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<generator>Blogsmith http://www.blogsmith.com/</generator><item><title><![CDATA[The Daily Grind: What in-game project made you the happiest to complete?]]></title><link>http://massively.joystiq.com/2012/04/22/the-daily-grind-what-in-game-project-made-you-the-happiest-to-c/</link><guid isPermaLink="true">http://massively.joystiq.com/2012/04/22/the-daily-grind-what-in-game-project-made-you-the-happiest-to-c/</guid><comments>http://massively.joystiq.com/2012/04/22/the-daily-grind-what-in-game-project-made-you-the-happiest-to-c/#comments</comments><description><![CDATA[<p>Filed under: <a href="http://massively.joystiq.com/category/culture/" rel="tag">Culture</a>, <a href="http://massively.joystiq.com/category/game-mechanics/" rel="tag">Game mechanics</a>, <a href="http://massively.joystiq.com/category/opinion/" rel="tag">Opinion</a>, <a href="http://massively.joystiq.com/category/the-daily-grind/" rel="tag">The Daily Grind</a>, <a href="http://massively.joystiq.com/category/misc/" rel="tag">Miscellaneous</a></p><div style="text-align: center;">
	<a href="http://massively.joystiq.com/2012/04/22/the-daily-grind-what-in-game-project-made-you-the-happiest-to-c/"><img alt="Reading Marmaduke doesn't qualify as a project, FYI." src="http://www.blogcdn.com/massively.joystiq.com/media/2012/04/coh-project-epl-421.jpg" /></a></div>
MMOs give players a lot of freedom and a lot of different potential projects. That means players get to pick a goal and get to it, whether or not it's the "intended" play pattern for the game. Sure, you might have a clear progression from low levels to endgame, but you can just as easily decide that you want to see all of the task forces in <em><a href="http://massively.joystiq.com/category/City-of-Heroes/">City of Heroes</a></em> or clear all of the <a href="http://www.wowinsider.com"><em>World of Warcraft</em></a> dungeons on-level or level in <em><a href="http://massively.joystiq.com/category/Final-Fantasy-XIV/">Final Fantasy XIV</a></em> with only store-bought equipment.<br />
<br />
That's not to imply that game-provided projects like clearing all endgame content are somehow easier or less relevant. So out of all the game projects you've experienced in MMOs, which project was the one that gave you the best feeling after clearing it. Was it something you were "supposed" to do or just a challenge that seemed interesting at the time? Has it shaped your play subsequently, or was it fun then and never again?<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/2012/04/22/the-daily-grind-what-in-game-project-made-you-the-happiest-to-c/">The Daily Grind: What in-game project made you the happiest to complete?</a> originally appeared on <a href="http://massively.joystiq.com">Massively</a> on Sun, 22 Apr 2012 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/2012/04/22/the-daily-grind-what-in-game-project-made-you-the-happiest-to-c/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/forward/20221175/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/2012/04/22/the-daily-grind-what-in-game-project-made-you-the-happiest-to-c/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>culture</category><category>daily-grind</category><category>design</category><category>goals</category><category>in-game-projects</category><category>opinion</category><category>player-goals</category><category>player-projects</category><category>projects</category><category>tdg</category><category>the-daily-grind</category><dc:creator><![CDATA[Eliot Lefebvre]]></dc:creator><pubDate>Sun, 22 Apr 2012 08:00:00 EST</pubDate></item><item><title><![CDATA[Storyboard: Go for the goal]]></title><link>http://massively.joystiq.com/2011/09/09/storyboard-go-for-the-goal/</link><guid isPermaLink="true">http://massively.joystiq.com/2011/09/09/storyboard-go-for-the-goal/</guid><comments>http://massively.joystiq.com/2011/09/09/storyboard-go-for-the-goal/#comments</comments><description><![CDATA[<p>Filed under: <a href="http://massively.joystiq.com/category/culture/" rel="tag">Culture</a>, <a href="http://massively.joystiq.com/category/opinion/" rel="tag">Opinion</a>, <a href="http://massively.joystiq.com/category/roleplaying/" rel="tag">Roleplaying</a>, <a href="http://massively.joystiq.com/category/storyboard/" rel="tag">Storyboard</a>, <a href="http://massively.joystiq.com/category/misc/" rel="tag">Miscellaneous</a></p><div style="text-align: center;">
	<a href="http://massively.joystiq.com/2011/09/09/storyboard-go-for-the-goal/"><img alt="You put your right hand in, you take your right hand out..." src="http://www.blogcdn.com/massively.joystiq.com/media/2011/09/storyboard-68-epl-907.jpg" /></a></div>
