, 30 Apr 2010 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://startrekonline.com/season_one1>Read</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/2010/04/30/star-trek-onlines-season-one-gets-a-booster-shot/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/forward/19459029/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/2010/04/30/star-trek-onlines-season-one-gets-a-booster-shot/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>balance</category><category>bug-fixes</category><category>cryptic</category><category>cryptic-star-trek</category><category>cryptic-studios</category><category>death-penalty</category><category>difficulty</category><category>patch</category><category>patches</category><category>season-1.1</category><category>season-one</category><category>season-one-common-ground</category><category>st-online</category><category>star-trek-mmo</category><category>star-trek-online</category><category>sto</category><category>trek-online</category><category>updates</category><dc:creator><![CDATA[Eliot Lefebvre]]></dc:creator><pubDate>Fri, 30 Apr 2010 10:00:00 EST</pubDate></item><item><title><![CDATA[Dungeon Fighter Online begins the Dawn of Retribution]]></title><link>http://massively.joystiq.com/2009/12/19/dungeon-fighter-online-begins-the-dawn-of-retribution/</link><guid isPermaLink="true">http://massively.joystiq.com/2009/12/19/dungeon-fighter-online-begins-the-dawn-of-retribution/</guid><comments>http://massively.joystiq.com/2009/12/19/dungeon-fighter-online-begins-the-dawn-of-retribution/#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/game-mechanics/" rel="tag">Game mechanics</a>, <a href="http://massively.joystiq.com/category/patches/" rel="tag">Patches</a>, <a href="http://massively.joystiq.com/category/news-items/" rel="tag">News items</a>, <a href="http://massively.joystiq.com/category/free-to-play/" rel="tag">Free-to-play</a>, <a href="http://massively.joystiq.com/category/dungeon-fighter-online/" rel="tag">Dungeon Fighter Online</a></p><div style="text-align: center;"><a href="http://dungeonfighter.nexon.net/News/View.aspx?boardNo=200&amp;contentNo=005sR"><img hspace="4" border="1" vspace="4" src="http://www.blogcdn.com/massively.joystiq.com/media/2009/12/dfonewexpansion580.jpg"  alt="" /></a></div>
It's the holidays, and the elder spirits of <a href="http://dungeonfighter.nexon.net"><em>Dungeon Fighter Online</em></a> are in a giving mood!  The first major update to the game, the <a href="http://dungeonfighter.nexon.net/News/View.aspx?boardNo=200&amp;contentNo=005sR">Dawn of Retribution</a>, fixes three main areas that have been giving players some trouble with the game.<br />
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If you felt things were going a bit slow, then worry no longer as the leveling curve has been reduced, speeding up your progress through the advancement tree.  Less grinding, more punching monsters into the dirt where they belong!<br />
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For the newer players entering the game, the lower level dungeons have been made easier and the tutorial has been revamped.  So not only are the starting instructions clearer, but the starting dungeons won't beat you as hard as they use to.<br />
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There's also <a href="http://dungeonfighter.nexon.net/News/View.aspx?boardNo=300&amp;contentNo=005rZ">the usual holiday event</a> added to the mix, where snow will fall on the ground once per day for an hour.  If you're there when it's snowing, you'll be enjoying a 20% experience boost during your adventures!  There's also loot to steal off of Chrismas goblins and the special notorious monster, Snowblin.  So get out there and get dungeoneering!