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<generator>Blogsmith http://www.blogsmith.com/</generator><item><title><![CDATA[Discussing the design of quests in The Elder Scrolls Online]]></title><link>http://massively.joystiq.com/2012/05/23/discussing-the-design-of-quests-in-the-elder-scrolls-online/</link><guid isPermaLink="true">http://massively.joystiq.com/2012/05/23/discussing-the-design-of-quests-in-the-elder-scrolls-online/</guid><comments>http://massively.joystiq.com/2012/05/23/discussing-the-design-of-quests-in-the-elder-scrolls-online/#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/video/" rel="tag">Video</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/the-elder-scrolls-online/" rel="tag">The Elder Scrolls Online</a></p><div style="text-align: center;">
	<a href="http://massively.joystiq.com/2012/05/23/discussing-the-design-of-quests-in-the-elder-scrolls-online/"><img alt="Instead of wiping out these skeletons and the dread necromancer animating them, let's go back to the village and wipe out the villagers.  Less complaining." src="http://www.blogcdn.com/massively.joystiq.com/media/2012/05/teso-quests-epl-523-1337813802.jpg" /></a></div>
<em><a href="http://massively.joystiq.com/category/The-Elder-Scrolls-Online/">The Elder Scrolls Online</a></em> has certain player expectations going in, such as an expectation of the sort of quest structure you usually find in the series. More specifically, it's the sort of structure in which you start off on some simple quest and wind up wandering off into some completely unrelated point of interest. <a href="http://www.gameinformer.com/b/features/archive/2012/05/23/exploring-quests-in-the-elder-scrolls-online.aspx">A recent interview</a> with creative director <a href="http://massively.joystiq.com/tag/Paul-Sage/">Paul Sage</a> and lead content designer <a href="http://massively.joystiq.com/tag/Rich-Lambert/">Rich Lambert</a> reveals that the team is aiming for just that sort of model in the game.<br />
<br />
As Lambert explains, the team wants to move away from the usual hub design in favor of several points of interest, each of which provides a little snippet of content and story. The points aren't meant to be structured as an A-to-B affair; instead, you have several points of interest in a given region which build into a large overarching story. <a href="http://www.gameinformer.com/b/features/archive/2012/05/23/exploring-quests-in-the-elder-scrolls-online.aspx">Take a look at the full interview</a> for more information about how quests will work in the game and how players will be guided through objectives as they play.<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/2012/05/23/discussing-the-design-of-quests-in-the-elder-scrolls-online/">Discussing the design of quests in The Elder Scrolls Online</a> originally appeared on <a href="http://massively.joystiq.com">Massively</a> on Wed, 23 May 2012 19:00:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href="http://massively.joystiq.com/2012/05/23/discussing-the-design-of-quests-in-the-elder-scrolls-online/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/forward/20243893/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/2012/05/23/discussing-the-design-of-quests-in-the-elder-scrolls-online/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>bethesda</category><category>bethesda-softworks</category><category>bethsoft</category><category>daggerfall</category><category>elder-scrolls</category><category>elder-scrolls-online</category><category>factions</category><category>game-design</category><category>game-mechanics</category><category>morrowind</category><category>oblivion</category><category>please-dont-suck</category><category>points-of-interest</category><category>pvp</category><category>quest-mechanics</category><category>questing</category><category>quests</category><category>rvr</category><category>sandbox</category><category>skyrim</category><category>tamriel</category><category>tes</category><category>teso</category><category>the-elder-scrolls</category><category>the-elder-scrolls-online</category><category>three-faction-pvp</category><category>three-way-pvp</category><category>video</category><category>videos</category><category>zenimax</category><category>zenimax-media</category><category>zenimax-online</category><category>zenimax-online-studios</category><dc:creator><![CDATA[Eliot Lefebvre]]></dc:creator><pubDate>Wed, 23 May 2012 19:00:00 EST</pubDate></item><item><title><![CDATA[TERA writer discusses the labor of love behind game writing]]></title><link>http://massively.joystiq.com/2012/05/07/tera-writer-discusses-the-labor-of-love-behind-game-writing/</link><guid isPermaLink="true">http://massively.joystiq.com/2012/05/07/tera-writer-discusses-the-labor-of-love-behind-game-writing/</guid><comments>http://massively.joystiq.com/2012/05/07/tera-writer-discusses-the-labor-of-love-behind-game-writing/#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/lore/" rel="tag">Lore</a>, <a href="http://massively.joystiq.com/category/mmo-industry/" rel="tag">MMO industry</a>, <a href="http://massively.joystiq.com/category/news-items/" rel="tag">News items</a>, <a href="http://massively.joystiq.com/category/tera/" rel="tag">TERA</a>, <a href="http://massively.joystiq.com/category/dev-diaries/" rel="tag">Dev Diaries</a></p><div style="text-align: center;">
	<a href="http://massively.joystiq.com/2012/05/07/tera-writer-discusses-the-labor-of-love-behind-game-writing/"><img alt="You always hurt the ones you love, but it's usually not with a battleaxe." src="http://www.blogcdn.com/massively.joystiq.com/media/2012/05/tera-labor-epl-507.jpg" /></a></div>
There's a conception among some gamers that working with video games for a living entails more "video games" than "working." A new development diary by <em><a href="http://massively.joystiq.com/category/TERA/">TERA</a></em>'s writing team manager <a href="http://massively.joystiq.com/tag/David-Noonan/">David Noonan</a> is <a href="http://venturebeat.com/2012/05/07/mmorpg-writer-discusses-the-thin-line-between-labor-and-love-exclusive/#s:la_ca_balderon">quick to disabuse readers of that notion</a>. He does see the job as a labor of love, but he also freely admits that every day brings the question of how much time will be "love" and how much time will be plain old "labor."<br />
<br />
Noonan explains the way that he and his team look at bug reports relating to their department. Sometimes, the only thing that needs to be changed is a simple typo; other times, the dialogue of an entire quest chain will need to be rewritten from the start. But that doesn't negate the joy of filling in a story and creating a world, from the major quests down to the item names. If you have an interest in <em>TERA</em>'s writing, game writing in general, or both, Noonan has <a href="http://venturebeat.com/2012/05/07/mmorpg-writer-discusses-the-thin-line-between-labor-and-love-exclusive/#s:la_ca_balderon">some interesting insights to share</a>.<br />
<br />
[Thanks to Mike for the tip!]<p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://massively.joystiq.com"><img src="http://massively.joystiq.com/media/feedlogo.gif" alt="Massively" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://massively.joystiq.com/2012/05/07/tera-writer-discusses-the-labor-of-love-behind-game-writing/">TERA writer discusses the labor of love behind game writing</a> originally appeared on <a href="http://massively.joystiq.com">Massively</a> on Mon, 07 May 2012 19:00:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href="http://massively.joystiq.com/2012/05/07/tera-writer-discusses-the-labor-of-love-behind-game-writing/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/forward/20233278/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/2012/05/07/tera-writer-discusses-the-labor-of-love-behind-game-writing/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>backstory</category><category>bluehole</category><category>bluehole-studios</category><category>david-noonan</category><category>dev-diary</category><category>developer-diary</category><category>en-masse</category><category>en-masse-entertainment</category><category>fantasy</category><category>game-design</category><category>game-writing</category><category>lore</category><category>lore-design</category><category>lore-development</category><category>lore-writing</category><category>tera</category><category>writing</category><dc:creator><![CDATA[Eliot Lefebvre]]></dc:creator><pubDate>Mon, 07 May 2012 19:00:00 EST</pubDate></item><item><title><![CDATA[EVE Evolved: Fixing the wardec system]]></title><link>http://massively.joystiq.com/2012/04/15/eve-evolved-fixing-the-wardec-system/</link><guid isPermaLink="true">http://massively.joystiq.com/2012/04/15/eve-evolved-fixing-the-wardec-system/</guid><comments>http://massively.joystiq.com/2012/04/15/eve-evolved-fixing-the-wardec-system/#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/eve-online/" rel="tag">EVE Online</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/pvp/" rel="tag">PvP</a>, <a href="http://massively.joystiq.com/category/opinion/" rel="tag">Opinion</a>, <a href="http://massively.joystiq.com/category/eve-evolved/" rel="tag">EVE Evolved</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/2012/04/15/eve-evolved-fixing-the-wardec-system/"><img alt="EVE Evolved title image" src="http://www.blogcdn.com/massively.joystiq.com/media/2012/04/wardec-title.jpg" style="border-bottom: 0px solid; border-left: 0px solid; margin: 4px; border-top: 0px solid; border-right: 0px solid" /></a></div>
<a href="http://www.eve-online.com/"><em>EVE Online</em></a>'s new <a href="http://massively.joystiq.com/tag/inferno"><em>Inferno</em></a> expansion is almost here, bringing with it a massive PvP revamp. <a href="http://massively.joystiq.com/tag/ccp-games">CCP</a> will try to <a href="http://massively.joystiq.com/2012/01/15/eve-evolved-resurrecting-faction-warfare/">resurrect the dead faction warfare system</a>, and new modules will be introduced to significantly shake up the PvP landscape for the first time in several years. The war declaration system is also getting a complete overhaul, with the goal of forcing the aggressor to commit to the war and making wars more structured and meaningful. Unfortunately, <a href="http://massively.joystiq.com/2012/03/25/eve-evolved-extra-revamping-pvp-in-inferno/">the implementation described at Fanfest</a> doesn't look like it will achieve that and doesn't fix any of the system's other problems.<br />
<br />
The attacking corp can no longer stop a war mid-week, and the defender can hire mercenaries to join his war, but this doesn't add any risk for the attacking corp and doesn't force it to commit. The attacker can always stop paying the war bill, and the war will then finish at the end of the week. As most empire wardecs are initiated by small shell corps full of PvP alts, the attacking players won't mind logging out for a few days if the war backfires. The current war system is plagued with issues, from a complete lack of victory conditions to the fact that the attacker can pay for the war indefinitely. It allows bizarre asymmetries, like tiny alt corps declaring war on major military alliances, and offers no way for even the most militarily powerful defender to win the war.<br />
<br />
In this week's <a href="http://massively.joystiq.com/category/eve-evolved/">EVE Evolved</a>, I lay out some of the problems with <a href="http://massively.joystiq.com/category/eve-online/"><em>EVE Online</em></a>'s upcoming wardec revamp and propose an alternative system that fixes them.<p><a href="http://massively.joystiq.com/2012/04/15/eve-evolved-fixing-the-wardec-system/" rel="bookmark">Continue reading <em>EVE Evolved: Fixing the wardec system</em></a></p><p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://massively.joystiq.com"><img src="http://massively.joystiq.com/media/feedlogo.gif" alt="Massively" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://massively.joystiq.com/2012/04/15/eve-evolved-fixing-the-wardec-system/">EVE Evolved: Fixing the wardec system</a> originally appeared on <a href="http://massively.joystiq.com">Massively</a> on Sun, 15 Apr 2012 18:00:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href="http://massively.joystiq.com/2012/04/15/eve-evolved-fixing-the-wardec-system/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/forward/20204793/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/2012/04/15/eve-evolved-fixing-the-wardec-system/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>ccp</category><category>ccp-games</category><category>eve</category><category>eve-evolved</category><category>eve-online</category><category>eve-university</category><category>expansion</category><category>fanfest</category><category>featured</category><category>game-design</category><category>inferno</category><category>pvp</category><category>sandbox</category><category>sci-fi</category><category>war</category><category>wardec</category><dc:creator><![CDATA[Brendan Drain]]></dc:creator><pubDate>Sun, 15 Apr 2012 18:00:00 EST</pubDate></item><item><title><![CDATA[The Soapbox: Nobody's hero]]></title><link>http://massively.joystiq.com/2012/03/23/the-soapbox-nobodys-hero/</link><guid isPermaLink="true">http://massively.joystiq.com/2012/03/23/the-soapbox-nobodys-hero/</guid><comments>http://massively.joystiq.com/2012/03/23/the-soapbox-nobodys-hero/#comments</comments><description><![CDATA[<p>Filed under: <a href="http://massively.joystiq.com/category/fantasy/" rel="tag">Fantasy</a>, <a href="http://massively.joystiq.com/category/sci-fi/" rel="tag">Sci-fi</a>, <a href="http://massively.joystiq.com/category/everquest-ii/" rel="tag">EverQuest II</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/star-wars-galaxies/" rel="tag">Star Wars Galaxies</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>, <a href="http://massively.joystiq.com/category/sandbox/" rel="tag">Sandbox</a></p><div style="text-align: center;">
	<a href="http://massively.joystiq.com/2012/03/23/the-soapbox-nobodys-hero/"><img alt="Heroes (which would make an awful MMO, btw)" src="http://www.blogcdn.com/massively.joystiq.com/media/2012/03/heroess4.jpg" /></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 />
We're not heroes, at least in the ubiquitous Hollywood sense. We're teachers and janitors and businessmen, and we may occasionally be heroic in the eyes of our kids or our colleagues, but rarely are we celebrated beyond a tiny circle of family and friends.<br />
<br />
Games can meet this emotional need, at least temporarily, and that's a major reason they've become such a booming business over the last couple of decades. We get to be Kratos for a couple of hours, or fem-Shepard or a thousand other pixelized pariahs -- until we set foot in an MMORPG, that is.<br />
<br />
Software companies sell pre-packaged heroism in ways that book publishers and filmmakers can only dream of, and it doesn't really matter that it's fake heroism or impersonal heroism crafted on an assembly line and shipped out to millions of consumers. Shouldn't it matter, though, when it comes to MMORPGs?<p><a href="http://massively.joystiq.com/2012/03/23/the-soapbox-nobodys-hero/" rel="bookmark">Continue reading <em>The Soapbox: Nobody's hero</em></a></p><p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://massively.joystiq.com"><img src="http://massively.joystiq.com/media/feedlogo.gif" alt="Massively" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://massively.joystiq.com/2012/03/23/the-soapbox-nobodys-hero/">The Soapbox: Nobody's hero</a> originally appeared on <a href="http://massively.joystiq.com">Massively</a> on Fri, 23 Mar 2012 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/2012/03/23/the-soapbox-nobodys-hero/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/forward/20195171/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/2012/03/23/the-soapbox-nobodys-hero/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>anti-hero</category><category>classic-mmo</category><category>design</category><category>editorial</category><category>eq-2</category><category>eq-ii</category><category>eq2</category><category>eqii</category><category>everquest-2</category><category>everquest-ii</category><category>f2p</category><category>fake-heroism</category><category>fakery</category><category>fantasy</category><category>featured</category><category>free-to-play</category><category>galaxies</category><category>game-design</category><category>heroism</category><category>lucasarts</category><category>mmo-design</category><category>mmo-fakery</category><category>mmo-heroes</category><category>mmo-industry</category><category>mmo-narrative</category><category>mmo-story</category><category>nancy-mcintyre</category><category>nobodys-hero</category><category>op-ed</category><category>opinion</category><category>pessimistic-soapbox-is-pessimistic</category><category>rant</category><category>rants</category><category>sandbox</category><category>sci-fi</category><category>soapbox</category><category>soapbox-jef-reahard</category><category>soe</category><category>sony</category><category>sony-online-entertainment</category><category>star-wars</category><category>star-wars-galaxies</category><category>swg</category><category>swgo</category><category>the-soapbox</category><category>themepark</category><dc:creator><![CDATA[Jef Reahard]]></dc:creator><pubDate>Fri, 23 Mar 2012 16:00:00 EST</pubDate></item><item><title><![CDATA[Raph Koster categorizes his best game design blog posts]]></title><link>http://massively.joystiq.com/2012/03/15/raph-koster-categorizes-his-best-game-design-blog-posts/</link><guid isPermaLink="true">http://massively.joystiq.com/2012/03/15/raph-koster-categorizes-his-best-game-design-blog-posts/</guid><comments>http://massively.joystiq.com/2012/03/15/raph-koster-categorizes-his-best-game-design-blog-posts/#comments</comments><description><![CDATA[<p>Filed under: <a href="http://massively.joystiq.com/category/game-mechanics/" rel="tag">Game mechanics</a>, <a href="http://massively.joystiq.com/category/mmo-industry/" rel="tag">MMO industry</a>, <a href="http://massively.joystiq.com/category/news-items/" rel="tag">News items</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/2012/03/15/raph-koster-categorizes-his-best-game-design-blog-posts/"><img alt="Raph Koster" src="http://www.blogcdn.com/massively.joystiq.com/media/2012/03/6821505c1cd20dea4.jpg" /></a></div>
If you're looking for an entry point into the voluminous back-catalogue of game design posts sitting on <a href="http://massively.joystiq.com/tag/raph-koster">Raph Koster's</a> web server, look no further than his newest entry, which serves as something of a greatest hits listing.<br />
<br />
For those unfamiliar with Koster, most gamers associate him with watershed sandbox titles like <a href="http://massively.joystiq.com/category/ultima-online"><em>Ultima Online</em></a> and <a href="http://massively.joystiq.com/category/star-wars-galaxies"><em>Star Wars Galaxies</em></a>, and he has also written a book called <a href="http://en.wikipedia.org/wiki/A_Theory_of_Fun_for_Game_Design">A Theory of Fun for Game Design</a>. Koster first published his website in 1997, and some of his articles date almost as far back. He's arranged the links in what he calls a "rough reverse chronological order," so grab your favorite caffeinated beverage and settle in for a lengthy design-focused read.<p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://massively.joystiq.com"><img src="http://massively.joystiq.com/media/feedlogo.gif" alt="Massively" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://massively.joystiq.com/2012/03/15/raph-koster-categorizes-his-best-game-design-blog-posts/">Raph Koster categorizes his best game design blog posts</a> originally appeared on <a href="http://massively.joystiq.com">Massively</a> on Thu, 15 Mar 2012 13:30:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href="http://massively.joystiq.com/2012/03/15/raph-koster-categorizes-his-best-game-design-blog-posts/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/forward/20194066/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/2012/03/15/raph-koster-categorizes-his-best-game-design-blog-posts/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>design</category><category>game-design</category><category>game-theory</category><category>koster</category><category>Miscellaneous</category><category>mmo-industry</category><category>raph-koster</category><category>sandbox</category><category>theory</category><dc:creator><![CDATA[Jef Reahard]]></dc:creator><pubDate>Thu, 15 Mar 2012 13:30:00 EST</pubDate></item><item><title><![CDATA[The Soapbox: That's the way it should be!]]></title><link>http://massively.joystiq.com/2012/03/06/the-soapbox-thats-the-way-it-should-be/</link><guid isPermaLink="true">http://massively.joystiq.com/2012/03/06/the-soapbox-thats-the-way-it-should-be/</guid><comments>http://massively.joystiq.com/2012/03/06/the-soapbox-thats-the-way-it-should-be/#comments</comments><description><![CDATA[<p>Filed under: <a href="http://massively.joystiq.com/category/mmo-industry/" rel="tag">MMO industry</a>, <a href="http://massively.joystiq.com/category/opinion/" rel="tag">Opinion</a>, <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://massively.joystiq.com/2012/03/06/the-soapbox-thats-the-way-it-should-be/"><img alt="There have been more than ten other incarnations of this character.  None of them have ever committed suicide over losing a video game." src="http://www.blogcdn.com/massively.joystiq.com/media/2012/03/soapbox-onetrue-way-epl-304.jpg" /></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 />