We've all got goals. Some of them are short-term objectives (get lunch, figure out how to get home early today, don't get eaten by that tiger) and some of them are larger in scope (cook better lunches, work on a flexible schedule, develop an anti-tiger field), but they're an important part of our day-to-day activities. Knowing a character's goals is a clear way to make it pretty clear what your character wants out of any given exchange.<br />
<br />
If it weren't already obvious, today I want to spend time talking about goals. We've talked about motivation before, but goals are the tangible results of what keeps your character motivated in the first place. And while I was originally going to use one of my characters as a model for mapping goals, I realized that I've got a much better example I can use, one that helps demonstrate just how relevant goals are to real people. So I'm putting myself under examination as we talk about the many, many aspects of goals as they apply to characters.<p><a href="http://massively.joystiq.com/2011/09/09/storyboard-go-for-the-goal/" rel="bookmark">Continue reading <em>Storyboard: Go for the goal</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/2011/09/09/storyboard-go-for-the-goal/">Storyboard: Go for the goal</a> originally appeared on <a href="http://massively.joystiq.com">Massively</a> on Fri, 09 Sep 2011 14:00:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href="http://massively.joystiq.com/2011/09/09/storyboard-go-for-the-goal/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/forward/20037161/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/2011/09/09/storyboard-go-for-the-goal/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>advice</category><category>character-goals</category><category>column</category><category>featured</category><category>goals</category><category>opinion</category><category>roleplaying</category><category>rp</category><category>storyboard</category><dc:creator><![CDATA[Eliot Lefebvre]]></dc:creator><pubDate>Fri, 09 Sep 2011 14:00:00 EST</pubDate></item><item><title><![CDATA[Massively Exclusive: Elsword community Q&amp;A, part the third]]></title><link>http://massively.joystiq.com/2011/08/09/massively-exclusive-elsword-community-qanda-part-the-third/</link><guid isPermaLink="true">http://massively.joystiq.com/2011/08/09/massively-exclusive-elsword-community-qanda-part-the-third/</guid><comments>http://massively.joystiq.com/2011/08/09/massively-exclusive-elsword-community-qanda-part-the-third/#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/free-to-play/" rel="tag">Free-to-play</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/2011/08/09/massively-exclusive-elsword-community-qanda-part-the-third/"><img alt="Elsword Online - Screenshot" src="http://www.blogcdn.com/massively.joystiq.com/media/2011/08/elswordheader2.jpg" /></a></div>
<div>
	Part three of <a href="http://www.massively.com/tag/elsword"><em>Elsword</em></a>'s Massively-exclusive dev diary is now available for your perusal. This time around, the devs talk about their long-term goals for the game, character favoritism, and the relation between Elsword and fellow side-scroller <a href="http://www.massively.com/tag/grand-chase"><em>Grand Chase</em></a>. Dash on past the cut for their answers.</div><p><a href="http://massively.joystiq.com/2011/08/09/massively-exclusive-elsword-community-qanda-part-the-third/" rel="bookmark">Continue reading <em>Massively Exclusive: Elsword community Q&amp;A, part the third</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/2011/08/09/massively-exclusive-elsword-community-qanda-part-the-third/">Massively Exclusive: Elsword community Q&amp;A, part the third</a> originally appeared on <a href="http://massively.joystiq.com">Massively</a> on Tue, 09 Aug 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/2011/08/09/massively-exclusive-elsword-community-qanda-part-the-third/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/forward/20013487/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/2011/08/09/massively-exclusive-elsword-community-qanda-part-the-third/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>community</category><category>dev-diaries</category><category>dev-diary</category><category>developer</category><category>developers</category><category>elsword</category><category>favorite-character</category><category>goals</category><category>grand-chase</category><category>long-term-goals</category><category>q-and-a</category><category>question-and-answer</category><dc:creator><![CDATA[Matt Daniel]]></dc:creator><pubDate>Tue, 09 Aug 2011 20:00:00 EST</pubDate></item><item><title><![CDATA[Wings Over Atreia:  Are we there yet?]]></title><link>http://massively.joystiq.com/2011/08/01/wings-over-atreia-are-we-there-yet/</link><guid isPermaLink="true">http://massively.joystiq.com/2011/08/01/wings-over-atreia-are-we-there-yet/</guid><comments>http://massively.joystiq.com/2011/08/01/wings-over-atreia-are-we-there-yet/#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/aion/" rel="tag">Aion</a>, <a href="http://massively.joystiq.com/category/opinion/" rel="tag">Opinion</a>, <a href="http://massively.joystiq.com/category/wings-over-atreia/" rel="tag">Wings Over Atreia</a></p><div style="text-align: center;">