<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/2009/12/19/dungeon-fighter-online-begins-the-dawn-of-retribution/">Dungeon Fighter Online begins the Dawn of Retribution</a> originally appeared on <a href="http://massively.joystiq.com">Massively</a> on Sat, 19 Dec 2009 10:00:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href=http://dungeonfighter.nexon.net/News/View.aspx?boardNo=200&amp;contentNo=005sR>Read</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/2009/12/19/dungeon-fighter-online-begins-the-dawn-of-retribution/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/forward/19286917/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/2009/12/19/dungeon-fighter-online-begins-the-dawn-of-retribution/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>dawn-of-retribution</category><category>dfo</category><category>difficulty</category><category>dungeon-fighter-online</category><category>dungeons</category><category>experience-curve</category><category>holiday-event</category><category>leveling</category><category>nexon</category><dc:creator><![CDATA[Seraphina Brennan]]></dc:creator><pubDate>Sat, 19 Dec 2009 10:00:00 EST</pubDate></item><item><title><![CDATA[The Daily Grind: How easy is too easy?]]></title><link>http://massively.joystiq.com/2009/11/24/the-daily-grind-how-easy-is-too-easy/</link><guid isPermaLink="true">http://massively.joystiq.com/2009/11/24/the-daily-grind-how-easy-is-too-easy/</guid><comments>http://massively.joystiq.com/2009/11/24/the-daily-grind-how-easy-is-too-easy/#comments</comments><description><![CDATA[<p>Filed under: <a href="http://massively.joystiq.com/category/culture/" rel="tag">Culture</a>, <a href="http://massively.joystiq.com/category/game-mechanics/" rel="tag">Game mechanics</a>, <a href="http://massively.joystiq.com/category/opinion/" rel="tag">Opinion</a>, <a href="http://massively.joystiq.com/category/the-daily-grind/" rel="tag">The Daily Grind</a></p><a href="http://en.wikipedia.org/wiki/You_Have_To_Burn_The_Rope"><img vspace="4" hspace="4" border="1" align="top" src="http://www.blogcdn.com/massively.joystiq.com/media/2009/11/blogs-makingiteasy-epl-1122-1258939914.jpg"  alt="" /></a><br />
Difficulty in games is a contentious issue at any point.  <a href="http://www.psychochild.org/">Brian "Psychochild" Green</a> recently had a musing on <a href="http://www.psychochild.org/?p=850">the topic of difficulty as it applies to most games</a>, but even that discussion stops shy of discussing MMOs, where multiple difficulty levels are rarely an option.  Designers can make harder events, but if the rewards are the same as something easier, no one will bother making life harder on themselves.  That makes the "hard mode" more than just an increased challenge, and sets up a hardwired and sometimes arbitrary challenge-to-reward ratio.  On the flip side... well, it's not fun to have the game <a href="http://en.wikipedia.org/wiki/You_Have_To_Burn_The_Rope">just hand <em>everything</em> to you</a>.  We want to feel as if we're accomplishing something when we play.<br />
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So today, we ask you, what's too far in either direction?  What sort of penalties or challenges make something so ridiculously hard it's <a href="http://tvtropes.org/pmwiki/pmwiki.php/Main/NintendoHard">not worth bothering</a>?  By the same token, how simple does something have to be before you're annoyed at the ease of it all?  What levels of difficulty can be tinkered with without making the game unpleasant, and what elements of gameplay are best kept at a set level?<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/2009/11/24/the-daily-grind-how-easy-is-too-easy/">The Daily Grind: How easy is too easy?</a> originally appeared on <a href="http://massively.joystiq.com">Massively</a> on Tue, 24 Nov 2009 08:00:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href="http://massively.joystiq.com/2009/11/24/the-daily-grind-how-easy-is-too-easy/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/forward/19249944/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/2009/11/24/the-daily-grind-how-easy-is-too-easy/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>brian-green</category><category>challenge</category><category>culture</category><category>difficulty</category><category>game-mechanics</category><category>psychochild</category><category>tdg</category><category>the-daily-grind</category><category>too-easy</category><category>too-hard</category><category>you-have-to-burn-the-rope</category><dc:creator><![CDATA[Eliot Lefebvre]]></dc:creator><pubDate>Tue, 24 Nov 2009 08:00:00 EST</pubDate></item><item><title><![CDATA[The Daily Grind: Punish or protect?]]></title><link>http://massively.joystiq.com/2009/11/16/the-daily-grind-punish-or-protect/</link><guid isPermaLink="true">http://massively.joystiq.com/2009/11/16/the-daily-grind-punish-or-protect/</guid><comments>http://massively.joystiq.com/2009/11/16/the-daily-grind-punish-or-protect/#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/the-daily-grind/" rel="tag">The Daily Grind</a></p><div align="center"><a href="http://massively.joystiq.com/category/the-daily-grind"><img hspace="4" border="1" vspace="4" alt="" src="http://www.blogcdn.com/massively.joystiq.com/media/2009/11/tdghardoreasy.jpg" /><br />