Every fandom has it. In Transformers fandom, it's the segment of the population that insists the franchise peaked with the original G1 cartoon (and its numerous animation errors, bad scripting, and downright ridiculous plots). Star Trek fans will insist that the franchise should be more like the original series, where every plot revolved around Kirk's trying to bone someone or Spock's acting stoic. And then there are the tabletop gamers who miss the days of early Dungeons &amp; Dragons, as if the books stopped working once the line stopped being active.<br />
<br />
Some fandoms have terms just for this crowd; some don't. But they're all in the same general group -- they're the One True Way crowd. They're fans who insist that one particular incarnation was the right way to go and everything afterward has been a poor imitation. The camp exists with MMOs, as well, and just as with any other franchise, it's arguably the most harmful portion of the fanbase.<p><a href="http://massively.joystiq.com/2012/03/06/the-soapbox-thats-the-way-it-should-be/" rel="bookmark">Continue reading <em>The Soapbox: That's the way it should be!</em></a></p><p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://massively.joystiq.com"><img src="http://massively.joystiq.com/media/feedlogo.gif" alt="Massively" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://massively.joystiq.com/2012/03/06/the-soapbox-thats-the-way-it-should-be/">The Soapbox: That's the way it should be!</a> originally appeared on <a href="http://massively.joystiq.com">Massively</a> on Tue, 06 Mar 2012 12:00:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href="http://massively.joystiq.com/2012/03/06/the-soapbox-thats-the-way-it-should-be/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/forward/20185439/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/2012/03/06/the-soapbox-thats-the-way-it-should-be/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>column</category><category>columns</category><category>design</category><category>editorial</category><category>featured</category><category>game-design</category><category>game-industry</category><category>innovation</category><category>older-games</category><category>one-true-way</category><category>op-ed</category><category>opinion</category><category>rant</category><category>rants</category><category>sandbox</category><category>soapbox</category><category>the-soapbox</category><category>themepark</category><category>throwbacks</category><dc:creator><![CDATA[Eliot Lefebvre]]></dc:creator><pubDate>Tue, 06 Mar 2012 12:00:00 EST</pubDate></item><item><title><![CDATA[A Mild-Mannered Reporter: City of Heroes 2]]></title><link>http://massively.joystiq.com/2012/02/29/a-mild-mannered-reporter-city-of-heroes-2/</link><guid isPermaLink="true">http://massively.joystiq.com/2012/02/29/a-mild-mannered-reporter-city-of-heroes-2/</guid><comments>http://massively.joystiq.com/2012/02/29/a-mild-mannered-reporter-city-of-heroes-2/#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/new-titles/" rel="tag">New titles</a>, <a href="http://massively.joystiq.com/category/opinion/" rel="tag">Opinion</a>, <a href="http://massively.joystiq.com/category/free-to-play/" rel="tag">Free-to-play</a>, <a href="http://massively.joystiq.com/category/a-mild-mannered-reporter/" rel="tag">A Mild-Mannered Reporter</a></p><div style="text-align: center;">
	<a href="http://massively.joystiq.com/2012/02/29/a-mild-mannered-reporter-city-of-heroes-2/"><img alt="A Mild-Mannered Reporter header by A. Fienemann" src="http://www.blogcdn.com/massively.joystiq.com/media/2012/02/coh-mmr-1330268976.jpg" /></a></div>
Before the comments light up, I'm just going to say outright that <em><a href="http://massively.joystiq.com/tag/City-of-Heroes-2/">City of Heroes 2</a></em> does not currently exist. We've heard no news about it, no announcements, nothing beyond the speculation of many <a href="http://www.cityofheroes.com"><em>City of Heroes</em></a> players such as myself. I'm deviating (again) from the set schedule and talking about a purely hypothetical sequel that all of us are kind of expecting but that does not, at this point, exist. But considering all of the recent talk about <a href="http://www.guildwars2.com"><em>Guild Wars 2</em></a>, I think it's apropos.<br />
<br />
Let's assume, for the purpose of this article, that <a href="http://massively.joystiq.com/tag/Paragon-Studios/">Paragon Studios</a> is knee-deep in development of <em>City of Heroes 2</em> and simply isn't telling anyone. What sort of things would the game need? What would be the best possible route for the game to take? How could it satisfy fans of <em><a href="http://massively.joystiq.com/category/City-of-Heroes/">City of Heroes</a></em> while drawing in new players? I don't have the absolute answers... but it sure does make for some interesting speculation, based on the things the team has been doing over the past several years.<p><a href="http://massively.joystiq.com/2012/02/29/a-mild-mannered-reporter-city-of-heroes-2/" rel="bookmark">Continue reading <em>A Mild-Mannered Reporter: City of Heroes 2</em></a></p><p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://massively.joystiq.com"><img src="http://massively.joystiq.com/media/feedlogo.gif" alt="Massively" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://massively.joystiq.com/2012/02/29/a-mild-mannered-reporter-city-of-heroes-2/">A Mild-Mannered Reporter: City of Heroes 2</a> originally appeared on <a href="http://massively.joystiq.com">Massively</a> on Wed, 29 Feb 2012 20:00:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href="http://massively.joystiq.com/2012/02/29/a-mild-mannered-reporter-city-of-heroes-2/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/forward/20179804/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/2012/02/29/a-mild-mannered-reporter-city-of-heroes-2/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>a-mild-mannered-reporter</category><category>city-of-heroes</category><category>city-of-heroes-2</category><category>city-of-villains</category><category>coh</category><category>column</category><category>columns</category><category>cov</category><category>cox</category><category>design</category><category>featured</category><category>game-design</category><category>mmr</category><category>ncsoft</category><category>opinion</category><category>paragon</category><category>paragon-studios</category><category>sequels</category><category>speculation</category><dc:creator><![CDATA[Eliot Lefebvre]]></dc:creator><pubDate>Wed, 29 Feb 2012 20:00:00 EST</pubDate></item><item><title><![CDATA[The Firing Line: Derek Smart on Line of Defense]]></title><link>http://massively.joystiq.com/2012/02/17/the-firing-line-derek-smart-on-line-of-defense/</link><guid isPermaLink="true">http://massively.joystiq.com/2012/02/17/the-firing-line-derek-smart-on-line-of-defense/</guid><comments>http://massively.joystiq.com/2012/02/17/the-firing-line-derek-smart-on-line-of-defense/#comments</comments><description><![CDATA[<p>Filed under: <a href="http://massively.joystiq.com/category/fantasy/" rel="tag">Fantasy</a>, <a href="http://massively.joystiq.com/category/sci-fi/" rel="tag">Sci-fi</a>, <a href="http://massively.joystiq.com/category/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/mmo-industry/" rel="tag">MMO industry</a>, <a href="http://massively.joystiq.com/category/new-titles/" rel="tag">New titles</a>, <a href="http://massively.joystiq.com/category/pvp/" rel="tag">PvP</a>, <a href="http://massively.joystiq.com/category/news-items/" rel="tag">News items</a>, <a href="http://massively.joystiq.com/category/mmofps/" rel="tag">MMOFPS</a>, <a href="http://massively.joystiq.com/category/the-firing-line/" rel="tag">The Firing Line</a></p><div style="text-align: center;">
	<a href="http://massively.joystiq.com/2012/02/17/the-firing-line-derek-smart-on-line-of-defense/"><img border="1" hspace="4" src="http://www.blogcdn.com/massively.joystiq.com/media/2012/02/tflheader.jpg" vspace="4" /></a></div>
Welcome to a special interview edition of <a href="http://massively.joystiq.com/category/The-Firing-Line/">The Firing Line</a>, folks. True MMOFPS titles are few and far between these days, though 2012 is shaping up to be a banner year for the genre thanks to games like <a href="http://www.planetside2.com"><em>PlanetSide 2</em></a>, <a href="http://www.dust514.com"><em>DUST 514</em></a>, and possibly even <a href="http://www.firefallthegame.com"><em>Firefall</em></a>. There's another massive FPS on its way, too, and even though it hasn't had quite as much press coverage as the aforementioned titles, <a href="http://www.3000ad.com/">3000AD's</a> <a href="http://lodmmo.com/"><em>Line of Defense</em></a> project is worth a look.<br />
<br />
Join me after the break for a conversation with lead designer <a href="http://massively.joystiq.com/tag/derek-smart">Derek Smart</a> as he talks about what makes the game massive as well as what sets it apart from its competitors.<p><a href="http://massively.joystiq.com/2012/02/17/the-firing-line-derek-smart-on-line-of-defense/" rel="bookmark">Continue reading <em>The Firing Line: Derek Smart on Line of Defense</em></a></p><p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://massively.joystiq.com"><img src="http://massively.joystiq.com/media/feedlogo.gif" alt="Massively" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://massively.joystiq.com/2012/02/17/the-firing-line-derek-smart-on-line-of-defense/">The Firing Line: Derek Smart on Line of Defense</a> originally appeared on <a href="http://massively.joystiq.com">Massively</a> on Fri, 17 Feb 2012 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/2012/02/17/the-firing-line-derek-smart-on-line-of-defense/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/forward/20171522/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/2012/02/17/the-firing-line-derek-smart-on-line-of-defense/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>3000-ad</category><category>3000ad</category><category>alganon</category><category>certificates</category><category>derek-smart</category><category>derek-smart-interview</category><category>exclusive</category><category>f2p</category><category>featured</category><category>firing-line</category><category>fps</category><category>free-to-play</category><category>game-design</category><category>game-mechanis</category><category>interview</category><category>line-of-defense</category><category>massively-exclusive</category><category>mmo-shooter</category><category>mmofps</category><category>pvp</category><category>quest</category><category>quest-online</category><category>shooter</category><category>the-firing-line</category><category>the-firing-line-interviews</category><dc:creator><![CDATA[Jef Reahard]]></dc:creator><pubDate>Fri, 17 Feb 2012 09:00:00 EST</pubDate></item><item><title><![CDATA[EVE Evolved: New tools for the community]]></title><link>http://massively.joystiq.com/2012/02/12/eve-evolved-new-tools-for-the-community/</link><guid isPermaLink="true">http://massively.joystiq.com/2012/02/12/eve-evolved-new-tools-for-the-community/</guid><comments>http://massively.joystiq.com/2012/02/12/eve-evolved-new-tools-for-the-community/#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/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/opinion/" rel="tag">Opinion</a>, <a href="http://massively.joystiq.com/category/eve-evolved/" rel="tag">EVE Evolved</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/2012/02/12/eve-evolved-new-tools-for-the-community/"><img alt="EVE Evolved title image" src="http://www.blogcdn.com/massively.joystiq.com/media/2012/02/community-title.jpg" style="border-bottom: 0px solid; border-left: 0px solid; margin: 4px; border-top: 0px solid; border-right: 0px solid" /></a></div>
Earlier this week, <a href="http://massively.joystiq.com/tag/ccp-games">CCP Games</a> released a much-needed <a href="http://massively.joystiq.com/2012/02/07/eve-online-jazzes-up-website-opens-csm-application-process/">complete overhaul</a> of the official <a href="http://www.eve-online.com/"><em>EVE Online</em></a> website. Having been in operation for nine long years, the old website had become a mismatch of marketing information aimed at new players and tools for the existing player community. The overhaul split the page into two awesome websites, with a new community site to cater to existing players and an impressive new main page to attract future players.<br />
<br />
The main page uses HTML 5 to deliver incredible interactive views of the <a href="http://massively.joystiq.com/category/eve-online/"><em>EVE Online</em></a> galaxy and <a href="http://www.eveonline.com/universe/spaceships/">dozens of in-game ships</a> right there on the website. The community website houses all of the news, devblogs, knowledgebase articles, fictional chronicles, and support tools that existing players use, but with a much neater layout than the old website. In web developer <a href="http://massively.joystiq.com/2012/01/31/eve-online-website-revamp-detailed-in-new-video-devblog/">CCP Alice's recent In Development video</a>, she revealed that the team would be working on new community tools following the launch of the new websites. With the community site completely de-cluttered, there's now room to incorporate a lot of the tools players want or currently use, opening up some interesting possibilities.<br />
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In this week's <a href="http://massively.joystiq.com/category/eve-evolved/">EVE Evolved</a>, I discuss the new <em>EVE Online</em> website and community portal and speculate on awesome new community tools we might possibly see in the future.<p><a href="http://massively.joystiq.com/2012/02/12/eve-evolved-new-tools-for-the-community/" rel="bookmark">Continue reading <em>EVE Evolved: New tools for the community</em></a></p><p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://massively.joystiq.com"><img src="http://massively.joystiq.com/media/feedlogo.gif" alt="Massively" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://massively.joystiq.com/2012/02/12/eve-evolved-new-tools-for-the-community/">EVE Evolved: New tools for the community</a> originally appeared on <a href="http://massively.joystiq.com">Massively</a> on Sun, 12 Feb 2012 18:00:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href="http://massively.joystiq.com/2012/02/12/eve-evolved-new-tools-for-the-community/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/forward/20160668/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/2012/02/12/eve-evolved-new-tools-for-the-community/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>ccp</category><category>ccp-games</category><category>corp</category><category>corporation</category><category>dotlan</category><category>eft</category><category>eve</category><category>eve-evolved</category><category>eve-fitting-tool</category><category>eve-online</category><category>evemon</category><category>featured</category><category>forum</category><category>forums</category><category>game-design</category><category>guild</category><category>guild-forums</category><category>html5</category><category>icsc</category><category>incarna</category><category>map</category><category>market</category><category>marketing</category><category>opinion</category><category>sandbox</category><category>sci-fi</category><category>tools</category><category>website</category><dc:creator><![CDATA[Brendan Drain]]></dc:creator><pubDate>Sun, 12 Feb 2012 18:00:00 EST</pubDate></item><item><title><![CDATA[WildStar Wednesday talks about the game's narrative design]]></title><link>http://massively.joystiq.com/2012/02/08/wildstar-wednesday-talks-about-the-games-narrative-design/</link><guid isPermaLink="true">http://massively.joystiq.com/2012/02/08/wildstar-wednesday-talks-about-the-games-narrative-design/</guid><comments>http://massively.joystiq.com/2012/02/08/wildstar-wednesday-talks-about-the-games-narrative-design/#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/culture/" rel="tag">Culture</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/wildstar/" rel="tag">WildStar</a></p><div style="text-align: center;">
	<a href="http://massively.joystiq.com/2012/02/08/wildstar-wednesday-talks-about-the-games-narrative-design/"><img alt="This is your captain speaking.  We're having a little problem with our entry sequence, so we'll be experiencing some turbulence followed by... exploding." src="http://www.blogcdn.com/massively.joystiq.com/media/2012/02/wildstar-narrative-epl-208.jpg" /></a></div>
Unless you were at <a href="http://massively.joystiq.com/tag/PAX-Prime/">PAX Prime</a> last year, about all you've seen of <em><a href="http://massively.joystiq.com/category/WildStar/">WildStar</a></em> in action has been the game's cinematic trailer. While it didn't give much of an idea of how the game played, said video certainly had a lot of style. According to <a href="http://www.wildstar-online.com/en/blog/wildstar_wednesday_the_story_of_an_epic_world.php">the latest <em>WildStar </em>Wednesday community blog post</a>, that style was a big part of the game's narrative design, which is seen as one of the main points of development -- making a game that <em>feels</em> large, engrossing, and epic.<br />
<br />
As lead designer <a href="http://massively.joystiq.com/tag/Chad-Moore/">Chad Moore</a> explains it, the narrative design team is responsible for outlining the world of Nexus, which was in part created to serve as a perfect locus for a variety of different adventures. While this design team isn't particularly concerned with mechanics, it <em>is</em> concerned with ensuring that every part of the game has the same degree of personality as the first cinematic trailer. If you're one of the many people anticipating the game heavily, take a look behind the scenes to <a href="http://www.wildstar-online.com/en/blog/wildstar_wednesday_the_story_of_an_epic_world.php">see how it produces its feel</a>.<p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://massively.joystiq.com"><img src="http://massively.joystiq.com/media/feedlogo.gif" alt="Massively" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://massively.joystiq.com/2012/02/08/wildstar-wednesday-talks-about-the-games-narrative-design/">WildStar Wednesday talks about the game's narrative design</a> originally appeared on <a href="http://massively.joystiq.com">Massively</a> on Wed, 08 Feb 2012 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/2012/02/08/wildstar-wednesday-talks-about-the-games-narrative-design/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/forward/20167649/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/2012/02/08/wildstar-wednesday-talks-about-the-games-narrative-design/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>aesthetic</category><category>carbine</category><category>carbine-studios</category><category>chad-moore</category><category>community-blog</category><category>design</category><category>feel</category><category>game-design</category><category>game-feel</category><category>looks</category><category>narrative</category><category>narrative-design</category><category>ncsoft</category><category>production</category><category>wildstar</category><category>wildstar-wednesday</category><dc:creator><![CDATA[Eliot Lefebvre]]></dc:creator><pubDate>Wed, 08 Feb 2012 21:00:00 EST</pubDate></item><item><title><![CDATA[EVE Evolved: The benefits of a subscription]]></title><link>http://massively.joystiq.com/2012/02/05/eve-evolved-the-benefits-of-a-subscription/</link><guid isPermaLink="true">http://massively.joystiq.com/2012/02/05/eve-evolved-the-benefits-of-a-subscription/</guid><comments>http://massively.joystiq.com/2012/02/05/eve-evolved-the-benefits-of-a-subscription/#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/eve-online/" rel="tag">EVE Online</a>, <a href="http://massively.joystiq.com/category/business-models/" rel="tag">Business models</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/free-to-play/" rel="tag">Free-to-play</a>, <a href="http://massively.joystiq.com/category/eve-evolved/" rel="tag">EVE Evolved</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/2012/02/05/eve-evolved-the-benefits-of-a-subscription/"><img alt="EVE Evolved title image" src="http://www.blogcdn.com/massively.joystiq.com/media/2012/02/subscription-title.jpg" style="border-bottom: 0px solid; border-left: 0px solid; margin: 4px; border-top: 0px solid; border-right: 0px solid" /></a></div>