	<a href="http://massively.joystiq.com/2011/08/01/wings-over-atreia-are-we-there-yet/"><img border="1" hspace="4" src="http://www.blogcdn.com/massively.joystiq.com/media/2011/07/woaheaderasmo-1311970325.jpg" vspace="4" /></a></div>
<em>Are we there yet? Are we? Are we, huh, huh?</em><br />
<br />
Certain phrases are so embedded into our culture that few can escape the vivid imagery that comes with hearing them. For some, it rings back to memories of yore -- station wagons and long dusty road trips for the family vacation. For others, it can be simply the walk to the ice cream shop with a toddler. For me? I actually envision gaming in <a href="http://massively.joystiq.com/category/aion"><em>Aion</em></a>.<br />
<br />
Gaming? Yup, that's right-- this iconic phrase emphasizes a specific mindset in our culture that permeates everything, including gaming: All that matters is the destination. There are plenty of examples of those who rush to <a href="http://massively.joystiq.com/2011/03/28/wings-over-atreia-endgame-end-of-game/">endgame</a>, plowing through and bypassing as much of the "unimportant" stuff as possible. For these folks, the game doesn't even start until max-level. However, there is a yin to that yang; there are also those who actually find the journey to be the experience worth having, folks who don't feel any need to race to endgame at break-neck speed and instead partake of the content along the way. Most gamers adopt one of these two philosophies, their real-life views and <a href="http://massively.joystiq.com/2011/07/04/wings-over-atreia-you-are-what-you-play/">personalities</a> often steering towards one side or the other.<br />
<br />
How do these two philosophies manifest themselves and duke it out in <em>Aion</em>? Rush (or mosey, whatever your preference) past the break to see.<p><a href="http://massively.joystiq.com/2011/08/01/wings-over-atreia-are-we-there-yet/" rel="bookmark">Continue reading <em>Wings Over Atreia:  Are we there yet?</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/2011/08/01/wings-over-atreia-are-we-there-yet/">Wings Over Atreia:  Are we there yet?</a> originally appeared on <a href="http://massively.joystiq.com">Massively</a> on Mon, 01 Aug 2011 14:00:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href="http://massively.joystiq.com/2011/08/01/wings-over-atreia-are-we-there-yet/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/forward/19993318/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/2011/08/01/wings-over-atreia-are-we-there-yet/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>aion</category><category>aion-game</category><category>destination</category><category>endgame</category><category>featured</category><category>goal</category><category>goals</category><category>goalsetting</category><category>journey</category><category>journey-vs-destination</category><category>nc-soft</category><category>nc-soft-aion</category><category>ncsoft</category><category>ncsoft-aion</category><category>pvp</category><category>torture</category><category>treadmill</category><category>treadmills</category><category>Wings-Over-Atreia</category><dc:creator><![CDATA[MJ Guthrie]]></dc:creator><pubDate>Mon, 01 Aug 2011 14:00:00 EST</pubDate></item><item><title><![CDATA[EVE Evolved: Corporate benefits and new players]]></title><link>http://massively.joystiq.com/2011/05/08/eve-evolved-corporate-benefits-and-new-players/</link><guid isPermaLink="true">http://massively.joystiq.com/2011/05/08/eve-evolved-corporate-benefits-and-new-players/</guid><comments>http://massively.joystiq.com/2011/05/08/eve-evolved-corporate-benefits-and-new-players/#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/mmo-industry/" rel="tag">MMO industry</a>, <a href="http://massively.joystiq.com/category/endgame/" rel="tag">Endgame</a>, <a href="http://massively.joystiq.com/category/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/2011/05/corpben-title.jpg" vspace="4" /></a></div>