</a></div>
Ah, this morning we have a true opinion question for you. One that many players are very divided on. In your honest opinion, dear readers, do you think games should punish players for missteps, or do you believe the game should protect you against loss and minimize it at all possible places?<br />
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In the <a href="http://www.everquest.com">old days of MMO gaming</a>, death was a ruthless beast that could steal hours of your playtime away from you, setting you further away from your goal than you'd be comfortable to admit. But, as we've progressed in our designs, death is no more threatening to our adventures than the gentle breeze of the hills. Death penalties have been reduced, experience loss has been removed, and dropping items has become a dropped practice.<br />
<br />
So what's your opinion? Drop it in the box, and let it ring loud and clear!<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/2009/11/16/the-daily-grind-punish-or-protect/">The Daily Grind: Punish or protect?</a> originally appeared on <a href="http://massively.joystiq.com">Massively</a> on Mon, 16 Nov 2009 08:00:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href="http://massively.joystiq.com/2009/11/16/the-daily-grind-punish-or-protect/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/forward/19235887/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/2009/11/16/the-daily-grind-punish-or-protect/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>difficulty</category><category>easy</category><category>hard</category><category>opinion</category><category>the-daily-grind</category><dc:creator><![CDATA[Seraphina Brennan]]></dc:creator><pubDate>Mon, 16 Nov 2009 08:00:00 EST</pubDate></item><item><title><![CDATA[Champions Online's Bill Roper talks retcons, powers and more]]></title><link>http://massively.joystiq.com/2009/09/21/champions-onlines-bill-roper-talks-retcons-powers-and-more/</link><guid isPermaLink="true">http://massively.joystiq.com/2009/09/21/champions-onlines-bill-roper-talks-retcons-powers-and-more/</guid><comments>http://massively.joystiq.com/2009/09/21/champions-onlines-bill-roper-talks-retcons-powers-and-more/#comments</comments><description><![CDATA[<p>Filed under: <a href="http://massively.joystiq.com/category/super-hero/" rel="tag">Super-hero</a>, <a href="http://massively.joystiq.com/category/massively-interviews/" rel="tag">Massively Interviews</a>, <a href="http://massively.joystiq.com/category/champions-online/" rel="tag">Champions Online</a></p><div align="center"><a href="http://massively.joystiq.com/category/champions-online/"><img vspace="4" hspace="4" border="1" src="http://www.blogcdn.com/massively.joystiq.com/media/2009/09/screenshot_2009-09-02-11-09-53.jpg" alt="" /></a><br /></div>
We've been having a lot of fun with <em><a href="http://www.champions-online.com">Champions Online</a></em> here at Massively, but with the launch of any MMO there are always questions of how current issues will be handled and what's coming in the near future. So, we spoke with the game's Design Director Bill Roper on several subjects ranging from powers balancing to the upcoming free content update <a href="http://massively.joystiq.com/tag/Blood-Moon/">Blood Moon</a> and the reinforcement system.