In <a href="http://massively.joystiq.com/2012/01/29/eve-evolved-could-eve-online-go-free-to-play/">last week's EVE Evolved opinion piece</a>, I tackled the question of whether it would be possible to make <a href="http://www.eve-online.com/"><em>EVE Online</em></a> free-to-play and then devised a viable hybrid freemium business model based on other apparently successful free-to-play conversions. While this was largely a thought experiment exploring the viability of a conversion, the fact that other subscription games have made the change recently makes it more than just theoretical. The possibility that executives at <a href="http://massively.joystiq.com/tag/ccp-games">CCP Games</a> have investigated the same options makes this debate an important one to hash out in a public forum.<br />
<br />
We've established that a free-to-play <a href="http://massively.joystiq.com/category/eve-online/"><em>EVE</em></a> could potentially be viable, but this week I'd like to take the debate one step further and ask whether <em>EVE</em> is actually doing the right thing with its current subscription model. Subscriptions may no longer appear to be <a href="http://massively.joystiq.com/2012/01/30/turbine-subscription-model-isnt-dead/">the dominant business model</a> in the MMO landscape, but they have some major advantages that are rapidly becoming apparent as more and more games drop their monthly fees. The sale of cosmetic enhancements will only net so much money, and if a game expands into selling convenience items that circumvent grind, there's a strong financial incentive to develop grindy gameplay and then sell shortcuts. This produces a conflict of interest between developing fun games and making money that isn't present with the subscription model.<br />
<br />
In this week's <a href="http://massively.joystiq.com/category/eve-evolved/">EVE Evolved</a>, I look at the benefits of the subscription model, the unique position CCP is in with its PLEX system, and the hidden dangers of convenience-based microtransactions.<p><a href="http://massively.joystiq.com/2012/02/05/eve-evolved-the-benefits-of-a-subscription/" rel="bookmark">Continue reading <em>EVE Evolved: The benefits of a subscription</em></a></p><p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://massively.joystiq.com"><img src="http://massively.joystiq.com/media/feedlogo.gif" alt="Massively" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://massively.joystiq.com/2012/02/05/eve-evolved-the-benefits-of-a-subscription/">EVE Evolved: The benefits of a subscription</a> originally appeared on <a href="http://massively.joystiq.com">Massively</a> on Sun, 05 Feb 2012 18:00:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href="http://massively.joystiq.com/2012/02/05/eve-evolved-the-benefits-of-a-subscription/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/forward/20160691/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/2012/02/05/eve-evolved-the-benefits-of-a-subscription/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>ccp</category><category>ccp-games</category><category>debate</category><category>eq</category><category>eve</category><category>eve-evolved</category><category>eve-online</category><category>everquest-2</category><category>everquest-ii</category><category>f2p</category><category>featured</category><category>free-to-play</category><category>free-to-play-conversion</category><category>game-design</category><category>incarna</category><category>mmo-industry</category><category>opinion</category><category>plex</category><category>sandbox</category><category>sci-fi</category><category>sub</category><category>subscription</category><dc:creator><![CDATA[Brendan Drain]]></dc:creator><pubDate>Sun, 05 Feb 2012 18:00:00 EST</pubDate></item><item><title><![CDATA[Age of Conan's Craig Morrison talks conquest vs. competition]]></title><link>http://massively.joystiq.com/2012/01/25/age-of-conans-craig-morrison-talks-conquest-vs-competition/</link><guid isPermaLink="true">http://massively.joystiq.com/2012/01/25/age-of-conans-craig-morrison-talks-conquest-vs-competition/</guid><comments>http://massively.joystiq.com/2012/01/25/age-of-conans-craig-morrison-talks-conquest-vs-competition/#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/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/pvp/" rel="tag">PvP</a>, <a href="http://massively.joystiq.com/category/news-items/" rel="tag">News items</a>, <a href="http://massively.joystiq.com/category/opinion/" rel="tag">Opinion</a>, <a href="http://massively.joystiq.com/category/free-to-play/" rel="tag">Free-to-play</a></p><div style="text-align: center;">
	<a href="http://massively.joystiq.com/2012/01/25/age-of-conans-craig-morrison-talks-conquest-vs-competition/"><img alt="Age of Conan concept art" src="http://www.blogcdn.com/massively.joystiq.com/media/2012/01/aocw71024351n6yr816.jpg" /></a></div>
PvP is a naturally contentious subject, particularly when focused on its various flavors in the MMO space. Everyone thinks they know best, and whether they're arguing for a three-faction system, full loot, or open-world objectives, the discussion often devolves into verbal throw-downs every bit as violent as their in-game counterparts.<br />
<br />
<a href="http://massively.joystiq.com/category/age-of-conan"><em>Age of Conan</em></a> game director <a href="http://massively.joystiq.com/tag/craig-morrison">Craig Morrison</a> recently waded into the fray via his personal blog, and he says that defining PvP in an MMO context involves separating the wish for conquest from the wish for competition.<br />
<br />
Morrison touches on several interesting aspects of MMO PvP, including a bit of history relating to the arenas and battlegrounds that are usually reviled by hardcore player types. "The needs of accessibility dictated that designers try and find a way to accommodate the appeal of the conquest style of play while also retaining the fairness of the competitive desires of the players," he explains.<br />
<br />
Ultimately, Morrison offers a bit of hope for those who prefer open-world conflict. "It's great to finish a great story and storm the castle and beat the bad guy. It is something else altogether to get to keep his castle, and for you to become the bad guy for the next would-be hero to try and conquer," 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/2012/01/25/age-of-conans-craig-morrison-talks-conquest-vs-competition/">Age of Conan's Craig Morrison talks conquest vs. competition</a> originally appeared on <a href="http://massively.joystiq.com">Massively</a> on Wed, 25 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/2012/01/25/age-of-conans-craig-morrison-talks-conquest-vs-competition/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/forward/20156443/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/2012/01/25/age-of-conans-craig-morrison-talks-conquest-vs-competition/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>age-of-conan</category><category>aoc</category><category>arenas</category><category>battlegrounds</category><category>craig-morrison</category><category>design</category><category>f2p</category><category>fantasy</category><category>free-to-play</category><category>funcom</category><category>game-design</category><category>instanced-pvp</category><category>open-world-pvp</category><category>pvp</category><category>silirrion</category><dc:creator><![CDATA[Jef Reahard]]></dc:creator><pubDate>Wed, 25 Jan 2012 12:00:00 EST</pubDate></item><item><title><![CDATA[EVE Evolved: Resurrecting faction warfare]]></title><link>http://massively.joystiq.com/2012/01/15/eve-evolved-resurrecting-faction-warfare/</link><guid isPermaLink="true">http://massively.joystiq.com/2012/01/15/eve-evolved-resurrecting-faction-warfare/</guid><comments>http://massively.joystiq.com/2012/01/15/eve-evolved-resurrecting-faction-warfare/#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/eve-online/" rel="tag">EVE Online</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/pvp/" rel="tag">PvP</a>, <a href="http://massively.joystiq.com/category/opinion/" rel="tag">Opinion</a>, <a href="http://massively.joystiq.com/category/eve-evolved/" rel="tag">EVE Evolved</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/2012/01/15/eve-evolved-resurrecting-faction-warfare/"><img alt="EVE Online title image" src="http://www.blogcdn.com/massively.joystiq.com/media/2012/01/resurrect-title.jpg" style="margin: 4px; border-width: 0px; border-style: solid;" /></a></div>
I think it's safe to say that most <a href="http://www.eve-online.com/"><em>EVE Online</em></a> players have never tried their hands at faction warfare, the state-sponsored bloodbath that pits Minmatar and Gallente pilots against their Amarr and Caldari rivals. When the system launched almost four years ago during 2008's <em><a href="http://massively.joystiq.com/tag/Empyrean-Age/">Empyrean Age</a></em> expansion, it was an immediate and colossal success. <a href="http://massively.joystiq.com/tag/ccp-games">CCP</a> ran news stories leading up to the expansion to show the growing tensions between the four nations, with several videos highlighting major flashpoints like <a href="http://wiki.eveonline.com/en/wiki/Malkalen_catastrophe">the Malkalen incident</a>. The stage was set for the war to end all wars, and players were brought to the front lines to die for their nations.<br />
<br />
Faction warfare was originally designed to be a stepping stone for empire-dwellers who wanted to get into nullsec and to give fleet-based PvP to pilots without nullsec contacts. The first few months saw <a href="http://massively.joystiq.com/2008/06/29/eve-evolved-state-of-the-war/">some spectacular action</a>, with fleets of over a hundred rookie pilots happily smashing each other to bits. For over a year, faction warfare provided practically instant-action PvP on any scale you could want, from solo roaming and small gang warfare to full-on fleet battles with several capital ships. Unfortunately, CCP didn't iterate on the feature, so after a year with broken capture mechanics and no real purpose or reward for fighting, faction warfare began to grind to a halt.<br />
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In this week's <a href="http://massively.joystiq.com/category/eve-evolved/">EVE Evolved</a>, I speculate on how faction warfare could possibly be resurrected.<p><a href="http://massively.joystiq.com/2012/01/15/eve-evolved-resurrecting-faction-warfare/" rel="bookmark">Continue reading <em>EVE Evolved: Resurrecting faction warfare</em></a></p><p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://massively.joystiq.com"><img src="http://massively.joystiq.com/media/feedlogo.gif" alt="Massively" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://massively.joystiq.com/2012/01/15/eve-evolved-resurrecting-faction-warfare/">EVE Evolved: Resurrecting faction warfare</a> originally appeared on <a href="http://massively.joystiq.com">Massively</a> on Sun, 15 Jan 2012 18:00:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href="http://massively.joystiq.com/2012/01/15/eve-evolved-resurrecting-faction-warfare/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/forward/20148795/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/2012/01/15/eve-evolved-resurrecting-faction-warfare/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>ccp</category><category>ccp-eve</category><category>ccp-games</category><category>dust-514</category><category>eve</category><category>eve-ccp</category><category>eve-evolved</category><category>eve-mmorpg</category><category>eve-online</category><category>expansion</category><category>faction</category><category>faction-warfare</category><category>factional-warfare</category><category>featured</category><category>fleet</category><category>fleet-command</category><category>fleet-warfare</category><category>game-design</category><category>gang-warfare</category><category>opinion</category><category>pvp</category><category>resurrect</category><category>resurrection</category><category>revamp</category><category>territorial-warfare</category><dc:creator><![CDATA[Brendan Drain]]></dc:creator><pubDate>Sun, 15 Jan 2012 18:00:00 EST</pubDate></item><item><title><![CDATA[Global Chat: October 30-November 5, 2011]]></title><link>http://massively.joystiq.com/2011/11/06/global-chat-october-30-november-5-2011/</link><guid isPermaLink="true">http://massively.joystiq.com/2011/11/06/global-chat-october-30-november-5-2011/</guid><comments>http://massively.joystiq.com/2011/11/06/global-chat-october-30-november-5-2011/#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/global-chat/" rel="tag">Global Chat</a>, <a href="http://massively.joystiq.com/category/misc/" rel="tag">Miscellaneous</a></p><div style="text-align: center;">
	<a href="http://massively.joystiq.com/2011/11/06/global-chat-october-30-november-5-2011/"><em><img alt="This is money." src="http://www.blogcdn.com/massively.joystiq.com/media/2011/11/askmassively-epl-1101.jpg" style="width: 530px; height: 305px;" /></em></a></div>
<em>Welcome to this week's </em><a href="http://massively.joystiq.com/category/global-chat/"><em>Global Chat</em></a><em>! We love hearing what you have to say at Massively, and we love it even more when we can share the best comments with all of our readers. Massively staffers will be contributing some of their favorite comments every week, so keep an eye out every Sunday for more Global Chat! </em><br />
<br />
Global Chat this week touches on some of our most reliable hot topics: free-to-play and game design. Business models, as well as how games are created and whom they're created for, are always good for discussion, so follow along after the jump to see what a few of our readers had to say.<p><a href="http://massively.joystiq.com/2011/11/06/global-chat-october-30-november-5-2011/" rel="bookmark">Continue reading <em>Global Chat: October 30-November 5, 2011</em></a></p><p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://massively.joystiq.com"><img src="http://massively.joystiq.com/media/feedlogo.gif" alt="Massively" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://massively.joystiq.com/2011/11/06/global-chat-october-30-november-5-2011/">Global Chat: October 30-November 5, 2011</a> originally appeared on <a href="http://massively.joystiq.com">Massively</a> on Sun, 06 Nov 2011 10:00:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href="http://massively.joystiq.com/2011/11/06/global-chat-october-30-november-5-2011/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/forward/20099510/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/2011/11/06/global-chat-october-30-november-5-2011/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>business-models</category><category>chris</category><category>commenters</category><category>comments</category><category>featured</category><category>free-to-play</category><category>game-design</category><category>global-chat</category><category>graill</category><category>opinion</category><category>pay-to-win</category><category>richard-garriott</category><category>vikinggamer</category><dc:creator><![CDATA[Rubi Bayer]]></dc:creator><pubDate>Sun, 06 Nov 2011 10:00:00 EST</pubDate></item><item><title><![CDATA[Free for All: An inside look at Illyriad Games]]></title><link>http://massively.joystiq.com/2011/10/19/free-for-all-an-inside-look-at-illyriad-games/</link><guid isPermaLink="true">http://massively.joystiq.com/2011/10/19/free-for-all-an-inside-look-at-illyriad-games/</guid><comments>http://massively.joystiq.com/2011/10/19/free-for-all-an-inside-look-at-illyriad-games/#comments</comments><description><![CDATA[<p>Filed under: <a href="http://massively.joystiq.com/category/business-models/" rel="tag">Business models</a>, <a href="http://massively.joystiq.com/category/culture/" rel="tag">Culture</a>, <a href="http://massively.joystiq.com/category/interviews/" rel="tag">Interviews</a>, <a href="http://massively.joystiq.com/category/pvp/" rel="tag">PvP</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/browser/" rel="tag">Browser</a>, <a href="http://massively.joystiq.com/category/mmorts/" rel="tag">MMORTS</a>, <a href="http://massively.joystiq.com/category/free-for-all/" rel="tag">Free for All</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/2011/10/19/free-for-all-an-inside-look-at-illyriad-games/"><img alt="Beau Hindman and James Niesewand" src="http://www.blogcdn.com/massively.joystiq.com/media/2011/10/gfvrw-1.jpg" style="border-top-width: 0px; border-right-width: 0px; border-bottom-width: 0px; border-left-width: 0px; border-top-style: solid; border-right-style: solid; border-bottom-style: solid; border-left-style: solid; margin-left: 4px; margin-right: 4px; margin-top: 4px; margin-bottom: 4px; " /></a></div>
You have to be a bit insane to write your own game, says <a href="http://massively.joystiq.com/tag/James-Niesewand/">James Niesewand</a>, <a href="http://www.illyriad.co.uk/about-illyriad-games-limited">Illyriad Games'</a> CEO. When he and a group of friends decided to sit down and list off what they wanted to see in a browser-based game, they decided to go for a game that would not periodically reset like so many browser games, one that featured the complexity and depth of games like <a href="http://www.eveonline.com"><em>EVE Online</em></a> and would be free to play.<br />
<br />
Niesewand started with no experience in the gaming industry, but he did have some coding background. He writes the back-end material (the information that is queried), and his co-conspirator <a href="http://massively.joystiq.com/tag/Ben-Adams/">Ben Adams</a> writes the front-end (the stuff that you interact with and see). Of course, I am simplifying this, but for the sake of keeping this article under 15,000 words I will attempt to sum up the conversations James and I had at <a href="http://massively.joystiq.com/tag/GDC-Online-2011/">GDC Online</a> last week. They covered the start of his first browser-based game as well as some of the inevitable growing pains that come with being an indie developer.<br />
<br />