In a recent article, <a href="http://massively.joystiq.com/2011/04/03/eve-evolved-power-players-and-player-retention/">I explored the effect that power players</a> have on <a href="http://www.eve-online.com"><em>EVE Online</em></a>'s subscription retention. In particular, I suggested that <a href="http://www.massively.com/tag/ccp">CCP</a> has stopped developing features with <a href="http://massively.joystiq.com/category/eve-online/"><em>EVE</em></a>'s power players in mind and that this could be the cause of a worrying downward trend in new player retention. It's the responsibility of corp leaders and organisers to give players a place in <em>EVE</em>, to provide them with something to do and to <a href="http://massively.joystiq.com/2010/04/04/eve-evolved-motivating-the-troops/">instill them with the ambition</a> to continue playing in the long term. I believe that CCP has let those organisers and leaders down by failing to provide the updated tools necessary to give players a purposeful place in the universe or give them a good start to the game.<br />
<br />
A similar issue I've touched on before is <a href="http://massively.joystiq.com/2010/03/07/eve-evolved-the-importance-of-corporate-goals/">the importance of corporate goals</a> in <em>EVE</em>. I've always been amazed at the willingness of <em>EVE</em> players to donate their time and effort to achieve a collective goal rather than a personal one. People are far more likely to join a corporate mining op, for example, if the proceeds will be donated to the corp funds or the minerals will be used in a corp production scheme. Similarly, I've found players to be much more enthusiastic about a mission night or wormhole op if the intent is to fund the production of a corp capital ship or the purchase of starbase fuel.<br />
<br />
With CCP's summer focus aimed at helping new players get into good corporations, this week's opinion-filled <a href="http://massively.joystiq.com/category/eve-evolved/">EVE Evolved</a> examines some of the developments necessary to make that goal possible.<p><a href="http://massively.joystiq.com/2011/05/08/eve-evolved-corporate-benefits-and-new-players/" rel="bookmark">Continue reading <em>EVE Evolved: Corporate benefits and new players</em></a></p><p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://massively.joystiq.com"><img src="http://massively.joystiq.com/media/feedlogo.gif" alt="Massively" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://massively.joystiq.com/2011/05/08/eve-evolved-corporate-benefits-and-new-players/">EVE Evolved: Corporate benefits and new players</a> originally appeared on <a href="http://massively.joystiq.com">Massively</a> on Sun, 08 May 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/2011/05/08/eve-evolved-corporate-benefits-and-new-players/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/forward/19934082/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/2011/05/08/eve-evolved-corporate-benefits-and-new-players/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>benefits</category><category>blueprint</category><category>blueprints</category><category>ccp</category><category>ccp-eve</category><category>ccp-games</category><category>corp</category><category>corporation</category><category>eve</category><category>eve-ccp</category><category>eve-evolved</category><category>eve-mmorpg</category><category>eve-online</category><category>eve-university</category><category>featured</category><category>free-ships</category><category>goals</category><category>guild-perks</category><category>manufacturing</category><category>motivation</category><category>new-player</category><category>new-player-experience</category><category>new-players</category><category>newbie</category><category>newbies</category><category>opinion</category><category>research</category><dc:creator><![CDATA[Brendan Drain]]></dc:creator><pubDate>Sun, 08 May 2011 18:00:00 EST</pubDate></item><item><title><![CDATA[Storyboard: In your own words]]></title><link>http://massively.joystiq.com/2011/04/29/storyboard-in-your-own-words/</link><guid isPermaLink="true">http://massively.joystiq.com/2011/04/29/storyboard-in-your-own-words/</guid><comments>http://massively.joystiq.com/2011/04/29/storyboard-in-your-own-words/#comments</comments><description><![CDATA[<p>Filed under: <a href="http://massively.joystiq.com/category/culture/" rel="tag">Culture</a>, <a href="http://massively.joystiq.com/category/opinion/" rel="tag">Opinion</a>, <a href="http://massively.joystiq.com/category/roleplaying/" rel="tag">Roleplaying</a>, <a href="http://massively.joystiq.com/category/storyboard/" rel="tag">Storyboard</a>, <a href="http://massively.joystiq.com/category/misc/" rel="tag">Miscellaneous</a></p><div style="text-align: center;">