<p><a href="http://massively.joystiq.com/2009/09/21/champions-onlines-bill-roper-talks-retcons-powers-and-more/" rel="bookmark">Continue reading <em>Champions Online's Bill Roper talks retcons, powers and more</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/2009/09/21/champions-onlines-bill-roper-talks-retcons-powers-and-more/">Champions Online's Bill Roper talks retcons, powers and more</a> originally appeared on <a href="http://massively.joystiq.com">Massively</a> on Mon, 21 Sep 2009 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/2009/09/21/champions-onlines-bill-roper-talks-retcons-powers-and-more/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/forward/19167773/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/2009/09/21/champions-onlines-bill-roper-talks-retcons-powers-and-more/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>bill-roper</category><category>blood-moon</category><category>champions-online</category><category>combat</category><category>cryptic</category><category>cryptic-studios</category><category>difficulty</category><category>featured</category><category>patch</category><category>patches</category><category>retcon</category><dc:creator><![CDATA[Kyle Horner]]></dc:creator><pubDate>Mon, 21 Sep 2009 09:00:00 EST</pubDate></item><item><title><![CDATA[The Digital Continuum: Champions Online launch edition]]></title><link>http://massively.joystiq.com/2009/09/14/the-digital-continuum-champions-online-launch-edition/</link><guid isPermaLink="true">http://massively.joystiq.com/2009/09/14/the-digital-continuum-champions-online-launch-edition/</guid><comments>http://massively.joystiq.com/2009/09/14/the-digital-continuum-champions-online-launch-edition/#comments</comments><description><![CDATA[<p>Filed under: <a href="http://massively.joystiq.com/category/opinion/" rel="tag">Opinion</a>, <a href="http://massively.joystiq.com/category/the-digital-continuum/" rel="tag">The Digital Continuum</a>, <a href="http://massively.joystiq.com/category/champions-online/" rel="tag">Champions Online</a></p><div align="center"><a href="http://massively.joystiq.com/category/champions-online/"><img vspace="4" hspace="4" border="1" src="http://www.blogcdn.com/massively.joystiq.com/media/2009/09/screenshot_2009-09-02-11-19-16.jpg" alt="" /></a><br /></div>
It's been about a couple weeks since <em><a href="http://www.champions-online.com">Champions Online</a></em> launched, and I've been enjoying the game through the good and the bad. Yes, there have been some rough patches - particularly for early start players whose characters were designed before the big launch-day patch. So let's talk about a few of the issues some people are having with the game. Namely, I want to address the difficulty complaints that some people have been voicing, because they're not entirely wrong.<p><a href="http://massively.joystiq.com/2009/09/14/the-digital-continuum-champions-online-launch-edition/" rel="bookmark">Continue reading <em>The Digital Continuum: Champions Online launch edition</em></a></p><p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://massively.joystiq.com"><img src="http://massively.joystiq.com/media/feedlogo.gif" alt="Massively" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://massively.joystiq.com/2009/09/14/the-digital-continuum-champions-online-launch-edition/">The Digital Continuum: Champions Online launch edition</a> originally appeared on <a href="http://massively.joystiq.com">Massively</a> on Mon, 14 Sep 2009 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/2009/09/14/the-digital-continuum-champions-online-launch-edition/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/forward/19160105/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/2009/09/14/the-digital-continuum-champions-online-launch-edition/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>atari</category><category>blood-moon</category><category>champions-online</category><category>content</category><category>crime-computer</category><category>cryptic</category><category>cryptic-studios</category><category>difficulty</category><category>featured</category><category>missions</category><category>opinion</category><category>the-digital-continuum</category><dc:creator><![CDATA[Kyle Horner]]></dc:creator><pubDate>Mon, 14 Sep 2009 10:30:00 EST</pubDate></item><item><title><![CDATA[The Daily Grind:  What's your preference of difficulty?]]