Click past the cut!<p><a href="http://massively.joystiq.com/2011/10/19/free-for-all-an-inside-look-at-illyriad-games/" rel="bookmark">Continue reading <em>Free for All: An inside look at Illyriad Games</em></a></p><p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://massively.joystiq.com"><img src="http://massively.joystiq.com/media/feedlogo.gif" alt="Massively" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://massively.joystiq.com/2011/10/19/free-for-all-an-inside-look-at-illyriad-games/">Free for All: An inside look at Illyriad Games</a> originally appeared on <a href="http://massively.joystiq.com">Massively</a> on Wed, 19 Oct 2011 13:00:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href="http://massively.joystiq.com/2011/10/19/free-for-all-an-inside-look-at-illyriad-games/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/forward/20083389/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/2011/10/19/free-for-all-an-inside-look-at-illyriad-games/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>beau-hindman</category><category>browser</category><category>browser-based</category><category>eve-online</category><category>f2p</category><category>featured</category><category>free-to-play</category><category>ftp</category><category>game-design</category><category>illyriad</category><category>illyriad-games</category><category>james-niesewand</category><category>kevin-hassall</category><category>mmorts</category><dc:creator><![CDATA[Beau Hindman]]></dc:creator><pubDate>Wed, 19 Oct 2011 13:00:00 EST</pubDate></item><item><title><![CDATA[Some Assembly Required: How to screw up your sandbox]]></title><link>http://massively.joystiq.com/2011/09/30/some-assembly-required-how-to-screw-up-your-sandbox/</link><guid isPermaLink="true">http://massively.joystiq.com/2011/09/30/some-assembly-required-how-to-screw-up-your-sandbox/</guid><comments>http://massively.joystiq.com/2011/09/30/some-assembly-required-how-to-screw-up-your-sandbox/#comments</comments><description><![CDATA[<p>Filed under: <a href="http://massively.joystiq.com/category/game-mechanics/" rel="tag">Game mechanics</a>, <a href="http://massively.joystiq.com/category/mmo-industry/" rel="tag">MMO industry</a>, <a href="http://massively.joystiq.com/category/pvp/" rel="tag">PvP</a>, <a href="http://massively.joystiq.com/category/opinion/" rel="tag">Opinion</a>, <a href="http://massively.joystiq.com/category/misc/" rel="tag">Miscellaneous</a>, <a href="http://massively.joystiq.com/category/some-assembly-required/" rel="tag">Some Assembly Required</a>, <a href="http://massively.joystiq.com/category/crafting/" rel="tag">Crafting</a></p><div style="text-align: center;">
	<a href="http://massively.joystiq.com/2011/09/30/some-assembly-required-how-to-screw-up-your-sandbox/"><img alt="Some Assembly Required - architectural blueprints" src="http://www.blogcdn.com/massively.joystiq.com/media/2011/09/sarheaderplansfinal.jpg" /></a></div>
Between bouts of <a href="http://globalagendagame.com"><em>Global Agenda</em></a>, <a href="http://ageofconan.com"><em>Age of Conan</em></a>, and a stack of single-player games, I've been <a href="http://massively.joystiq.com/2011/09/02/some-assembly-required-is-the-sandbox-dead/">taking my own advice</a> lately and looking for a new sandbox. The end of <a href="http://starwarsgalaxies.station.sony.com"><em>Star Wars Galaxies</em></a> is forcing my hand, and I figured I'd better start now if I don't want to be stuck with nothing to play on December 16th.<br />
<br />
While there is a veritable ton of different sandboxes to choose from, I must admit to being a bit frustrated with nearly all of them. If it's not one thing, it's another, and most are such glaring deficiencies that I can't help but wonder what was going through the minds of the development teams during the construction process. Join me after the cut for a few things you should consider if you're making an MMORPG sandbox.<p><a href="http://massively.joystiq.com/2011/09/30/some-assembly-required-how-to-screw-up-your-sandbox/" rel="bookmark">Continue reading <em>Some Assembly Required: How to screw up your sandbox</em></a></p><p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://massively.joystiq.com"><img src="http://massively.joystiq.com/media/feedlogo.gif" alt="Massively" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://massively.joystiq.com/2011/09/30/some-assembly-required-how-to-screw-up-your-sandbox/">Some Assembly Required: How to screw up your sandbox</a> originally appeared on <a href="http://massively.joystiq.com">Massively</a> on Fri, 30 Sep 2011 09:00:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href="http://massively.joystiq.com/2011/09/30/some-assembly-required-how-to-screw-up-your-sandbox/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/forward/20066215/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/2011/09/30/some-assembly-required-how-to-screw-up-your-sandbox/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>bind-on-equip</category><category>bind-on-pickup</category><category>boe</category><category>bop</category><category>crafting</category><category>cross-faction-chat</category><category>cross-faction-communication</category><category>design</category><category>facepalm</category><category>featured</category><category>ffa-pvp</category><category>game-design</category><category>game-mechanics</category><category>game-systems</category><category>how-to-screw-up-your-sandbox</category><category>item-decay</category><category>local-banking</category><category>local-banks</category><category>mmo-industry</category><category>mmo-item-decay</category><category>nanny-state</category><category>opinion</category><category>pvp</category><category>sandbox</category><category>sandbox-design</category><category>sandbox-mechanics</category><category>sandbox-pvp</category><category>sandpark</category><category>schadenfreude</category><category>screwed-up-sandboxes</category><category>some-assembly-required</category><category>systems</category><category>tradeskilling</category><category>tradeskills</category><dc:creator><![CDATA[Jef Reahard]]></dc:creator><pubDate>Fri, 30 Sep 2011 09:00:00 EST</pubDate></item><item><title><![CDATA[The Anvil of Crom: What's wrong with AoC's crafting?]]></title><link>http://massively.joystiq.com/2011/09/25/the-anvil-of-crom-whats-wrong-with-aocs-crafting/</link><guid isPermaLink="true">http://massively.joystiq.com/2011/09/25/the-anvil-of-crom-whats-wrong-with-aocs-crafting/</guid><comments>http://massively.joystiq.com/2011/09/25/the-anvil-of-crom-whats-wrong-with-aocs-crafting/#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/economy/" rel="tag">Economy</a>, <a href="http://massively.joystiq.com/category/game-mechanics/" rel="tag">Game mechanics</a>, <a href="http://massively.joystiq.com/category/opinion/" rel="tag">Opinion</a>, <a href="http://massively.joystiq.com/category/free-to-play/" rel="tag">Free-to-play</a>, <a href="http://massively.joystiq.com/category/the-anvil-of-crom/" rel="tag">The Anvil of Crom</a>, <a href="http://massively.joystiq.com/category/crafting/" rel="tag">Crafting</a></p><div style="text-align: center;">
	<a href="http://massively.joystiq.com/2011/09/25/the-anvil-of-crom-whats-wrong-with-aocs-crafting/"><img alt="Anvil of Crom" src="http://www.blogcdn.com/massively.joystiq.com/media/2011/09/aocbannermain-1316803224.jpg" /></a></div>
In the wake of <a href="http://funcom.com">Funcom's</a> glorious announcement that <a href="http://ageofconan.com"><em>Age of Conan</em></a> is due for an <a href="http://massively.joystiq.com/2011/09/11/the-anvil-of-crom-evaluating-the-dev-update-crafting-edition/">extreme tradeskill makeover</a> in 2012, I thought it might be fun to brainstorm a few crafting-related design ideas.<br />
<br />
To be frank, I think any change will be an improvement, as it's hard to fathom a more boring and ultimately worthless gameplay system than what currently passes for crafting in Hyboria. This is a pretty huge topic, of course, so join me after the cut for the first part of what will likely be an ongoing discussion over the next few months. Before we can talk about solutions, though, we've got to identify what's wrong with <a href="http://massively.joystiq.com/category/age-of-conan"><em>AoC's</em></a> crafting.<p><a href="http://massively.joystiq.com/2011/09/25/the-anvil-of-crom-whats-wrong-with-aocs-crafting/" rel="bookmark">Continue reading <em>The Anvil of Crom: What's wrong with AoC's crafting?</em></a></p><p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://massively.joystiq.com"><img src="http://massively.joystiq.com/media/feedlogo.gif" alt="Massively" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://massively.joystiq.com/2011/09/25/the-anvil-of-crom-whats-wrong-with-aocs-crafting/">The Anvil of Crom: What's wrong with AoC's crafting?</a> originally appeared on <a href="http://massively.joystiq.com">Massively</a> on Sun, 25 Sep 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/2011/09/25/the-anvil-of-crom-whats-wrong-with-aocs-crafting/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/forward/20047603/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/2011/09/25/the-anvil-of-crom-whats-wrong-with-aocs-crafting/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>age-of-conan</category><category>age-of-conan-crafting</category><category>age-of-conan-crafting-sucks</category><category>age-of-conan-unchained</category><category>anvil-of-crom</category><category>aoc</category><category>aoc-unchained</category><category>crafting</category><category>crafting-revamp</category><category>design</category><category>fantasy</category><category>featured</category><category>funcom</category><category>game-design</category><category>hyboria</category><category>mmo-design</category><category>opinion</category><category>the-anvil-of-crom</category><category>tradeskills</category><category>whats-wrong-with-crafting</category><dc:creator><![CDATA[Jef Reahard]]></dc:creator><pubDate>Sun, 25 Sep 2011 12:00:00 EST</pubDate></item><item><title><![CDATA[BioWare talks SWTOR testing, post-release content]]></title><link>http://massively.joystiq.com/2011/09/23/bioware-talks-swtor-testing-post-release-content/</link><guid isPermaLink="true">http://massively.joystiq.com/2011/09/23/bioware-talks-swtor-testing-post-release-content/</guid><comments>http://massively.joystiq.com/2011/09/23/bioware-talks-swtor-testing-post-release-content/#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/sci-fi/" rel="tag">Sci-fi</a>, <a href="http://massively.joystiq.com/category/game-mechanics/" rel="tag">Game mechanics</a>, <a href="http://massively.joystiq.com/category/interviews/" rel="tag">Interviews</a>, <a href="http://massively.joystiq.com/category/mmo-industry/" rel="tag">MMO industry</a>, <a href="http://massively.joystiq.com/category/new-titles/" rel="tag">New titles</a>, <a href="http://massively.joystiq.com/category/news-items/" rel="tag">News items</a>, <a href="http://massively.joystiq.com/category/star-wars-the-old-republic/" rel="tag">Star Wars: The Old Republic</a></p><div style="text-align: center;">
	<a href="http://massively.joystiq.com/2011/09/23/bioware-talks-swtor-testing-post-release-content/"><img alt="Star Wars The Old Republic - Jedi and droid" src="http://www.blogcdn.com/massively.joystiq.com/media/2011/09/95119920110922640screen003.jpg" /></a></div>
<a href="http://massively.joystiq.com/tag/bioware">BioWare</a> project director <a href="http://massively.joystiq.com/tag/james-ohlen">James Ohlen</a> is apparently on the PR circuit of late, as a <a href="http://www.gamasutra.com/view/news/37273/Interview_BioWare_On_Wrapping_Up_The_Old_Republic.php">new interview</a> at Gamasutra marks his second major gaming publication appearance in the last two days. This time around, there's nary a mention of <a href="http://massively.joystiq.com/category/star-wars-the-old-republic"><em>Star Wars: The Old Republic's</em></a> companions.<br />
<br />
There is, however, some interesting chit-chat about polish, post-release content plans, and the necessity of MMORPG playtesting. Ohlen downplays the notion that large-scale fan testing is paramount to a game's success, saying that "the big changes that we've been making were planned from way before."<br />
<br />
He acknowledges that beta testers have their uses, but says that the BioWare devs would be "terrible game designers" if they didn't figure things out on their own. "It's good for fans to feel like they're having an impact, and sometimes they do," Ohlen says. "There [have] been surprises on the project, but mostly they've come from us playtesting this stuff."<p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://massively.joystiq.com"><img src="http://massively.joystiq.com/media/feedlogo.gif" alt="Massively" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://massively.joystiq.com/2011/09/23/bioware-talks-swtor-testing-post-release-content/">BioWare talks SWTOR testing, post-release content</a> originally appeared on <a href="http://massively.joystiq.com">Massively</a> on Fri, 23 Sep 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/2011/09/23/bioware-talks-swtor-testing-post-release-content/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/forward/20050469/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/2011/09/23/bioware-talks-swtor-testing-post-release-content/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>beta</category><category>beta-testers</category><category>beta-testing</category><category>bioware</category><category>closed-beta</category><category>design</category><category>game-design</category><category>interview</category><category>james-ohlen</category><category>sci-fi</category><category>science-fantasy</category><category>star-wars-mmo</category><category>star-wars-the-old-republic</category><category>swtor</category><category>testing</category><dc:creator><![CDATA[Jef Reahard]]></dc:creator><pubDate>Fri, 23 Sep 2011 12:00:00 EST</pubDate></item><item><title><![CDATA[Storybricks taking an alternative approach to MMO story]]></title><link>http://massively.joystiq.com/2011/09/12/storybricks-taking-an-alternative-approach-to-mmo-story/</link><guid isPermaLink="true">http://massively.joystiq.com/2011/09/12/storybricks-taking-an-alternative-approach-to-mmo-story/</guid><comments>http://massively.joystiq.com/2011/09/12/storybricks-taking-an-alternative-approach-to-mmo-story/#comments</comments><description><![CDATA[<p>Filed under: <a href="http://massively.joystiq.com/category/game-mechanics/" rel="tag">Game mechanics</a>, <a href="http://massively.joystiq.com/category/mmo-industry/" rel="tag">MMO industry</a>, <a href="http://massively.joystiq.com/category/new-titles/" rel="tag">New titles</a>, <a href="http://massively.joystiq.com/category/news-items/" rel="tag">News items</a>, <a href="http://massively.joystiq.com/category/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/2011/09/12/storybricks-taking-an-alternative-approach-to-mmo-story/"><img alt="Storybricks logo" src="http://www.blogcdn.com/massively.joystiq.com/media/2011/09/storybrickslogo-1315840056.jpg" /></a></div>
If you've been following MMOs in recent months, you've no doubt been inundated by the new story focus of the genre's upcoming AAA titles. Whether we're talking about <a href="http://massively.joystiq.com/category/star-wars-the-old-republic"><em>Star Wars The Old Republic</em></a>, <a href="http://massively.joystiq.com/category/the-secret-world"><em>The Secret World</em></a>, or even <a href="http://massively.joystiq.com/category/tera"><em>TERA</em></a>, story has been the favored <a href="http://massively.joystiq.com/2011/04/12/the-soapbox-a-case-for-player-generated-content-or-why-mmo-sto/">industry buzzword</a> for a while now.<br />
<br />
Enter <a href="http://massively.joystiq.com/tag/storybricks"><em>Storybricks</em></a>, a new concept from <a href="http://massively.joystiq.com/tag/namaste-entertainment">Namaste Entertainment</a> that eschews the big boys' affinity for tacking single-player narratives onto a traditional MMO foundation in favor of player-generated content. <em>Storybricks</em> is more tool than game at this point, and a new post at Kill Ten Rats sheds a bit of light on what makes the software unique. Ravious describes <em>Storybricks</em> as an offshoot of tabletop roleplaying, and as such, a concept that linear gaming and conventional MMO fans may not embrace.<br />
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It's an interesting read, and it features commentary from developer <a href="http://massively.joystiq.com/tag/brian-green">Brian Green</a> and community manager <a href="http://massively.joystiq.com/tag/kelly-heckman">Kelly Heckman</a>. You can read more about <em>Storybricks</em> via Massively's hands-on impressions piece from this year's GenCon.<p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://massively.joystiq.com"><img src="http://massively.joystiq.com/media/feedlogo.gif" alt="Massively" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://massively.joystiq.com/2011/09/12/storybricks-taking-an-alternative-approach-to-mmo-story/">Storybricks taking an alternative approach to MMO story</a> originally appeared on <a href="http://massively.joystiq.com">Massively</a> on Mon, 12 Sep 2011 13:00:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href="http://massively.joystiq.com/2011/09/12/storybricks-taking-an-alternative-approach-to-mmo-story/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/forward/20040297/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/2011/09/12/storybricks-taking-an-alternative-approach-to-mmo-story/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>brian-green</category><category>design</category><category>game-design</category><category>game-mechanics</category><category>interviews</category><category>kelly-heckman</category><category>mmo-industry</category><category>mmo-story</category><category>namaste</category><category>namaste-entertainment</category><category>non-linear-gameplay</category><category>npc-story</category><category>player-content</category><category>player-generated-content</category><category>sandbox</category><category>story</category><category>storybricks</category><dc:creator><![CDATA[Jef Reahard]]></dc:creator><pubDate>Mon, 12 Sep 2011 13:00:00 EST</pubDate></item><item><title><![CDATA[EverQuest video features new zone from Veil of Alaris expansion]]></title><link>http://massively.joystiq.com/2011/09/10/everquest-video-features-new-zone-from-veil-of-alaris-expansion/</link><guid isPermaLink="true">http://massively.joystiq.com/2011/09/10/everquest-video-features-new-zone-from-veil-of-alaris-expansion/</guid><comments>http://massively.joystiq.com/2011/09/10/everquest-video-features-new-zone-from-veil-of-alaris-expansion/#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/trailers/" rel="tag">Trailers</a>, <a href="http://massively.joystiq.com/category/video/" rel="tag">Video</a>, <a href="http://massively.joystiq.com/category/everquest/" rel="tag">EverQuest</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/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></p><div style="text-align: center;">
	<a href="http://massively.joystiq.com/2011/09/10/everquest-video-features-new-zone-from-veil-of-alaris-expansion/"><img alt="EverQuest - Veil of Alaris" src="http://www.blogcdn.com/massively.joystiq.com/media/2011/09/eqvid.jpg" /></a></div>
<a href="http://massively.joystiq.com/category/everquest"><em>EverQuest's</em></a> latest content bomb was announced earlier this summer, and <a href="http://massively.joystiq.com/tag/soe">Sony Online Entertainment</a> is slowly trickling out the details for the new <a href="http://massively.joystiq.com/tag/veil-of-alaris"><em>Veil of Alaris</em></a> patch. The game's 18th expansion will take players to a land long hidden by magic, and a new video gives us our first glimpse of the environment itself along with some of its ornerier inhabitants.<br />
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Players will initially encounter the zone while traveling on a giant airship, and among the challenges are mobs made of molten steel as well as deadly free-floating swords.<br />
<br />