	<a href="http://www.massively.com/category/storyboard"><img src="http://www.blogcdn.com/massively.joystiq.com/media/2011/04/storyboard-50-epl-427-1303945256.jpg" style="border-width: 1px; border-style: solid; margin: 4px;" /></a></div>
I really should have learned by now to not promise anything for a given week's column other than the fact that it will be there, as I got halfway through the original draft of this particular new featurette before deciding that I hated it. So while I still want to delve a bit deeper into specific game lore and backstory, that bit is going to have to wait for just a little bit while I wrestle with the concept a little more thoroughly. (It'll be worth the wait.)<br />
<br />
Instead, this week I'm going to focus on an aspect of roleplaying that I've discussed before in passing but never in any real depth: finding a character's voice. That's more than just consistent characterization, although that's a part of it. Strong characters have distinct voices and behaviors, unique outlooks, and hangups, things that help an individual stand out from the crowd. It's the trick of finding that voice and having a distinct tone from other characters that makes starting a new character at once engaging and mildly horrifying.<p><a href="http://massively.joystiq.com/2011/04/29/storyboard-in-your-own-words/" rel="bookmark">Continue reading <em>Storyboard: In your own words</em></a></p><p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://massively.joystiq.com"><img src="http://massively.joystiq.com/media/feedlogo.gif" alt="Massively" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://massively.joystiq.com/2011/04/29/storyboard-in-your-own-words/">Storyboard: In your own words</a> originally appeared on <a href="http://massively.joystiq.com">Massively</a> on Fri, 29 Apr 2011 14:00:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href="http://massively.joystiq.com/2011/04/29/storyboard-in-your-own-words/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/forward/19925815/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/2011/04/29/storyboard-in-your-own-words/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>character</category><category>character-goals</category><category>column</category><category>decisions</category><category>featured</category><category>goals</category><category>interactions</category><category>internal-monologues</category><category>opinion</category><category>player-goals</category><category>roleplaying</category><category>rp</category><category>storyboard</category><category>voice</category><dc:creator><![CDATA[Eliot Lefebvre]]></dc:creator><pubDate>Fri, 29 Apr 2011 14:00:00 EST</pubDate></item><item><title><![CDATA[Wings Over Atreia: Endgame = end of game?]]></title><link>http://massively.joystiq.com/2011/03/28/wings-over-atreia-endgame-end-of-game/</link><guid isPermaLink="true">http://massively.joystiq.com/2011/03/28/wings-over-atreia-endgame-end-of-game/</guid><comments>http://massively.joystiq.com/2011/03/28/wings-over-atreia-endgame-end-of-game/#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/aion/" rel="tag">Aion</a>, <a href="http://massively.joystiq.com/category/opinion/" rel="tag">Opinion</a>, <a href="http://massively.joystiq.com/category/wings-over-atreia/" rel="tag">Wings Over Atreia</a></p><div style="text-align: center;">
	<a href="http://massively.joystiq.com/category/wings-over-atreia"><img border="1" hspace="4" src="http://www.blogcdn.com/massively.joystiq.com/media/2011/03/woaheader-1301169422.jpg" vspace="4" /></a></div>
It happens. All good things must come to an end... except (hopefully) your favorite MMORPG. After all, the whole idea of the MMO is to keep going endlessly, right? To supposedly ever-evolve -- there is no final "win" that concludes the story as in single-player RPGs. However, what do you do when you hit the level cap and have "been there and done that" with everything in game? I guess that's the disadvantage of not having a sandbox; as much I love the graphics and my friends in <a href="http://us.ncsoft.com/en/">NCsoft's</a> <a href="http://na.aiononline.com/"><em>Aion</em></a>, there really is just a finite list of things to do.<br />
<br />
Now before anyone gets up-in-arms or sneers "I told you so," no, I am not quitting and I haven't given up on the game. I still enjoy it. It just so happens that my mind zeroed in on the topic this week as I logged in over the course a few days and just stared at my screen, wondering what I wanted to do. While I was feeling under the weather a bit (which dampened my endurance and enthusiasm to complete any major dungeons), I started wondering about what there actually <em>is</em> to do in <a href="http://massively.joystiq.com/category/aion"><em>Aion</em></a> after you reach and sit at maximum level for a while.<br />