></title><link>http://massively.joystiq.com/2009/04/22/the-daily-grind-whats-your-preference-of-difficulty/</link><guid isPermaLink="true">http://massively.joystiq.com/2009/04/22/the-daily-grind-whats-your-preference-of-difficulty/</guid><comments>http://massively.joystiq.com/2009/04/22/the-daily-grind-whats-your-preference-of-difficulty/#comments</comments><description><![CDATA[<p>Filed under: <a href="http://massively.joystiq.com/category/culture/" rel="tag">Culture</a>, <a href="http://massively.joystiq.com/category/game-mechanics/" rel="tag">Game mechanics</a>, <a href="http://massively.joystiq.com/category/opinion/" rel="tag">Opinion</a>, <a href="http://massively.joystiq.com/category/the-daily-grind/" rel="tag">The Daily Grind</a></p><div align="center"><a href="http://www.penny-arcade.com/comic/2004/03/08/"><img vspace="4" hspace="4" border="1" src="http://www.blogcdn.com/massively.joystiq.com/media/2009/04/grind-difficulty.jpg" alt="" /></a><br /></div>
Some people like it when the game challenges them for months on end, <a href="http://en.wikipedia.org/wiki/Hardcore_gamer">stopping them at the same battle</a> over and over again until a group comes together and cooperates in a way that yields progression.<br /><br />Other people like to be able to <a href="http://www.wowinsider.com/2007/10/14/breaking-news-casual-players-hard-to-define/">sit down at a game</a>, play it for a few hours, and feel like they've made some progress and accomplishments. They enjoy feeling rewarded after a small play session, instead of dedicating hours of work and thinking to their games.<br /><br />And still others would rather find extreme progress in less than an hour, being <a href="http://www.wowwiki.com/Epic">highly rewarded</a> for very <a href="http://www.wowwiki.com/Argent_Tournament">little challenge</a>. It's not fun if it's hard, right?<br /><br />So today's <a href="http://massively.joystiq.com/category/the-daily-grind">grind question</a> is as follows: what is your preference of difficulty? Are you the person who likes to be stumped for weeks on end, or are you more of the type who wants to get the maximum reward for the smallest effort? Speak forth into thy comment box, and let thy voice be heard! And hopefully you won't use a silly accent like us, but you can if you'd like to.<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/2009/04/22/the-daily-grind-whats-your-preference-of-difficulty/">The Daily Grind:  What's your preference of difficulty?</a> originally appeared on <a href="http://massively.joystiq.com">Massively</a> on Wed, 22 Apr 2009 08:00:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href="http://massively.joystiq.com/2009/04/22/the-daily-grind-whats-your-preference-of-difficulty/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/forward/1524168/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/2009/04/22/the-daily-grind-whats-your-preference-of-difficulty/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>casual</category><category>challenge</category><category>difficulty</category><category>easy</category><category>fun</category><category>gaming</category><category>hard</category><category>hardcore</category><category>medium</category><category>progression</category><category>raids</category><category>the-daily-grind</category><dc:creator><![CDATA[Seraphina Brennan]]></dc:creator><pubDate>Wed, 22 Apr 2009 08:00:00 EST</pubDate></item><item><title><![CDATA[The Daily Grind: MMORPG or MMOSPG?]]></title><link>http://massively.joystiq.com/2009/04/06/the-daily-grind-mmorpg-or-mmospg/</link><guid isPermaLink="true">http://massively.joystiq.com/2009/04/06/the-daily-grind-mmorpg-or-mmospg/</guid><comments>http://massively.joystiq.com/2009/04/06/the-daily-grind-mmorpg-or-mmospg/#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/opinion/" rel="tag">Opinion</a></p><div align="center"><img hspace="4" border="1" vspace="4" src="http://www.blogcdn.com/massively.joystiq.com/media/2009/04/mmospg_obliviwow_kv580.jpg"  alt="" /><br /></div>