SOE's video clip features game designer <a href="http://massively.joystiq.com/tag/david-stewart">David Stewart</a> and environment artist <a href="http://massively.joystiq.com/tag/shannon-parnell">Shannon Parnell</a> discussing their work on the new zone, as well as various fly-through angles of the finished product. Check out all the details after the break.<p><a href="http://massively.joystiq.com/2011/09/10/everquest-video-features-new-zone-from-veil-of-alaris-expansion/" rel="bookmark">Continue reading <em>EverQuest video features new zone from Veil of Alaris expansion</em></a></p><p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://massively.joystiq.com"><img src="http://massively.joystiq.com/media/feedlogo.gif" alt="Massively" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://massively.joystiq.com/2011/09/10/everquest-video-features-new-zone-from-veil-of-alaris-expansion/">EverQuest video features new zone from Veil of Alaris expansion</a> originally appeared on <a href="http://massively.joystiq.com">Massively</a> on Sat, 10 Sep 2011 11:00:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href="http://massively.joystiq.com/2011/09/10/everquest-video-features-new-zone-from-veil-of-alaris-expansion/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/forward/20039473/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/2011/09/10/everquest-video-features-new-zone-from-veil-of-alaris-expansion/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>airship</category><category>david-stewart</category><category>design</category><category>eq</category><category>everquest</category><category>expansion</category><category>fantasy</category><category>game-design</category><category>shannon-parnell</category><category>soe</category><category>Sony-Online-Entertainment</category><category>trailer</category><category>veil-of-alaris</category><category>veil-of-alaris-expansion</category><category>video</category><category>zone-design</category><dc:creator><![CDATA[Jef Reahard]]></dc:creator><pubDate>Sat, 10 Sep 2011 11:00:00 EST</pubDate></item><item><title><![CDATA[GamersFirst states All Points Bulletin had huge future plans]]></title><link>http://massively.joystiq.com/2011/08/31/gamersfirst-states-all-points-bulletin-had-huge-future-plans/</link><guid isPermaLink="true">http://massively.joystiq.com/2011/08/31/gamersfirst-states-all-points-bulletin-had-huge-future-plans/</guid><comments>http://massively.joystiq.com/2011/08/31/gamersfirst-states-all-points-bulletin-had-huge-future-plans/#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/all-points-bulletin/" rel="tag">All Points Bulletin</a>, <a href="http://massively.joystiq.com/category/crime/" rel="tag">Crime</a>, <a href="http://massively.joystiq.com/category/misc/" rel="tag">Miscellaneous</a></p><div style="text-align: center;">
	<a href="http://massively.joystiq.com/2011/08/31/gamersfirst-states-all-points-bulletin-had-huge-future-plans/"><img alt="APB: Reloaded the future" src="http://www.blogcdn.com/massively.joystiq.com/media/2011/08/apb-bigger.jpg" /></a></div>
By now, we are all familiar with the sad story of <a href="http://massively.joystiq.com/category/all-points-bulletin/"><em>All Points Bulletin</em></a> by <a href="http://massively.joystiq.com/tag/Realtime-Worlds/">Realtime Worlds</a>. RTW's closing down shop ended not just APB as it was but also the future plans for the game as well. According to <a href="http://massively.joystiq.com/tag/gamersfirst/">GamersFirst</a>, which picked up and relaunched the failed title, Realtime Worlds had ambitious plans for the future of the game that ultimately lead to design issues. As GamersFirst Public Relations Manager <a href="http://massively.joystiq.com/tag/darek-connole/">Darek Connole</a> stated to VideoGamer.com:<br />
<blockquote class="bq-standard">
	I can't give you too much detail because I'm not a coder. But as I understand it they were looking to make <em>APB</em> the entry level to this whole series of games. So like you'd go into the <em>APB</em> district, and the social district would take you to other games and from my world you could take your <em>APB</em> car and drive it into my world and shoot things. They had all these crazy cool ideas that was just very ambitious.</blockquote>
But don't get excited just yet. Connole also stated that GamerFirst would not be pursuing that content. However, because <em>APB: Reloaded</em> does not have the extraneous code, the developers can make a smooth, more streamlined game.<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/2011/08/31/gamersfirst-states-all-points-bulletin-had-huge-future-plans/">GamersFirst states All Points Bulletin had huge future plans</a> originally appeared on <a href="http://massively.joystiq.com">Massively</a> on Wed, 31 Aug 2011 19:00:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href="http://massively.joystiq.com/2011/08/31/gamersfirst-states-all-points-bulletin-had-huge-future-plans/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/forward/20031654/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/2011/08/31/gamersfirst-states-all-points-bulletin-had-huge-future-plans/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>all-points-bulletin</category><category>APB</category><category>apb-reloaded</category><category>darek-connole</category><category>game-design</category><category>Game-Mechanics</category><category>gamersfirst</category><category>Realtime-Worlds</category><category>RTW</category><dc:creator><![CDATA[Larry Everett]]></dc:creator><pubDate>Wed, 31 Aug 2011 19:00:00 EST</pubDate></item><item><title><![CDATA[The Game Archaeologist uncovers Shadowbane: Talking with Josef Hall and Todd Coleman, part 2]]></title><link>http://massively.joystiq.com/2011/08/30/the-game-archaeologist-uncovers-shadowbane-talking-with-josef-h/</link><guid isPermaLink="true">http://massively.joystiq.com/2011/08/30/the-game-archaeologist-uncovers-shadowbane-talking-with-josef-h/</guid><comments>http://massively.joystiq.com/2011/08/30/the-game-archaeologist-uncovers-shadowbane-talking-with-josef-h/#comments</comments><description><![CDATA[<p>Filed under: <a href="http://massively.joystiq.com/category/fantasy/" rel="tag">Fantasy</a>, <a href="http://massively.joystiq.com/category/culture/" rel="tag">Culture</a>, <a href="http://massively.joystiq.com/category/interviews/" rel="tag">Interviews</a>, <a href="http://massively.joystiq.com/category/mmo-industry/" rel="tag">MMO industry</a>, <a href="http://massively.joystiq.com/category/shadowbane/" rel="tag">Shadowbane</a>, <a href="http://massively.joystiq.com/category/free-to-play/" rel="tag">Free-to-play</a>, <a href="http://massively.joystiq.com/category/the-game-archaeologist/" rel="tag">The Game Archaeologist</a></p><div style="text-align: center;">
	<a href="http://massively.joystiq.com/2011/08/30/the-game-archaeologist-uncovers-shadowbane-talking-with-josef-h/"><img alt="Shadowbane creators"  src="http://www.blogcdn.com/massively.joystiq.com/media/2011/08/jhall-and-jtcoleman-sms-1314716648.jpg" /></a></div>
<em>Don't miss <a href="http://massively.joystiq.com/2011/08/23/the-game-archaeologist-uncovers-shadowbane-talking-with-josef-h/">the first part of this interview</a> with the makers of </em><a href="http://massively.joystiq.com/category/shadowbane/">Shadowbane</a><em>, which we posted last week! And now for the thrilling conclusion...</em><br />
<br />
<strong>The Game Archaeologist: What was the reason behind the free-to-play switch in 2006? Did this help the game's population any?</strong><br />
<br />
<strong>Josef Hall: </strong>Todd and I left <a href="http://massively.joystiq.com/tag/wolfpack-studios/">Wolfpack</a> shortly after it was acquired by <a href="http://massively.joystiq.com/tag/ubisoft/">Ubisoft</a>, so we don't really have insight into the decision-making process behind the switch.<br />
<br />
<strong>Todd Coleman: </strong>From what I have heard, it had a very positive impact on the size of the player population -- but yeah, I have no idea what it meant to the game monetarily.<p><a href="http://massively.joystiq.com/2011/08/30/the-game-archaeologist-uncovers-shadowbane-talking-with-josef-h/" rel="bookmark">Continue reading <em>The Game Archaeologist uncovers Shadowbane: Talking with Josef Hall and Todd Coleman, part 2</em></a></p><p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://massively.joystiq.com"><img src="http://massively.joystiq.com/media/feedlogo.gif" alt="Massively" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://massively.joystiq.com/2011/08/30/the-game-archaeologist-uncovers-shadowbane-talking-with-josef-h/">The Game Archaeologist uncovers Shadowbane: Talking with Josef Hall and Todd Coleman, part 2</a> originally appeared on <a href="http://massively.joystiq.com">Massively</a> on Tue, 30 Aug 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/2011/08/30/the-game-archaeologist-uncovers-shadowbane-talking-with-josef-h/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/forward/20022025/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/2011/08/30/the-game-archaeologist-uncovers-shadowbane-talking-with-josef-h/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>age-of-conan</category><category>ccg</category><category>china</category><category>crunch</category><category>darkfall</category><category>dynamic-world</category><category>e3</category><category>featured</category><category>final-fantasy</category><category>game-design</category><category>interview</category><category>j-todd-coleman</category><category>josef-hall</category><category>kingsisle</category><category>kingsisle-entertainment</category><category>scope</category><category>shadowbane</category><category>siege</category><category>siege-system</category><category>t-shirt-trebuchet</category><category>the-game-archaeologist</category><category>todd-coleman</category><category>trebuchet</category><category>ubisoft</category><category>wizard-101</category><category>wolfpack</category><category>wolfpack-studios</category><dc:creator><![CDATA[Justin Olivetti]]></dc:creator><pubDate>Tue, 30 Aug 2011 12:00:00 EST</pubDate></item><item><title><![CDATA[The Daily Grind: Do you like having the freedom to play solo?]]></title><link>http://massively.joystiq.com/2011/08/13/the-daily-grind-do-you-like-having-the-freedom-to-play-solo/</link><guid isPermaLink="true">http://massively.joystiq.com/2011/08/13/the-daily-grind-do-you-like-having-the-freedom-to-play-solo/</guid><comments>http://massively.joystiq.com/2011/08/13/the-daily-grind-do-you-like-having-the-freedom-to-play-solo/#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/2011/08/11/the-daily-grind-do-you-like-having-the-freedom-to-play-solo/"><img alt="Groups are always great for dramatic screenshots." src="http://www.blogcdn.com/massively.joystiq.com/media/2011/08/coh-solo-epl-811.jpg" /></a></div>
MMOs are social experiences at their core, but there's still something about having freedom on your character of choice. At times, everyone likes to step away from being responsible for other people, and operating solo means that you get to take full credit for your own success and failure. But the quality of that operation depends on the game -- <em><a href="http://massively.joystiq.com/category/Final-Fantasy-XI/">Final Fantasy XI</a></em> characters were largely helpless solo past a certain point, while there's little in <em><a href="http://massively.joystiq.com/category/Star-Trek-Online/">Star Trek Online</a></em> that a solo player can't handle with some patience.<br />
<br />
Obviously, being able to get plenty done solo means that you can indulge your time in the game more freely and not have to worry too much about other availability. But it also does detract from the grouping experience, and it can lead to a rahter one-note game where every enemy has to fall prey to the same solo tactics. So do you think solo-friendly game are a good thing? Do you want your games to feature a fair amount of self-reliance, or do you miss the old days where parties were the default for content?<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/2011/08/13/the-daily-grind-do-you-like-having-the-freedom-to-play-solo/">The Daily Grind: Do you like having the freedom to play solo?</a> originally appeared on <a href="http://massively.joystiq.com">Massively</a> on Sat, 13 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/2011/08/13/the-daily-grind-do-you-like-having-the-freedom-to-play-solo/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/forward/20015829/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/2011/08/13/the-daily-grind-do-you-like-having-the-freedom-to-play-solo/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>culture</category><category>design</category><category>game-design</category><category>game-mechanics</category><category>grouping</category><category>groups</category><category>opinion</category><category>playstyle</category><category>solo</category><category>soloing</category><category>tdg</category><category>the-daily-grind</category><dc:creator><![CDATA[Eliot Lefebvre]]></dc:creator><pubDate>Sat, 13 Aug 2011 08:00:00 EST</pubDate></item><item><title><![CDATA[The Soapbox: Sandparks]]></title><link>http://massively.joystiq.com/2011/06/28/the-soapbox-sandparks/</link><guid isPermaLink="true">http://massively.joystiq.com/2011/06/28/the-soapbox-sandparks/</guid><comments>http://massively.joystiq.com/2011/06/28/the-soapbox-sandparks/#comments</comments><description><![CDATA[<p>Filed under: <a href="http://massively.joystiq.com/category/game-mechanics/" rel="tag">Game mechanics</a>, <a href="http://massively.joystiq.com/category/mmo-industry/" rel="tag">MMO industry</a>, <a href="http://massively.joystiq.com/category/opinion/" rel="tag">Opinion</a>, <a href="http://massively.joystiq.com/category/virtual-worlds/" rel="tag">Virtual worlds</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://en.wikipedia.org/wiki/Mount_Olympus_Water_%26_Theme_Park"><img src="http://www.blogcdn.com/massively.joystiq.com/media/2011/06/soapbox-themebox-epl-626.jpg" /></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 war between sandbox and themepark MMOs is being fought now, not just in the hearts and minds of players but in the simple matter of which project is getting funding for development. It's a war in which adherents to one design philosophy loudly decry the other, where both sides sling insults at one another and mourn how the other side has damaged the promise of MMOs or has no idea how to make a compelling gameplay experience. It's a battle of words and of subscription fees.<br />
<br />
It's also really, really stupid.<br />
<br />
Setting up the MMO sphere as a battle between two opposing design philosophies probably feels like a great chance to explore a two-faction system in real life, but it's also shortchanging not just MMOs but games on both sides of the nonexistent fence. It sells a number of games short, and it adds nothing useful to the genre as a whole. It's time to stop seeing the onling gaming sphere as a match of opposing forces and start seeing it as a varied and frequently awe-inspiring spectrum.<p><a href="http://massively.joystiq.com/2011/06/28/the-soapbox-sandparks/" rel="bookmark">Continue reading <em>The Soapbox: Sandparks</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/2011/06/28/the-soapbox-sandparks/">The Soapbox: Sandparks</a> originally appeared on <a href="http://massively.joystiq.com">Massively</a> on Tue, 28 Jun 2011 14:30:00 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/2011/06/28/the-soapbox-sandparks/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/forward/19976704/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/2011/06/28/the-soapbox-sandparks/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>complexity</category><category>design</category><category>elegance</category><category>featured</category><category>game-design</category><category>game-mechanics</category><category>housing</category><category>open-world</category><category>opinion</category><category>quest-auto-complete-9000</category><category>quests</category><category>sandbox</category><category>sandpark</category><category>simplicity</category><category>soapbox</category><category>the-soapbox</category><category>themepark</category><category>virtual-world</category><dc:creator><![CDATA[Eliot Lefebvre]]></dc:creator><pubDate>Tue, 28 Jun 2011 14:30:00 EST</pubDate></item><item><title><![CDATA[Guild Wars 2 content designer goes behind the scenes of city creation]]></title><link>http://massively.joystiq.com/2011/05/12/guild-wars-2-content-designer-goes-behind-the-scenes-of-city-cre/</link><guid isPermaLink="true">http://massively.joystiq.com/2011/05/12/guild-wars-2-content-designer-goes-behind-the-scenes-of-city-cre/</guid><comments>http://massively.joystiq.com/2011/05/12/guild-wars-2-content-designer-goes-behind-the-scenes-of-city-cre/#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/news-items/" rel="tag">News items</a>, <a href="http://massively.joystiq.com/category/guild-wars-2/" rel="tag">Guild Wars 2</a></p><div style="text-align: center;">
	<a href="http://www.massively.joystiq.com/category/guild-wars-2"><img border="1" hspace="4" src="http://www.blogcdn.com/massively.joystiq.com/media/2011/05/la-rb-512.jpg" vspace="4" /></a></div>
Yesterday's <a href="http://massively.joystiq.com/2011/05/11/new-guild-wars-2-blog-post-and-video-tours-lions-arch/">flyover of Lion's Arch</a> was a big hit with those anticipating <a href="http://www.guildwars2.com"><em>Guild Wars 2</em></a>, made even better with a follow-up blog post from content designer <a href="http://www.massively.joystiq.com/tag/matthew-medina">Matthew Medina</a>.<br />
<br />
Matthew jumped in to expand on what we saw in the video by giving an extensive look at the design process. It's an interesting combination of virtual architecture, NPC-watching, and attention to details both large and small that works to create such a detailed location. As Matthew puts it, "<em>[W]e're infusing Lion's Arch with all the little touches that we hope will make your downtime between personal story steps and dynamic events as entertaining and immersive as possible!</em>"<br />
<br />
The blog post, which includes a new map of Lion's Arch, walks readers through the entire process, beginning with the foundation of a city and ending with final touches such as NPC chatter and visual details.<p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://massively.joystiq.com"><img src="http://massively.joystiq.com/media/feedlogo.gif" alt="Massively" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://massively.joystiq.com/2011/05/12/guild-wars-2-content-designer-goes-behind-the-scenes-of-city-cre/">Guild Wars 2 content designer goes behind the scenes of city creation</a> originally appeared on <a href="http://massively.joystiq.com">Massively</a> on Thu, 12 May 2011 10:00:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href="http://massively.joystiq.com/2011/05/12/guild-wars-2-content-designer-goes-behind-the-scenes-of-city-cre/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/forward/19938594/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/2011/05/12/guild-wars-2-content-designer-goes-behind-the-scenes-of-city-cre/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>anet</category><category>arenanet</category><category>arenanet-blog</category><category>game-design</category><category>guild-wars-2</category><category>gw2</category><category>lions-arch</category><category>matthew-medina</category><category>ncsoft</category><dc:creator><![CDATA[Rubi Bayer]]></dc:creator><pubDate>Thu, 12 May 2011 10:00:00 EST</pubDate></item><item><title><![CDATA[Arena University offers real-world experience for interns]]></title><link>http://massively.joystiq.com/2011/05/11/arena-university-offers-real-world-experience-for-interns/</link><guid isPermaLink="true">http://massively.joystiq.com/2011/05/11/arena-university-offers-real-world-experience-for-interns/</guid><comments>http://massively.joystiq.com/2011/05/11/arena-university-offers-real-world-experience-for-interns/#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/mmo-industry/" rel="tag">MMO industry</a>, <a href="http://massively.joystiq.com/category/guild-wars-2/" rel="tag">Guild Wars 2</a></p><div style="text-align: center;">
	<a href="http://www.massively.joystiq.com/category/guild-wars-2"><img border="1" hspace="4" src="http://www.blogcdn.com/massively.joystiq.com/media/2011/05/au-rb-511.jpg" vspace="4" /></a></div>
Most industries offer internship programs to help transition potential employees from sitting in a classroom to earning a paycheck, and the gaming industry is no exception.<br />
<br />
While <a href="http://www.arena.net">ArenaNet</a> has offered a type of internship program within the gaming industry since 2010, they've recently progressed into new territory with their Arena University. ArenaNet's SVP of global business, <a href="http://www.massively.joystiq.com/tag/randy-price">Randall Price</a>, spent some time <a href="http://www.gamasutra.com/view/news/34021/ArenaNet_Universitys_Approach_To_RealWorld_Experience.php">chatting with Gamasutra</a> about the program, detailing how it prepares graduates for the real world.<br />
<br />