<br />
For me, the two things that keep me interested in my virtual worlds are <a href="http://massively.joystiq.com/2010/06/28/wings-over-atreia-the-ties-that-bind/">the community and friends</a> that I find in game as well as <a href="http://massively.joystiq.com/2010/09/13/wings-over-atreia-first-impressions-of-the-assault/">exploring and experiencing new things</a>. One involves the company providing <a href="http://massively.joystiq.com/2011/03/07/wings-over-atreia-anticipaaaaaaaaaaaation/">regular content updates</a>; the other allows for player-created content. But once there is nothing left to explore or experience, friends can drift away... so what does that leave? Pondering this subject and watching the community around me actually brought up some expected -- and some not quite expected -- answers.<br />
<br />
Join me past the cut to look at different ways Daevas spend their time in Atreia and how they keep their interest sparked.<p><a href="http://massively.joystiq.com/2011/03/28/wings-over-atreia-endgame-end-of-game/" rel="bookmark">Continue reading <em>Wings Over Atreia: Endgame = end of game?</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/2011/03/28/wings-over-atreia-endgame-end-of-game/">Wings Over Atreia: Endgame = end of game?</a> originally appeared on <a href="http://massively.joystiq.com">Massively</a> on Mon, 28 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/2011/03/28/wings-over-atreia-endgame-end-of-game/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/forward/19890658/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/2011/03/28/wings-over-atreia-endgame-end-of-game/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>aion</category><category>aion-game</category><category>alt</category><category>alts</category><category>atreia</category><category>beshmundir-temple</category><category>content</category><category>dark-portal</category><category>events</category><category>featured</category><category>goal</category><category>goal-setting</category><category>goals</category><category>goalsetting</category><category>grouping</category><category>nc-soft</category><category>nc-soft-aion</category><category>ncsoft</category><category>ncsoft-aion</category><category>pvp</category><category>rifting</category><category>rifting-changes</category><category>skins</category><category>solo</category><category>soloing</category><category>soloing-instances</category><category>troll</category><category>trolls</category><category>udas-temple</category><category>updates</category><category>Wings-Over-Atreia</category><dc:creator><![CDATA[MJ Guthrie]]></dc:creator><pubDate>Mon, 28 Mar 2011 19:00:00 EST</pubDate></item><item><title><![CDATA[Storyboard: Archetype discussion -- the recursion]]></title><link>http://massively.joystiq.com/2011/03/25/storyboard-archetype-discussion-the-recursion/</link><guid isPermaLink="true">http://massively.joystiq.com/2011/03/25/storyboard-archetype-discussion-the-recursion/</guid><comments>http://massively.joystiq.com/2011/03/25/storyboard-archetype-discussion-the-recursion/#comments</comments><description><![CDATA[<p>Filed under: <a href="http://massively.joystiq.com/category/opinion/" rel="tag">Opinion</a>, <a href="http://massively.joystiq.com/category/roleplaying/" rel="tag">Roleplaying</a>, <a href="http://massively.joystiq.com/category/storyboard/" rel="tag">Storyboard</a>, <a href="http://massively.joystiq.com/category/misc/" rel="tag">Miscellaneous</a></p><div style="text-align: center;">
	<a href="http://www.massively.com/category/storyboard"><img src="http://www.blogcdn.com/massively.joystiq.com/media/2011/03/storyboard-45-epl-323.jpg" style="border-width: 1px; border-style: solid; margin: 4px;" /></a></div>
There are a lot of reasons a character would head off on the road to adventure. Sometimes it's out of a sense of duty, to <a href="http://massively.joystiq.com/2011/01/07/storyboard-archetype-discussion-the-partisan/">a nation</a> or <a href="http://massively.joystiq.com/2010/12/24/storyboard-archetype-discussion-the-paladin/">to morality</a> or even just <a href="http://massively.joystiq.com/2010/11/12/storyboard-archetype-discussion-the-soldier/">duty itself</a>. Other times it's a quest for <a href="http://massively.joystiq.com/2010/12/10/storyboard-archetype-discussion-the-scholar/">knowledge</a>, or <a href="http://massively.joystiq.com/2011/03/11/storyboard-archetype-discussion-the-defiant/">acceptance</a>, or <a href="http://massively.joystiq.com/2010/11/26/storyboard-archetype-discussion-the-rogue/">cold hard cash</a>. You might <a href="http://massively.joystiq.com/2011/02/25/storyboard-archetype-discussion-the-trapped/">not want to be there</a>, you might be <a href="http://massively.joystiq.com/2011/01/28/storyboard-archetype-discussion-the-errant/">seeking one profound goal</a>, or you might just be <a href="http://massively.joystiq.com/2011/02/11/storyboard-archetype-discussion-the-mentor/">along for the ride while everyone screws up around you</a>. We've talked about each of these roles in turn, as archetypes for characters to fit into.<br />