Over the years I've played in MMOs, I've seen a lot of the social structure changing. I don't think it's entirely just my perception as an old fart - it's more a process of the games changing as well. In <a href="http://everquest.station.sony.com"><em>EverQuest</em></a> for example, getting to endgame (at least without lots of death runs) involved grouping. In contrast, you can solo from 1-80 in <a href="http://www.worldofwarcraft.com"><em>World of Warcraft</em></a> without ever having to group up once. While this has opened the genre up to lots of new players who normally wouldn't likely have played MMOGs, some might say it's also taken something away. <br /><br />This morning we wanted to ask you if you felt it was better to have what we'll call a 'classic' MMORPG experience - one where grouping, at least for some small measure of time - is a required mechanic before you hit endgame, or experience all that the game has to offer? Or do you prefer the current MMOSPG (massively multiplayer online single-person game) feel of "in the world with others, but just soloing and chatting" that is seemingly becoming more common? Do you find that games designed for MMOSPG experiences turn you off since nobody will group? Alternately, do you find MMO games that require grouping annoy you?<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/2009/04/06/the-daily-grind-mmorpg-or-mmospg/">The Daily Grind: MMORPG or MMOSPG?</a> originally appeared on <a href="http://massively.joystiq.com">Massively</a> on Mon, 06 Apr 2009 08:00:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href="http://massively.joystiq.com/2009/04/06/the-daily-grind-mmorpg-or-mmospg/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/forward/1508667/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/2009/04/06/the-daily-grind-mmorpg-or-mmospg/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>difficulty</category><category>grouping</category><category>mechanics</category><category>mmorpg</category><category>mmospg</category><category>soloing</category><dc:creator><![CDATA[Krystalle Voecks]]></dc:creator><pubDate>Mon, 06 Apr 2009 08:00:00 EST</pubDate></item><item><title><![CDATA[The Daily Grind: How difficult do you like your crafting?]]></title><link>http://massively.joystiq.com/2009/03/17/the-daily-grind-should-you-risk-materials-while-crafting/</link><guid isPermaLink="true">http://massively.joystiq.com/2009/03/17/the-daily-grind-should-you-risk-materials-while-crafting/</guid><comments>http://massively.joystiq.com/2009/03/17/the-daily-grind-should-you-risk-materials-while-crafting/#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/crafting/" rel="tag">Crafting</a>, <a href="http://massively.joystiq.com/category/opinion/" rel="tag">Opinion</a>, <a href="http://massively.joystiq.com/category/the-daily-grind/" rel="tag">The Daily Grind</a></p><div align="center"><a href="http://massively.joystiq.com/category/everquest-ii"><img alt="" src="http://www.blogcdn.com/massively.joystiq.com/media/2008/12/whyyoueq2craftheader.jpg" /></a><br /></div>
Once, long ago, when you wanted to craft in <a href="http://everquest.station.sony.com"><em>EverQuest</em></a>, you had to know precisely what it was you wanted to put into your crafting box/bag/spit/etc. - or you could sit there swapping things in and out in combination for hours. Once you'd hit upon a combination that would create something, you then had the potential chance to lose your materials if you didn't manage to craft it. While this wasn't such a big deal when you were sitting around cranking out <a href="http://www.eqtraders.com/items/show_item.php?item=2127">Batwing Crunchies</a>, if you were making items that required hard to get materials, you can imagine the frustration when your combine whiffed. <br /><br />On the opposite side of things, we have the extreme ease of <a href="http://www.worldofwarcraft.com"><em>World of Warcraft</em></a>, which allows you to pop to the auction house, buy everything if you have enough gold, and then craft piles and piles of items with those mats by pressing one button on a handy menu that shows you everything you can make. The crafting system there has no failures, nor does it have the chance of making a greater or lesser item; all of the items are exactly the same on the basic level. While many felt this was a great improvement, some others prefer at least some small risk for reward - making it <a href="http://massively.joystiq.com/2008/12/04/why-you-should-be-playing-everquest-ii-crafting/">more like a mini-game</a> - and thus we still have at least marginally harder crafting scenarios in several MMOs. <br /><br />This morning we thought we'd ask you; do you feel that crafting should be easy, guaranteeing a successful combination every single time? Do you think there's something to be said for slightly harder crafting, where you may risk commonly-gathered materials, but not rare ones? Do you think we need a return to extremely hard crafting? Or do you just not really care, and would rather pay someone else gold to craft things for you?