Participants in Arena University work with the goal of seeing their art in game; for example, some of the bits and pieces in <a href="http://massively.joystiq.com/2011/05/11/new-guild-wars-2-blog-post-and-video-tours-lions-arch/">today's Lion's Arch flythrough video</a> came straight from Arena University. The purpose of the program, according to Randall, is much more than just offering a few college credits. The ArenaNet staffers who work with the interns keep a eye toward teaching their interns not only game design, but also office workflow, communication, and creation as it applies to current projects.<p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://massively.joystiq.com"><img src="http://massively.joystiq.com/media/feedlogo.gif" alt="Massively" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://massively.joystiq.com/2011/05/11/arena-university-offers-real-world-experience-for-interns/">Arena University offers real-world experience for interns</a> originally appeared on <a href="http://massively.joystiq.com">Massively</a> on Wed, 11 May 2011 22:00:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href="http://massively.joystiq.com/2011/05/11/arena-university-offers-real-world-experience-for-interns/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/forward/19938249/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/2011/05/11/arena-university-offers-real-world-experience-for-interns/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>anet</category><category>arena-university</category><category>arenanet</category><category>gamasutra</category><category>game-design</category><category>guild-wars-2</category><category>gw2</category><category>internships</category><category>ncsoft</category><category>randall-price</category><dc:creator><![CDATA[Rubi Bayer]]></dc:creator><pubDate>Wed, 11 May 2011 22:00:00 EST</pubDate></item><item><title><![CDATA[ArenaNet talks Guild Wars 2 environment art]]></title><link>http://massively.joystiq.com/2011/04/27/arenanet-talks-guild-wars-2-environment-art/</link><guid isPermaLink="true">http://massively.joystiq.com/2011/04/27/arenanet-talks-guild-wars-2-environment-art/</guid><comments>http://massively.joystiq.com/2011/04/27/arenanet-talks-guild-wars-2-environment-art/#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/lore/" rel="tag">Lore</a>, <a href="http://massively.joystiq.com/category/mmo-industry/" rel="tag">MMO industry</a>, <a href="http://massively.joystiq.com/category/new-titles/" rel="tag">New titles</a>, <a href="http://massively.joystiq.com/category/news-items/" rel="tag">News items</a>, <a href="http://massively.joystiq.com/category/guild-wars-2/" rel="tag">Guild Wars 2</a>, <a href="http://massively.joystiq.com/category/dev-diaries/" rel="tag">Dev Diaries</a></p><div style="text-align: center;">
	<a href="http://www.arena.net/blog/an-introduction-to-the-environment-art-of-guild-wars-2"><img border="1" hspace="4" src="http://www.blogcdn.com/massively.joystiq.com/media/2011/04/gw2art.jpg" vspace="4" /></a></div>
There's a new <a href="http://guildwars2.com"><em>Guild Wars 2</em></a> dev blog loose on the interwebs, and <a href="http://arena.net">ArenaNet's</a> <a href="http://massively.joystiq.com/tag/peter-fries">Peter Fries</a> has lots to say about the upcoming sequel's environment art. Fries paints a pretty picture of the game's locations, both literally and in the mind's eye of folks excited about <a href="http://massively.joystiq.com/tag/arena.net">ANet's</a> decision to make Tyria more of an open world. "<em>In the original </em><a href="http://guildwars.com">Guild Wars</a><em>, a map artist could cheat in places they knew a player could never reach, using unbacked facades or hollow props, but there are few parts of this game world that are inaccessible</em>," Fries notes.<br />
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The blog entry gives us a high-level overview of the creation of a game map from prototype to finished product, and Fries says that environment artists were involved very early in the process (usually just after a level designer finished up with an initial three-dimensional sketch). We're also let in on the fact that ANet typically uses two environment artists working in tandem on a particular map, the better to shoulder the significant workload inherent in filling the landscape with minutiae.<br />
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Finally, we get a bit of a tease as to why location and location art matters, as Fries alludes to the history of Tyria and the continuity from the original game to the sequel. "<em>Players who enjoyed the lore of </em><a href="http://massively.joystiq.com/category/guild-wars">Guild Wars</a><em> will find plenty of relics from our game's history in the landscape of </em><a href="http://massively.joystiq.com/category/guild-wars-2">Guild Wars 2</a><em>, sometimes tucked into surprising places</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/2011/04/27/arenanet-talks-guild-wars-2-environment-art/">ArenaNet talks Guild Wars 2 environment art</a> originally appeared on <a href="http://massively.joystiq.com">Massively</a> on Wed, 27 Apr 2011 17:30:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href="http://massively.joystiq.com/2011/04/27/arenanet-talks-guild-wars-2-environment-art/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/forward/19925794/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/2011/04/27/arenanet-talks-guild-wars-2-environment-art/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>anet</category><category>arena.net</category><category>arenanet</category><category>art</category><category>design</category><category>details</category><category>dev-blog</category><category>dev-diary</category><category>environmental-art</category><category>fantasy</category><category>game-design</category><category>guild-wars-2</category><category>gw2</category><category>location-art</category><category>lore</category><category>map-design</category><category>ncsoft</category><category>open-world</category><category>peter-fries</category><category>tyria</category><dc:creator><![CDATA[Jef Reahard]]></dc:creator><pubDate>Wed, 27 Apr 2011 17:30:00 EST</pubDate></item><item><title><![CDATA[Massively interviews EVE senior producer Arnar Gylfason on Incarna, PvE and more]]></title><link>http://massively.joystiq.com/2011/04/20/massively-interviews-eve-senior-producer-arnar-gylfason-on-incar/</link><guid isPermaLink="true">http://massively.joystiq.com/2011/04/20/massively-interviews-eve-senior-producer-arnar-gylfason-on-incar/</guid><comments>http://massively.joystiq.com/2011/04/20/massively-interviews-eve-senior-producer-arnar-gylfason-on-incar/#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/eve-online/" rel="tag">EVE Online</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/interviews/" rel="tag">Interviews</a>, <a href="http://massively.joystiq.com/category/mmo-industry/" rel="tag">MMO industry</a>, <a href="http://massively.joystiq.com/category/pve/" rel="tag">PvE</a></p><div style="text-align: center;">
	<a href="http://massively.joystiq.com/category/eve-online/"><img border="1" hspace="4" src="http://www.blogcdn.com/massively.joystiq.com/media/2011/04/csmminute2-title.jpg" vspace="4" /></a></div>
Some fantastic news came out of this year's <em><a href="http://www.eve-online.com">EVE Online</a></em> Fanfest. <a href="http://massively.joystiq.com/tag/ccp-soundwave">CCP Soundwave</a>'s talk on <em><a href="http://massively.joystiq.com/tag/incursion">Incursion</a></em> provided some insight into past and possible future development of <a href="http://massively.joystiq.com/category/eve-online/"><em>EVE</em></a>'s often-neglected group PvE activities. We also got <a href="http://massively.joystiq.com/2011/03/27/eve-evolved-incarna-and-the-captains-quarters/">a first look at the captain's quarters</a> coming this summer as a first massive step toward full-blown avatar-based interaction with <a href="http://massively.joystiq.com/tag/incarna"><em>Incarna</em></a>. Finally, <a href="http://www.massively.com/tag/ccp">CCP</a> presented the company's <a href="http://massively.joystiq.com/2011/03/26/eve-fanfest-2011-closing-ceremony-video-cluster-shows-off-the-f/">vision for the future of <em>EVE</em></a> -- a video showing the potential interaction between <a href="http://www.massively.com/tag/dust514"><em>Dust514's</em></a> ground combat, <em>Incarna's</em> station environments and <em>EVE Online</em>'s typical space-based PvP.<br />
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In his <a href="http://massively.joystiq.com/2011/03/25/eve-fanfest-2011-keynote-from-the-top-of-the-world/">keynote speech</a>, <em>EVE</em> senior producer Arnar "<a href="http://massively.joystiq.com/tag/ccp-zulu">CCP Zulu</a>" Gylfason brought together all the new information that had been released at Fanfest over the last year. We caught up with Arnar at the <em>EVE</em> Fanfest to ask some followup questions to his speech. In <a href="http://massively.joystiq.com/2011/04/15/eve-spotlight-an-interview-with-ccp-zulu/">an EVE Spotlight article last week</a>, he answered questions on the role of live events in future expansions and other topics. In this second interview, we asked Arnar about incursions, the future of PvE, captain's quarters, the new player experience, <em>Incarna</em> gameplay, and more.<br />
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Skip past the cut to read our full interview with <a href="http://www.massively.com/tag/arnar-glyfason">Arnar Glyfason</a>, a man in whose accent the word "awesome" sounds seriously awesome.<p><a href="http://massively.joystiq.com/2011/04/20/massively-interviews-eve-senior-producer-arnar-gylfason-on-incar/" rel="bookmark">Continue reading <em>Massively interviews EVE senior producer Arnar Gylfason on Incarna, PvE 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/2011/04/20/massively-interviews-eve-senior-producer-arnar-gylfason-on-incar/">Massively interviews EVE senior producer Arnar Gylfason on Incarna, PvE and more</a> originally appeared on <a href="http://massively.joystiq.com">Massively</a> on Wed, 20 Apr 2011 19:00:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href="http://massively.joystiq.com/2011/04/20/massively-interviews-eve-senior-producer-arnar-gylfason-on-incar/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/forward/19910754/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/2011/04/20/massively-interviews-eve-senior-producer-arnar-gylfason-on-incar/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>arnar-gylfason</category><category>ccp</category><category>ccp-eve</category><category>ccp-games</category><category>ccp-zulu</category><category>ccp-zulupark</category><category>developer</category><category>developers</category><category>development</category><category>eve</category><category>eve-ccp</category><category>eve-fanfest</category><category>eve-fanfest-2011</category><category>eve-is-real</category><category>eve-mmorpg</category><category>eve-online</category><category>fanfest-2011</category><category>featured</category><category>game-design</category><category>incursion</category><category>interview</category><category>keynote</category><category>mmo-industry</category><category>team-best-friends-forever</category><category>team-bff</category><dc:creator><![CDATA[Brendan Drain]]></dc:creator><pubDate>Wed, 20 Apr 2011 19:00:00 EST</pubDate></item><item><title><![CDATA[City of Heroes interviews discuss content development and Incarnate raids]]></title><link>http://massively.joystiq.com/2011/04/18/city-of-heroes-interviews-discuss-content-development-and-incarn/</link><guid isPermaLink="true">http://massively.joystiq.com/2011/04/18/city-of-heroes-interviews-discuss-content-development-and-incarn/</guid><comments>http://massively.joystiq.com/2011/04/18/city-of-heroes-interviews-discuss-content-development-and-incarn/#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/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/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/endgame/" rel="tag">Endgame</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/category/city-of-heroes/"><img border="1" hspace="4" src="http://www.blogcdn.com/massively.joystiq.com/media/2011/04/coh-title.jpg" vspace="4" /></a></div>
At the start of the month, <em><a href="http://www.cityofheroes.com/">City of Heroes</a></em> released the massive and <a href="http://massively.joystiq.com/2011/04/05/city-of-heroes-issue-20-now-live/">potentially game-changing Issue 20</a> update. Codenamed <a href="http://massively.joystiq.com/tag/incarnates/">Incarnates</a>, the update introduced a series of large raids designed to continue the story established in <em><a href="http://massively.joystiq.com/tag/Going-Rogue/">Going Rogue</a></em> in a new way. In an <a href="http://www.pcgamer.com/2011/04/18/city-of-heroes-incarnate-trials-two-weeks-later/">interview with PC Gamer</a>, lead producer <a href="http://massively.joystiq.com/tag/nate-birkholz/">Nate Birkholz</a> discussed how the new group instances have been received. Issues touched on include difficulty scaling, the new Incarnate powers that can be earned and lessons learned from developing the new system.<br />
<br />
In a contrasting <a href="http://www.gamingangels.com/2011/04/interview-melissa-bianco-city-of-heroes-lead-designer/">interview over at Gaming Angels</a>, lead designer <a href="http://massively.joystiq.com/tag/melissa-bianco/">Melissa Bianco</a> discussed content development and her career at <a href="http://massively.joystiq.com/tag/paragon-studios/">Paragon Studios</a>. The interview covers some important issues, asking why <a href="http://massively.joystiq.com/category/city-of-heroes/"><em>City of Heroes</em></a> has enjoyed the ongoing success it has and what exactly goes into zone and instance design. Melissa also has some tips for anyone looking for a job in the games industry and provides a little insight into the development process.<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/2011/04/18/city-of-heroes-interviews-discuss-content-development-and-incarn/">City of Heroes interviews discuss content development and Incarnate raids</a> originally appeared on <a href="http://massively.joystiq.com">Massively</a> on Mon, 18 Apr 2011 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/2011/04/18/city-of-heroes-interviews-discuss-content-development-and-incarn/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/forward/19917022/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/2011/04/18/city-of-heroes-interviews-discuss-content-development-and-incarn/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>city-of-heroes</category><category>City-of-Villains</category><category>coh</category><category>coh-issue-20</category><category>cov</category><category>endgame</category><category>game-design</category><category>incarnate</category><category>incarnate-system</category><category>incarnate-trials</category><category>incarnates</category><category>interview</category><category>issue-20</category><category>melissa-bianco</category><category>nate-birkholz</category><category>ncsoft</category><category>paragon</category><category>paragon-coh</category><category>paragon-studioes</category><category>paragon-studios</category><category>raid</category><category>raiding</category><category>raids</category><category>women-in-gaming</category><dc:creator><![CDATA[Brendan Drain]]></dc:creator><pubDate>Mon, 18 Apr 2011 21:00:00 EST</pubDate></item><item><title><![CDATA[EVE Spotlight: An interview with CCP Zulu]]></title><link>http://massively.joystiq.com/2011/04/15/eve-spotlight-an-interview-with-ccp-zulu/</link><guid isPermaLink="true">http://massively.joystiq.com/2011/04/15/eve-spotlight-an-interview-with-ccp-zulu/</guid><comments>http://massively.joystiq.com/2011/04/15/eve-spotlight-an-interview-with-ccp-zulu/#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/video/" rel="tag">Video</a>, <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/events-real-world/" rel="tag">Events, real-world</a>, <a href="http://massively.joystiq.com/category/interviews/" rel="tag">Interviews</a>, <a href="http://massively.joystiq.com/category/mmo-industry/" rel="tag">MMO industry</a></p><div style="text-align: center;">
	<a href="http://massively.joystiq.com/tag/eve-spotlight/"><img border="1" hspace="4" src="http://www.blogcdn.com/massively.joystiq.com/media/2011/04/evespotlight-ccpzulu.jpg" vspace="4" /></a></div>
<em><a href="http://www.massively.com/tag/eve-spotlight">EVE Spotlight</a> is a new bi-weekly feature in which we interview prominent members of </em><a href="http://www.eve-online.com">EVE Online</a><em>'s player community or development team. Twice each month, we'll be shining the spotlight on a player or developer who has a significant impact on </em><a href="http://massively.joystiq.com/category/eve-online/">EVE</a><em> to highlight the efforts of </em>EVE<em>'s most influential people.</em><br />
<br />
It's almost an unwritten rule of game development that someone from quality assurance should never be promoted into a game design role. Game testing and QA are said to be so fundamentally different to design that it's argued the roles require incompatible skillsets. Arnar "<a href="http://massively.joystiq.com/tag/ccp-zulu">CCP Zulu</a>" Gylfason has definitely proven that this isn't the case, successfully migrating from QA to game design and finally being promoted to senior producer on <em>EVE Online</em>. Taking over from CCP T0rfifrans, Arnar has become a very public figure for CCP in the <em>EVE</em> community.<br />
<br />
Older players will remember Arnar as <a href="http://massively.joystiq.com/tag/ccp-zulupark">CCP Zulupark</a>, that horrible guy <a href="http://www.eveonline.com/devblog.asp?a=blog&amp;bid=512">who nerfed their carriers</a> back in 2007. Alternatively, you may remember <a href="http://www.eveonline.com/ingameboard.asp?a=topic&amp;threadID=905942">a fantastic forum thread</a> from 2008 in which he personally answered countless player questions on game design and balance issues. Since becoming senior producer on <em>EVE</em>, Arnar has been a strong advocate of this kind of heavy communication with players. Through devblogs, interviews and interactions with the <a href="http://massively.joystiq.com/tag/council-of-stellar-management/">Council of Stellar Management</a>, he's helped to fill the information vacuum players have become accustomed to.<br />
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We caught up with <em>EVE</em> senior producer Arnar "CCP Zulu" Gylfason several weeks ago at the <a href="http://massively.joystiq.com/tag/fanfest-2011/"><em>EVE</em> Fanfest</a>. In this <a href="http://massively.joystiq.com/tag/eve-spotlight/">EVE Spotlight</a>, I ask him about communication with players, the role of live events in future expansions, and other topics.<p><a href="http://massively.joystiq.com/2011/04/15/eve-spotlight-an-interview-with-ccp-zulu/" rel="bookmark">Continue reading <em>EVE Spotlight: An interview with CCP Zulu</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/2011/04/15/eve-spotlight-an-interview-with-ccp-zulu/">EVE Spotlight: An interview with CCP Zulu</a> originally appeared on <a href="http://massively.joystiq.com">Massively</a> on Fri, 15 Apr 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/2011/04/15/eve-spotlight-an-interview-with-ccp-zulu/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/forward/19912632/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/2011/04/15/eve-spotlight-an-interview-with-ccp-zulu/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>arnar-gylfason</category><category>bots</category><category>botting</category><category>ccp</category><category>ccp-eve</category><category>ccp-games</category><category>ccp-zulu</category><category>ccp-zulupark</category><category>devblog</category><category>developer</category><category>developers</category><category>development</category><category>eve</category><category>eve-ccp</category><category>eve-fanfest</category><category>eve-fanfest-2011</category><category>eve-is-real</category><category>eve-mmorpg</category><category>eve-online</category><category>eve-spotlight</category><category>fanfest-2011</category><category>featured</category><category>game-design</category><category>incursion</category><category>interview</category><category>keynote</category><category>macro</category><category>macros</category><category>mmo-industry</category><category>qa</category><category>quality-assurance</category><category>team-best-friends-forever</category><category>team-bff</category><category>video</category><dc:creator><![CDATA[Brendan Drain]]></dc:creator><pubDate>Fri, 15 Apr 2011 12:00:00 EST</pubDate></item><item><title><![CDATA[Lock and load: Undead Labs talks guns]]></title><link>http://massively.joystiq.com/2011/04/04/lock-and-load-undead-labs-talks-guns/</link><guid isPermaLink="true">http://massively.joystiq.com/2011/04/04/lock-and-load-undead-labs-talks-guns/</guid><comments>http://massively.joystiq.com/2011/04/04/lock-and-load-undead-labs-talks-guns/#comments</comments><description><![CDATA[<p>Filed under: <a href="http://massively.joystiq.com/category/game-mechanics/" rel="tag">Game mechanics</a>, <a href="http://massively.joystiq.com/category/mmo-industry/" rel="tag">MMO industry</a>, <a href="http://massively.joystiq.com/category/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/post-apocalyptic/" rel="tag">Post-Apocalyptic</a>, <a href="http://massively.joystiq.com/category/misc/" rel="tag">Miscellaneous</a></p><div style="text-align: center;">