<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/2009/03/17/the-daily-grind-should-you-risk-materials-while-crafting/">The Daily Grind: How difficult do you like your crafting?</a> originally appeared on <a href="http://massively.joystiq.com">Massively</a> on Tue, 17 Mar 2009 08:00:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href="http://massively.joystiq.com/2009/03/17/the-daily-grind-should-you-risk-materials-while-crafting/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/forward/1490224/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/2009/03/17/the-daily-grind-should-you-risk-materials-while-crafting/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>crafting</category><category>difficulty</category><category>difficulty-level</category><category>everquest</category><category>everquest-2</category><category>mini-game</category><category>risk</category><category>tdg</category><category>the-daily-grind</category><category>world-of-warcraft</category><dc:creator><![CDATA[Krystalle Voecks]]></dc:creator><pubDate>Tue, 17 Mar 2009 08:00:00 EST</pubDate></item><item><title><![CDATA[World of Warcraft: So easy, a caveman can do it]]></title><link>http://massively.joystiq.com/2009/02/17/world-of-warcraft-so-easy-a-caveman-can-do-it/</link><guid isPermaLink="true">http://massively.joystiq.com/2009/02/17/world-of-warcraft-so-easy-a-caveman-can-do-it/</guid><comments>http://massively.joystiq.com/2009/02/17/world-of-warcraft-so-easy-a-caveman-can-do-it/#comments</comments><description><![CDATA[<p>Filed under: <a href="http://massively.joystiq.com/category/world-of-warcraft/" rel="tag">World of Warcraft</a>, <a href="http://massively.joystiq.com/category/fantasy/" rel="tag">Fantasy</a>, <a href="http://massively.joystiq.com/category/culture/" rel="tag">Culture</a>, <a href="http://massively.joystiq.com/category/expansions/" rel="tag">Expansions</a>, <a href="http://massively.joystiq.com/category/game-mechanics/" rel="tag">Game mechanics</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></p><img hspace="4" border="1" align="right" vspace="4" src="http://www.blogcdn.com/massively.joystiq.com/media/2009/02/wowcover.jpg"  alt="" />If it feels like <a href="http://www.worldofwarcraft.com"><em>World of Warcraft</em></a> may be losing its luster for your, then chances are that you feel the game has become too easy.  Since the launch of <em><a href="http://massively.joystiq.com/tag/wrath-of-the-lich-king/">Wrath of the Lich King</a></em>, a large chunk of the game population has hit 80, done the heroic dungeons, and even entered into the raids with ease.  Has the game become too easy?<br /><br /><a href="http://www.gamespy.com">GameSpy</a> editor Gerald Villoria has <a href="http://www.gamespy.com/articles/953/953662p1.html">dedicated one of his columns</a> to just some of the ways that <a href="http://massively.joystiq.com/category/world-of-warcraft"><em>Warcraft</em></a> might have become too easy for everyone.  While he points his finger at both the player community and the developers, his main point comes from the newly introduced <a href="http://www.wowinsider.com/2008/09/13/heirloom-items-are-for-leveling/">heirloom items</a> that come from the endgame emblem vendors.  With enough emblems lying around to fill a bathtub, Gerald was able to equip a new rogue with three heirloom items and effectively outclass almost everything in the lower levels including blue item drops.<br /><br />At this point, it seems that any higher class player, or any player who enters the game through the <a href="http://www.wowwiki.com/Recruit-A-Friend">recruit-a-friend program</a>, can develop a character that can completely skip through low-end content without giving it a thought.  You don't need to get excited about rare drops in early dungeons, or even really pay attention to the item drop system anymore.  