	<a href="http://undeadlabs.com/2011/04/news/qa-guns-ammo-and-more/"><img src="http://www.blogcdn.com/massively.joystiq.com/media/2011/04/undead-guns-epl-404.jpg" style="border-width: 1px; border-style: solid; margin: 4px;" /></a></div>
If you're going to include zombies in your game, they're there to be shot. That's a simple fact of life, a fact that <a href="http://massively.joystiq.com/tag/Undead-Labs/">Undead Labs</a> seems to be fully cognizant about. The company's most recent developer blog <a href="http://undeadlabs.com/2011/03/zombies/weapon-of-choice/">talked about firearms</a> for its upcoming zombie outbreak games, and the topic proved so irresistible to potential players that <a href="http://undeadlabs.com/2011/04/news/qa-guns-ammo-and-more/">a second question-and-answer session has been posted</a> talking more about guns. Whether it's in the console version or the full-scale MMO, who doesn't want to be sure of the highest-caliber destruction one can wreak upon the undead?<br />
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The <a href="http://undeadlabs.com/2011/03/zombies/weapon-of-choice/">original developer blog</a> talks in depth about trying to balance a realistic feeling with what players will expect from guns, but the follow-up goes into more detail. Gunfire and sounds will indeed attract zombies to players, but the team doesn't seem interested in burying players under mountains of different ammunition types. The guns in question will most likely not be licensed brands, although some licenses are being sought for some more iconic weapons. There also won't be a full spread of exotic firearms in the console game, <em>Class 3</em>, although the MMO version will likely have a wider variety. Take a look at <a href="http://undeadlabs.com/2011/04/news/qa-guns-ammo-and-more/">the full set of answers</a> for more details on the best part of zombie invasions -- sweet, sweet hails of bullets.<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/2011/04/04/lock-and-load-undead-labs-talks-guns/">Lock and load: Undead Labs talks guns</a> originally appeared on <a href="http://massively.joystiq.com">Massively</a> on Mon, 04 Apr 2011 20:00:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href="http://massively.joystiq.com/2011/04/04/lock-and-load-undead-labs-talks-guns/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/forward/19902609/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/2011/04/04/lock-and-load-undead-labs-talks-guns/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>class-3</category><category>class-4</category><category>design</category><category>development</category><category>development-information</category><category>firearms</category><category>game-design</category><category>gun-design</category><category>guns</category><category>jeff-strain</category><category>news</category><category>q-and-a</category><category>question-and-answer</category><category>shooting</category><category>undead-labs</category><category>weapon-design</category><dc:creator><![CDATA[Eliot Lefebvre]]></dc:creator><pubDate>Mon, 04 Apr 2011 20:00:00 EST</pubDate></item><item><title><![CDATA[Massively's EVE Online CSM 6 candidate roundup]]></title><link>http://massively.joystiq.com/2011/03/18/massivelys-eve-online-csm-6-candidate-roundup-p1/</link><guid isPermaLink="true">http://massively.joystiq.com/2011/03/18/massivelys-eve-online-csm-6-candidate-roundup-p1/</guid><comments>http://massively.joystiq.com/2011/03/18/massivelys-eve-online-csm-6-candidate-roundup-p1/#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/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/events-in-game/" rel="tag">Events, in-game</a>, <a href="http://massively.joystiq.com/category/mmo-industry/" rel="tag">MMO industry</a></p><div style="text-align: center;">
	<a href="http://massively.joystiq.com/category/eve-online/"><img border="1" hspace="4" src="http://www.blogcdn.com/massively.joystiq.com/media/2011/03/candround3.jpg" vspace="4" /></a></div>
Starting life as a humble indie MMO development studio, <a href="http://massively.joystiq.com/tag/ccp-games/">CCP Games</a> was always noted for its close relationship to the players of its flagship game <a href="http://www.eve-online.com"><em>EVE Online</em></a>. That relationship diminished a lot over time as both the size of the playerbase and the scale of <a href="http://massively.joystiq.com/category/eve-online/"><em>EVE</em></a>'s development grew to immense proportions. Today CCP relies on players to guide development more than ever, but it needs a lens through which to focus feedback from such a large community of players into a form that the team can use. The democratically elected <a href="http://massively.joystiq.com/tag/council-of-stellar-management/">Council of Stellar Management (CSM)</a> is that lens.<br />
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Fifty-seven players submitted their applications to join <em>EVE</em>'s elected player council this year, and <a href="http://massively.joystiq.com/2011/03/13/eve-evolved-your-vote-counts-eves-sixth-csm/">all this week, players have been voting</a> to decide who will represent them in discussions with CCP. With so many candidates in the running and <a href="http://www.eveonline.com/devblog.asp?a=blog&amp;bid=847">only four more days</a> to make up your mind, it can be hard to pick one individual from the list. To help you decide, Massively has compiled a full list of every applicant in the running along with a short message about his or her campaign and handy links to available campaign resources.<br />
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When you're ready to vote, <a href="http://www.eveonline.com/council/voting/candidatesview.asp">follow this link to the voting page</a>, log in, and click the vote button to the right of your chosen candidate. Remember to get your vote in before March 23rd when polls close! The results will be published on March 30th, and we'll find out who will be representing the <em>EVE</em> playerbase to CCP for the coming year.<p><a href="http://massively.joystiq.com/2011/03/18/massivelys-eve-online-csm-6-candidate-roundup-p1/" rel="bookmark">Continue reading <em>Massively's EVE Online CSM 6 candidate roundup</em></a></p><p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://massively.joystiq.com"><img src="http://massively.joystiq.com/media/feedlogo.gif" alt="Massively" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://massively.joystiq.com/2011/03/18/massivelys-eve-online-csm-6-candidate-roundup-p1/">Massively's EVE Online CSM 6 candidate roundup</a> originally appeared on <a href="http://massively.joystiq.com">Massively</a> on Fri, 18 Mar 2011 19:30:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href="http://massively.joystiq.com/2011/03/18/massivelys-eve-online-csm-6-candidate-roundup-p1/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/forward/19882153/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/2011/03/18/massivelys-eve-online-csm-6-candidate-roundup-p1/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>ccp</category><category>ccp-eve</category><category>ccp-games</category><category>council</category><category>council-of-stellar-management</category><category>csm</category><category>csm-chairman</category><category>csm-delegate</category><category>democracy</category><category>dev</category><category>development</category><category>devs</category><category>election</category><category>eve</category><category>eve-ccp</category><category>eve-mmorpg</category><category>eve-online</category><category>featured</category><category>game-design</category><category>game-development</category><category>mmo-industry</category><category>player-developers</category><category>player-development</category><category>vote</category><category>voting</category><dc:creator><![CDATA[Brendan Drain]]></dc:creator><pubDate>Fri, 18 Mar 2011 19:30:00 EST</pubDate></item><item><title><![CDATA[EVE Evolved: Your vote counts -- EVE's sixth CSM]]></title><link>http://massively.joystiq.com/2011/03/13/eve-evolved-your-vote-counts-eves-sixth-csm/</link><guid isPermaLink="true">http://massively.joystiq.com/2011/03/13/eve-evolved-your-vote-counts-eves-sixth-csm/</guid><comments>http://massively.joystiq.com/2011/03/13/eve-evolved-your-vote-counts-eves-sixth-csm/#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/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/events-in-game/" rel="tag">Events, in-game</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/eve-evolved/" rel="tag">EVE Evolved</a></p><div style="text-align: center;">
	<a href="http://massively.joystiq.com/category/eve-evolved/"><img border="1" hspace="4" src="http://www.blogcdn.com/massively.joystiq.com/media/2011/03/votecounts-title.jpg" vspace="4" /></a></div>
Of all the groups involved in <a href="http://www.eve-online.com"><em>EVE Online</em></a>, the democratically elected <a href="http://massively.joystiq.com/tag/council-of-stellar-management/">Council of Stellar Management (CSM)</a> may be the most significant influence in the game's development. The council <a href="http://massively.joystiq.com/2008/03/07/expressing-concerns-for-eve-onlines-player-elected-council/">was originally created</a> as a way to reassure players that the developer corruption exposed in the T20 scandal would not be repeated. Players voted for a list of representatives from the community, who were then flown over to Iceland to review <a href="http://www.massively.com/tag/ccp">CCP's</a> newly created internal affairs department. Since then, the CSM has taken on <a href="http://massively.joystiq.com/2010/05/09/eve-evolved-its-election-time-in-eve-online/">a more advisory role to CCP</a>, presenting itself as a conduit through which players can focus their ideas and any issues they're having with <a href="http://massively.joystiq.com/category/eve-online/"><em>EVE</em></a>.<br />
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With the fifth CSM term now coming to a close, <a href="http://www.eveonline.com/devblog.asp?a=blog&amp;bid=868">voting has begun</a> to choose the members of the sixth council. Players with active <em>EVE</em> accounts over 30 days old have until March 22nd to log in and register their votes. If <a href="http://massively.joystiq.com/2010/05/26/eve-onlines-fifth-csm-election-results-are-in/">last year's record 39,433 voter turnout</a> is anything to go by, this year your votes will matter even more than ever. Competition is high for a spot on the council, and it's up to the players to determine who will best represent them in meetings with CCP. If you're having trouble deciding whom to vote for, stay tuned to <a href="http://massively.joystiq.com/category/eve-online/">Massively's <em>EVE Online</em> coverage</a> this week for a breakdown of all the candidates in the running.<br />
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This week's <a href="http://massively.joystiq.com/category/eve-evolved/">EVE Evolved</a> is dedicated to convincing you that your vote counts. In this article, I address a few common reasons people are put off voting, explain why the CSM is a force for change in <em>EVE</em>, and hear a few words from ex-CSM <a href="http://www.massively.com/tag/stephan-pirson">Stephan Pirson</a>.<p><a href="http://massively.joystiq.com/2011/03/13/eve-evolved-your-vote-counts-eves-sixth-csm/" rel="bookmark">Continue reading <em>EVE Evolved: Your vote counts -- EVE's sixth CSM</em></a></p><p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://massively.joystiq.com"><img src="http://massively.joystiq.com/media/feedlogo.gif" alt="Massively" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://massively.joystiq.com/2011/03/13/eve-evolved-your-vote-counts-eves-sixth-csm/">EVE Evolved: Your vote counts -- EVE's sixth CSM</a> originally appeared on <a href="http://massively.joystiq.com">Massively</a> on Sun, 13 Mar 2011 18:00:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href="http://massively.joystiq.com/2011/03/13/eve-evolved-your-vote-counts-eves-sixth-csm/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/forward/19877239/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/2011/03/13/eve-evolved-your-vote-counts-eves-sixth-csm/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>ccp</category><category>ccp-eve</category><category>ccp-games</category><category>council-of-stellar-management</category><category>csm</category><category>election</category><category>elections</category><category>eve</category><category>eve-ccp</category><category>eve-evolved</category><category>eve-mmorpg</category><category>eve-online</category><category>featured</category><category>game-design</category><category>opinion</category><category>stephan-pirson</category><category>vote</category><category>voting</category><dc:creator><![CDATA[Brendan Drain]]></dc:creator><pubDate>Sun, 13 Mar 2011 18:00:00 EST</pubDate></item><item><title><![CDATA[Candidates announced for EVE's sixth CSM]]></title><link>http://massively.joystiq.com/2011/03/02/candidates-announced-for-eves-sixth-csm/</link><guid isPermaLink="true">http://massively.joystiq.com/2011/03/02/candidates-announced-for-eves-sixth-csm/</guid><comments>http://massively.joystiq.com/2011/03/02/candidates-announced-for-eves-sixth-csm/#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/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/news-items/" rel="tag">News items</a></p><div style="text-align: center;">
	<a href="http://www.eveonline.com/devblog.asp?a=blog&amp;bid=866"><img border="1" hspace="4" src="http://www.blogcdn.com/massively.joystiq.com/media/2011/03/csmdevblog-title.jpg" vspace="4" /></a></div>
Over the past few years, <a href="http://www.eve-online.com/"><em>EVE Online</em></a>'s <a href="http://massively.joystiq.com/tag/council-of-stellar-management/">Council of Stellar Management</a> has been making an increasingly large impact on the game. Every year, <a href="http://massively.joystiq.com/2010/05/09/eve-evolved-its-election-time-in-eve-online/">thousands of players vote in the CSM elections</a> to select nine volunteers who can represent the interests of <a href="http://massively.joystiq.com/category/eve-online/"><em>EVE</em></a>'s players. The council's job is to collect together details of issues players are having with the game, from bugs and balance issues to widely supported gameplay suggestions. Twice per year, the council members meet with <a href="http://massively.joystiq.com/tag/ccp-games/">CCP</a>'s developers in Iceland for the CSM Summit. It's here that the issues players have raised are discussed and prioritised.<br />
<br />
As CCP's advisory council on game design, the CSM has been placed in a position of significant influence over <em>EVE Online</em>'s development. Early last month, <a href="http://massively.joystiq.com/2011/02/08/candidacy-opens-for-eve-onlines-sixth-csm-term/">CCP put out the call for players interested in running</a> for election to sign up and declare their intent to join the council. The entry period is now over, and <a href="http://www.eveonline.com/devblog.asp?a=blog&amp;bid=866">a list of the approved candidates</a> we'll soon be voting on has been published. Of the 72 players who applied, only 57 met the role's criteria for eligibility. Among those accepted are four previous council members hoping to continue their stay in the group and two former alternates. Each candidate has prepared <a href="http://www.eveonline.com/council/voting/candidatesview.asp">a short statement</a> on his or her reasons for standing for election, and many will be running campaigns on the forum and in-game in the weeks running up to the vote.<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/2011/03/02/candidates-announced-for-eves-sixth-csm/">Candidates announced for EVE's sixth CSM</a> originally appeared on <a href="http://massively.joystiq.com">Massively</a> on Wed, 02 Mar 2011 19:00:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href="http://massively.joystiq.com/2011/03/02/candidates-announced-for-eves-sixth-csm/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/forward/19865677/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/2011/03/02/candidates-announced-for-eves-sixth-csm/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>candidate</category><category>candidates</category><category>ccp</category><category>ccp-eve</category><category>ccp-games</category><category>council-of-stellar-management</category><category>csm</category><category>devblog</category><category>eve</category><category>eve-ccp</category><category>eve-mmorpg</category><category>eve-online</category><category>game-design</category><dc:creator><![CDATA[Brendan Drain]]></dc:creator><pubDate>Wed, 02 Mar 2011 19:00:00 EST</pubDate></item><item><title><![CDATA[GDC 2011: Spacetime pontificates on pocket MMOs]]></title><link>http://massively.joystiq.com/2011/03/02/gdc-2011-spacetime-pontificates-on-pocket-mmos/</link><guid isPermaLink="true">http://massively.joystiq.com/2011/03/02/gdc-2011-spacetime-pontificates-on-pocket-mmos/</guid><comments>http://massively.joystiq.com/2011/03/02/gdc-2011-spacetime-pontificates-on-pocket-mmos/#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/mmo-industry/" rel="tag">MMO industry</a>, <a href="http://massively.joystiq.com/category/free-to-play/" rel="tag">Free-to-play</a>, <a href="http://massively.joystiq.com/category/massively-event-coverage/" rel="tag">Massively Event Coverage</a>, <a href="http://massively.joystiq.com/category/misc/" rel="tag">Miscellaneous</a></p><div style="text-align: center;">
	<a href="http://www.spacetimestudios.com/"><img src="http://www.blogcdn.com/massively.joystiq.com/media/2011/03/pl-1299096335.jpg" style="border-width: 1px; border-style: solid; margin: 4px;" /></a></div>
Although portable MMOs seem like the next logical step in enabling our online gaming addiction, remarkably few titles have graced the field as yet. Of the select few, <a href="http://massively.joystiq.com/tag/spacetime-studios/">Spacetime Studio's</a> <em><a href="http://www.spacetimestudios.com/content.php?11">Pocket Legends</a></em> heads the pack in style and popularity. It appeals to a wide range of players because the basic game is free; the developer charges players only for expansions and other item shop goodies.<br />
<br />
<a href="http://massively.joystiq.com/tag/cinco-barnes/">Cinco Barnes</a> took the opportunity to speak at <a href="http://massively.joystiq.com/tag/gdc-2011/">GDC</a> about how Spacetime sorted out the complex issues surrounding portable MMOs, how the studio came up with the payment structure, and what the team learned as it goes forward with its next MMO, <a href="http://www.spacetimestudios.com/content.php?223-Blackstar-Rising"><em>Blackstar</em></a>.<br />
<br />
<a href="http://massively.joystiq.com/tag/Pocket-Legends/"><em>Pocket Legends</em></a>' roots go back to 2005 when Spacetime Studios took some seed money from <a href="http://massively.joystiq.com/tag/ncsoft/">NCsoft</a> and began work on a large-space sci-fi MMO for PCs. While the project went bust and NCsoft pulled funding, Spacetime came away with the technology it developed if not the deep pockets to compete in the field. By 2009, the company became enamoured with the iPhone as a gaming device and decided to take the tools it had developed to create a unique game for that platform.<p><a href="http://massively.joystiq.com/2011/03/02/gdc-2011-spacetime-pontificates-on-pocket-mmos/" rel="bookmark">Continue reading <em>GDC 2011: Spacetime pontificates on pocket MMOs</em></a></p><p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://massively.joystiq.com"><img src="http://massively.joystiq.com/media/feedlogo.gif" alt="Massively" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://massively.joystiq.com/2011/03/02/gdc-2011-spacetime-pontificates-on-pocket-mmos/">GDC 2011: Spacetime pontificates on pocket MMOs</a> originally appeared on <a href="http://massively.joystiq.com">Massively</a> on Wed, 02 Mar 2011 16:30:00 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/2011/03/02/gdc-2011-spacetime-pontificates-on-pocket-mmos/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/forward/19865248/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/2011/03/02/gdc-2011-spacetime-pontificates-on-pocket-mmos/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>android</category><category>blackstar</category><category>cash-shop</category><category>cinco-barnes</category><category>design</category><category>f2p</category><category>featured</category><category>free-to-play</category><category>game-design</category><category>game-developers-conference</category><category>gauntlet</category><category>gdc</category><category>gdc-2011</category><category>ios</category><category>ipad</category><category>iphone</category><category>ipod</category><category>item-shop</category><category>mobile-gaming</category><category>pocket-legends</category><category>smartphone</category><category>spacetime</category><category>spacetime-studios</category><dc:creator><![CDATA[Justin Olivetti]]></dc:creator><pubDate>Wed, 02 Mar 2011 16:30:00 EST</pubDate></item><item><title><![CDATA[The Soapbox: Respecting the IP and why developers shouldn't]]></title><link>http://massively.joystiq.com/2011/02/22/the-soapbox-respecting-the-ip-and-why-developers-shouldnt/</link><guid isPermaLink="true">http://massively.joystiq.com/2011/02/22/the-soapbox-respecting-the-ip-and-why-developers-shouldnt/</guid><comments>http://massively.joystiq.com/2011/02/22/the-soapbox-respecting-the-ip-and-why-developers-shouldnt/#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/lore/" rel="tag">Lore</a>, <a href="http://massively.joystiq.com/category/mmo-industry/" rel="tag">MMO industry</a>, <a href="http://massively.joystiq.com/category/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://firefly.wikia.com/wiki/Serenity"><img vspace="4" hspace="4" border="1" alt="" src="http://www.blogcdn.com/massively.joystiq.com/media/2011/02/soapbox-ip-epl-220.jpg" /></a></div>
<em>Here's how it is: </em><a href="http://www.massively.com/category/the-soapbox/"><em>The Soapbox</em></a><em> 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 />
If you've never heard of <a href="http://en.wikipedia.org/wiki/Firefly_%28TV_series%29">Firefly</a>, you're either afraid of things that are awesome or you've had an unfortunate gap in your viewing history for the past nine years or so. If you have heard of it, however, you're more than aware that simply referencing the show is enough to send most gamers and fanboys into paroxysms of quotations and general gushing. To say that the universe remains well-loved is an understatement.<br />
<br />
And if you play MMOs, Firefly seems like a setting that's too perfect to be true. Who knows how many moons are out there in the black, how many crews are left to explore the 'verse and make a fortune? The game never went beyond an announcement, and <a href="http://massively.joystiq.com/2010/12/31/5-mmos-that-have-gone-mia/">it still topped our list of games that have gone MIA</a>, after all. And the best part is all of that open nature plays right into the structure of an MMO, with no need to change the wonderful IP set forth in the slightest.<p><a href="http://massively.joystiq.com/2011/02/22/the-soapbox-respecting-the-ip-and-why-developers-shouldnt/" rel="bookmark">Continue reading <em>The Soapbox: Respecting the IP and why developers shouldn't</em></a></p><p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://massively.joystiq.com"><img src="http://massively.joystiq.com/media/feedlogo.gif" alt="Massively" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://massively.joystiq.com/2011/02/22/the-soapbox-respecting-the-ip-and-why-developers-shouldnt/">The Soapbox: Respecting the IP and why developers shouldn't</a> originally appeared on <a href="http://massively.joystiq.com">Massively</a> on Tue, 22 Feb 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/2011/02/22/the-soapbox-respecting-the-ip-and-why-developers-shouldnt/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/forward/19852152/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/2011/02/22/the-soapbox-respecting-the-ip-and-why-developers-shouldnt/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>abilities</category><category>column</category><category>dc-universe-online</category><category>dcuo</category><category>design-goals</category><category>development-issues</category><category>featured</category><category>firefly</category><category>firefly-mmo</category><category>game-design</category><category>game-mechanics</category><category>ill-be-in-my-bunk</category><category>lord-of-the-rings-online</category><category>lotro</category><category>opinion</category><category>progression</category><category>soapbox</category><category>star-trek-online</category><category>sto</category><category>the-soapbox</category><category>vera</category><dc:creator><![CDATA[Eliot Lefebvre]]></dc:creator><pubDate>Tue, 22 Feb 2011 15:00:00 EST</pubDate></item><item><title><![CDATA[A Mild-Mannered Reporter: Stricken pack]]></title><link>http://massively.joystiq.com/2011/02/09/a-mild-mannered-reporter-stricken-pack/</link><guid isPermaLink="true">http://massively.joystiq.com/2011/02/09/a-mild-mannered-reporter-stricken-pack/</guid><comments>http://massively.joystiq.com/2011/02/09/a-mild-mannered-reporter-stricken-pack/#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/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" src="http://www.blogcdn.com/massively.joystiq.com/media/2011/02/coh-mmr.jpg" alt="" /></a></div>
It's been a while since the <a href="http://massively.joystiq.com/tag/Incarnate-system/">Incarnate system</a> went live, and we've had a little time to get used to the ideas that the <a href="http://massively.joystiq.com/tag/Issue-19-Strike-Pack/">Issue 19 Strike Pack</a> brought to the table. Not a full shakedown, mind you, but enough to make it clear what the fairly minor addition actually does for the nascent endgame. Whether or not it brings anything positive to <a href="http://www.cityofheroes.com"><em>City of Heroes</em></a> is still up for debate. Depending on whom you're talking to, it either nicely handles a few weaknesses of the current Incarnate design or it's a step in a bad direction.<br />
<br />
As usual, I don't think the answer is anywhere near that simple. The Strike Pack is a good thing in many ways, and not just because of the addition of the higher tiers of Incarnate abilities. I love giving people more reason to run Task Forces, definitely, but if there's a serious problem introduced by this it goes right back to the same endgame problems that <em><a href="http://massively.joystiq.com/category/City-of-Heroes/">City of Heroes</a></em> has always had, problems that I'm not completely sure even Issue 20 will fix.<p><a href="http://massively.joystiq.com/2011/02/09/a-mild-mannered-reporter-stricken-pack/" rel="bookmark">Continue reading <em>A Mild-Mannered Reporter: Stricken pack</em></a></p><p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://massively.joystiq.com"><img src="http://massively.joystiq.com/media/feedlogo.gif" alt="Massively" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://massively.joystiq.com/2011/02/09/a-mild-mannered-reporter-stricken-pack/">A Mild-Mannered Reporter: Stricken pack</a> originally appeared on <a href="http://massively.joystiq.com">Massively</a> on Wed, 09 Feb 2011 18:00:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href="http://massively.joystiq.com/2011/02/09/a-mild-mannered-reporter-stricken-pack/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/forward/19830563/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/2011/02/09/a-mild-mannered-reporter-stricken-pack/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>city-of-heroes</category><category>city-of-villains</category><category>coh</category><category>cov</category><category>cox</category><category>endgame</category><category>endgame-progression</category><category>featured</category><category>game-design</category><category>game-mechanics</category><category>game-patches</category><category>grouping</category><category>i19</category><category>incarnate</category><category>incarnate-system</category><category>issue-19</category><category>issue-19-strike-pack</category><category>ncsoft</category><category>opinion</category><category>paragon</category><category>paragon-studios</category><category>patches</category><category>solo</category><category>strike-pack</category><category>updates</category><dc:creator><![CDATA[Eliot Lefebvre]]></dc:creator><pubDate>Wed, 09 Feb 2011 18:00:00 EST</pubDate></item><item><title><![CDATA[Ask Massively: I am happy when I get to talk about Transformers edition]]></title><link>http://massively.joystiq.com/2010/11/18/ask-massively-i-am-happy-when-i-get-to-talk-about-transformers/</link><guid isPermaLink="true">http://massively.joystiq.com/2010/11/18/ask-massively-i-am-happy-when-i-get-to-talk-about-transformers/</guid><comments>http://massively.joystiq.com/2010/11/18/ask-massively-i-am-happy-when-i-get-to-talk-about-transformers/#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/humor/" rel="tag">Humor</a>, <a href="http://massively.joystiq.com/category/ask-massively/" rel="tag">Ask Massively</a></p><div style="text-align: center;"><a href="http://tfwiki.net/wiki/Transformers_Animated_%28cartoon%29/home_video"><img vspace="4" hspace="4" border="1" alt="" src="http://www.blogcdn.com/massively.joystiq.com/media/2010/11/askmassively-epl-1116-1289949182.jpg" /></a></div>
If people haven't noticed by now, I have fandoms that don't generally intersect with MMOs. So I'm happy to see that <a href="http://massively.joystiq.com/2010/11/11/roll-out-transformers-online-going-worldwide/">the <em>Transformers</em> MMO will be wide-ranging</a>, while at the same time I understand that many of the things I want out of the game will not be happening. Then again, almost none of the things I want dovetails with more casual fans. Considering how strongly Hasbro is pushing the newly unified Transformers: Prime continuity, my vague hopes of seeing something set on Cybertron post-Reformatting are unlikely to come to fruition. (I will still be happier than those people who assume the series peaked 26 years ago.)<br />
<br />
Leaving aside my personal pet causes, we've got the usual cocktail of questions for this week's <a href="http://massively.joystiq.com/category/Ask-Massively/">Ask Massively</a>, complete with a discussion of the dark art of modding and the far lighter art of inventory storage. If you've got a question for us, you can leave it in the comment field or mail us at <a href="http://mailto:ask@massively.com">ask@massively.com</a>.<p><a href="http://massively.joystiq.com/2010/11/18/ask-massively-i-am-happy-when-i-get-to-talk-about-transformers/" rel="bookmark">Continue reading <em>Ask Massively: I am happy when I get to talk about Transformers 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/2010/11/18/ask-massively-i-am-happy-when-i-get-to-talk-about-transformers/">Ask Massively: I am happy when I get to talk about Transformers edition</a> originally appeared on <a href="http://massively.joystiq.com">Massively</a> on Thu, 18 Nov 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/2010/11/18/ask-massively-i-am-happy-when-i-get-to-talk-about-transformers/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/forward/19721226/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/2010/11/18/ask-massively-i-am-happy-when-i-get-to-talk-about-transformers/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>ask-massively</category><category>featured</category><category>game-design</category><category>inventory</category><category>inventory-space</category><category>modding</category><category>mods</category><category>opinion</category><category>q-and-a</category><category>questions-and-answers</category><category>terms-of-service</category><category>tos</category><dc:creator><![CDATA[Eliot Lefebvre]]></dc:creator><pubDate>Thu, 18 Nov 2010 16:00:00 EST</pubDate></item><item><title><![CDATA[Anti-Aliased: What happened to building worlds]]></title><link>http://massively.joystiq.com/2010/10/22/anti-aliased-what-happened-to-building-worlds/</link><guid isPermaLink="true">http://massively.joystiq.com/2010/10/22/anti-aliased-what-happened-to-building-worlds/</guid><comments>http://massively.joystiq.com/2010/10/22/anti-aliased-what-happened-to-building-worlds/#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/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/virtual-worlds/" rel="tag">Virtual worlds</a>, <a href="http://massively.joystiq.com/category/anti-aliased/" rel="tag">Anti-Aliased</a></p><div style="text-align: center;"><a href="http://massively.joystiq.com/category/anti-aliased"><img hspace="4" height="281" border="1" width="530" vspace="4" src="http://www.blogcdn.com/massively.joystiq.com/media/2010/10/creating-worlds-aa.jpg" alt="" /></a></div>
I hope you guys have taken the time to check out <a href="http://massively.joystiq.com/tag/gdc-online-2010/">our GDCO coverage</a>, specifically <a href="http://massively.joystiq.com/2010/10/10/gdco-2010-interview-with-dr-richard-bartle/">our interview with Richard Bartle</a>. If there's anything that has really been on my mind for these past weeks, it's been that. Dr. Bartle's approach to MMOs is very similar to my own personal approach to MMOs: these are games, but they are also worlds.<br />
<br />
And it's been that line of thinking that has lead me to today's column. What happened to creating worlds in our games?<br />
<br />
Now, I'm not saying that our games don't include vast settings for us to explore. All of our MMOs include some great settings, but they seem to fall flat anymore. Instead of focusing on how players can interact with the world and each other, many developers are focused on creating the coveted "theme park" environment. We have worlds filled with pre-planned obstacles and challenges that rarely change and evolve over time, instead of allowing players to interact with the world and vice-versa.<br />
<br />
So, with all of our new knowledge on how games work, what's stopping us from tackling the challenges we used to tackle regularly? How can we make world building and sandbox practices approachable? How can we re-ignite the creative fire?<p><a href="http://massively.joystiq.com/2010/10/22/anti-aliased-what-happened-to-building-worlds/" rel="bookmark">Continue reading <em>Anti-Aliased: What happened to building worlds</em></a></p><p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://massively.joystiq.com"><img src="http://massively.joystiq.com/media/feedlogo.gif" alt="Massively" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://massively.joystiq.com/2010/10/22/anti-aliased-what-happened-to-building-worlds/">Anti-Aliased: What happened to building worlds</a> originally appeared on <a href="http://massively.joystiq.com">Massively</a> on Fri, 22 Oct 2010 16:30:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href="http://massively.joystiq.com/2010/10/22/anti-aliased-what-happened-to-building-worlds/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/forward/19680895/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/2010/10/22/anti-aliased-what-happened-to-building-worlds/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>anti-aliased</category><category>building-worlds</category><category>featured</category><category>game-design</category><category>imagination</category><category>online-worlds</category><category>open-world-design</category><category>pve</category><category>pvp</category><category>sandbox</category><category>theme-park</category><category>virtual-worlds</category><category>world</category><category>world-creation</category><dc:creator><![CDATA[Seraphina Brennan]]></dc:creator><pubDate>Fri, 22 Oct 2010 16:30:00 EST</pubDate></item><item><title><![CDATA[The Soapbox: Don't hate the game, hate the copy]]></title><link>http://massively.joystiq.com/2010/10/12/the-soapbox-dont-hate-the-game-hate-the-copy/</link><guid isPermaLink="true">http://massively.joystiq.com/2010/10/12/the-soapbox-dont-hate-the-game-hate-the-copy/</guid><comments>http://massively.joystiq.com/2010/10/12/the-soapbox-dont-hate-the-game-hate-the-copy/#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/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-soapbox/" rel="tag">The Soapbox</a></p><div style="text-align: center;"><a href="http://massively.joystiq.com/category/the-soapbox/"><img hspace="4" border="1" vspace="4" src="http://www.blogcdn.com/massively.joystiq.com/media/2010/10/soapbox-wow-epl-1010.jpg" alt="" /></a></div>
<em>Disclaimer: This editorial column is 100% the opinion of the writer and does not necessarily reflect that 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 />
If you ask a remarkably high number of players, <a href="http://www.alganon.com"><em>World of Warcraft</em></a> is a negative influence on the face of MMOs. Not necessarily for the reasons that many players, current and former, will claim; the complaints of this group have nothing to do with content or overarching design philosophy. No, <a href="http://wow.joystiq.com"><em>World of Warcraft</em></a> has ruined things just by virtue of its very existence.<br />
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It's <em>WoW</em>'s fault that we've seen a flood of games that are, essentially, the same game with a slight twist (<em>WoW</em> in space, <em>WoW</em> with more PvP, <em>WoW</em> in the mind of <a href="http://massively.joystiq.com/tag/Derek-Smart/">Derek Smart</a>, and so forth). It's <em>WoW</em>'s fault that these games have failed, and it's even more <em>WoW</em>'s fault when other games fail. And despite everything, these claims aren't seen as ridiculous. They're often taken very seriously. But really, <em>WoW</em> isn't to blame for its clones or the failures of other games. The fault for those lies exactly where logic would imply.<p><a href="http://massively.joystiq.com/2010/10/12/the-soapbox-dont-hate-the-game-hate-the-copy/" rel="bookmark">Continue reading <em>The Soapbox: Don't hate the game, hate the copy</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/2010/10/12/the-soapbox-dont-hate-the-game-hate-the-copy/">The Soapbox: Don't hate the game, hate the copy</a> originally appeared on <a href="http://massively.joystiq.com">Massively</a> on Tue, 12 Oct 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://massively.joystiq.com/2010/10/12/the-soapbox-dont-hate-the-game-hate-the-copy/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/forward/19667958/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/2010/10/12/the-soapbox-dont-hate-the-game-hate-the-copy/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>balance</category><category>Blizzard</category><category>Blizzard-Entertainment</category><category>business</category><category>business-models</category><category>derek-smart</category><category>failure</category><category>featured</category><category>game-design</category><category>large-numbers</category><category>opinion</category><category>perspective</category><category>soapbox</category><category>subscriber-numbers</category><category>success</category><category>surprise-hits</category><category>world-of-warcraft</category><category>wow</category><dc:creator><![CDATA[Eliot Lefebvre]]></dc:creator><pubDate>Tue, 12 Oct 2010 10:00:00 EST</pubDate></item></channel></rss>