Has the game become so easy that it's no longer fun?<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/2009/02/17/world-of-warcraft-so-easy-a-caveman-can-do-it/">World of Warcraft: So easy, a caveman can do it</a> originally appeared on <a href="http://massively.joystiq.com">Massively</a> on Tue, 17 Feb 2009 10:00:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href=http://www.gamespy.com/articles/953/953662p1.html>Read</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/2009/02/17/world-of-warcraft-so-easy-a-caveman-can-do-it/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/forward/1462288/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/2009/02/17/world-of-warcraft-so-easy-a-caveman-can-do-it/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>blizzard</category><category>difficulty</category><category>dungeons</category><category>heirloom</category><category>heirloom-items</category><category>raids</category><category>too-easy</category><category>woltk</category><category>world-of-warcraft</category><category>wrath-of-the-lich-king</category><dc:creator><![CDATA[Seraphina Brennan]]></dc:creator><pubDate>Tue, 17 Feb 2009 10:00:00 EST</pubDate></item><item><title><![CDATA[Behind the Curtain: Hard at Work?]]></title><link>http://massively.joystiq.com/2008/05/15/behind-the-curtain-more-work/</link><guid isPermaLink="true">http://massively.joystiq.com/2008/05/15/behind-the-curtain-more-work/</guid><comments>http://massively.joystiq.com/2008/05/15/behind-the-curtain-more-work/#comments</comments><description><![CDATA[<p>Filed under: <a href="http://massively.joystiq.com/category/world-of-warcraft/" rel="tag">World of Warcraft</a>, <a href="http://massively.joystiq.com/category/fantasy/" rel="tag">Fantasy</a>, <a href="http://massively.joystiq.com/category/everquest/" rel="tag">EverQuest</a>, <a href="http://massively.joystiq.com/category/game-mechanics/" rel="tag">Game mechanics</a>, <a href="http://massively.joystiq.com/category/opinion/" rel="tag">Opinion</a>, <a href="http://massively.joystiq.com/category/ultima-online/" rel="tag">Ultima Online</a>, <a href="http://massively.joystiq.com/category/behind-the-curtain/" rel="tag">Behind the Curtain</a></p><a href="http://flickr.com/photos/morula_org/2071681188/"><img vspace="4" hspace="4" border="1" align="right" src="http://www.blogcdn.com/massively.joystiq.com/media/2008/05/hard_work_resize.jpg" alt="" /></a>Having been trapped in the Hell that we call flood recovery SLASH redecorating over here in noble Caledonia, I have had precious little time to play anything this past week other than 'World of Pry the cat free from the slowly drying gloss paint Craft', so forgive me is this week's column is a little unfocused. <br /><br />Still, as I was slopping on the third coat of paint on one particularly irritating wall, something MMO-related managed to penetrate the paint fume-induced fog in my brain, and I began to wonder about how the ease and difficulty of accomplishing certain tasks in MMOS - how hard are they really, and should they be easier of harder than they are?<p><a href="http://massively.joystiq.com/2008/05/15/behind-the-curtain-more-work/" rel="bookmark">Continue reading <em>Behind the Curtain: Hard at Work?</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/behind-the-curtain-more-work/">Behind the Curtain: Hard at Work?</a> originally appeared on <a href="http://massively.joystiq.com">Massively</a> on Thu, 15 May 2008 21:00:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href="http://massively.joystiq.com/2008/05/15/behind-the-curtain-more-work/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/forward/1196882/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/2008/05/15/behind-the-curtain-more-work/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>behind-the-curtain</category><category>bioshock</category><category>difficulty</category><category>eq</category><category>everquest</category><category>featured</category><category>ken-levine</category><category>ultima-online</category><category>world-of-warcraft</category><category>wow</category><dc:creator><![CDATA[Craig Withers]]></dc:creator><pubDate>Thu, 15 May 2008 21:00:00 EST</pubDate></item></channel></rss>