<br />
But an archetype is not a character. An archetype is the idea of a character, boiled down and stripped of everything but the skeleton. You need more to make a character that isn't one-dimensional.<br />
<br />
I've spent the better part of the past several months discussing how the various archetypes work, but now I want to talk a little more about making them work together beyond just a character overview. (We still have at least one more installment of archetypes proper, but I wanted to write this up first.) So once you have the seed, what do you do from there?<p><a href="http://massively.joystiq.com/2011/03/25/storyboard-archetype-discussion-the-recursion/" rel="bookmark">Continue reading <em>Storyboard: Archetype discussion -- the recursion</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/2011/03/25/storyboard-archetype-discussion-the-recursion/">Storyboard: Archetype discussion -- the recursion</a> originally appeared on <a href="http://massively.joystiq.com">Massively</a> on Fri, 25 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/2011/03/25/storyboard-archetype-discussion-the-recursion/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/forward/19889895/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/2011/03/25/storyboard-archetype-discussion-the-recursion/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>advice</category><category>archetype-discussion</category><category>archetypes</category><category>character</category><category>character-creation</category><category>column</category><category>featured</category><category>goals</category><category>lore</category><category>meta</category><category>opinion</category><category>roleplaying</category><category>storyboard</category><dc:creator><![CDATA[Eliot Lefebvre]]></dc:creator><pubDate>Fri, 25 Mar 2011 16:30:00 EST</pubDate></item><item><title><![CDATA[The Daily Grind: What big reward was a big disappointment?]]></title><link>http://massively.joystiq.com/2011/02/18/the-daily-grind-what-big-reward-was-a-big-disappointment/</link><guid isPermaLink="true">http://massively.joystiq.com/2011/02/18/the-daily-grind-what-big-reward-was-a-big-disappointment/</guid><comments>http://massively.joystiq.com/2011/02/18/the-daily-grind-what-big-reward-was-a-big-disappointment/#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/endgame/" rel="tag">Endgame</a>, <a href="http://massively.joystiq.com/category/opinion/" rel="tag">Opinion</a>, <a href="http://massively.joystiq.com/category/the-daily-grind/" rel="tag">The Daily Grind</a>, <a href="http://massively.joystiq.com/category/misc/" rel="tag">Miscellaneous</a></p><div style="text-align: center;"><a href="http://www.cityofheroes.com"><img vspace="4" hspace="4" border="1" src="http://www.blogcdn.com/massively.joystiq.com/media/2011/02/coh-letdown-epl-217.jpg"  alt="" /></a></div>
It's taken months of farming in <a href="http://www.cityofheroes.com"><em>City of Heroes</em></a>, carefully storing up Alignment Merits and Merit Rewards and Mission Architect Tickets and that all-important Influence.  You've had to get into annoying price wars on the auction house, you've had to use up a couple of Veteran respecs, but you've finally done it.  You've fully slotted your powers with the best of the best, the most spectacular Invention sets possible.  And after all that work, you feel... well... just <em>bored</em>.  As it turns out, reaching the apex of power was actually kind of a hollow goal after all.<br />
<br />
We've all spent a bunch of time climbing toward something only to find out at the end that it really wasn't worth it.  Maybe it was assembling a full set of best-in-slot gear in <a href="http://www.worldofwarcraft.com"><em>World of Warcraft</em></a>, or maybe it was just trying to get the perfect cosmetic armor set for your Warden in <a href="http://www.lotro.com"><em>Lord of the Rings Online</em></a>.  When have you earned a big reward that felt like a massive letdown?  When has all that hard work felt like it was in service to a goal you no longer cared about?<br />
<br />
<img vspace="0" hspace="0" border="0" align="left" src="http://www.blogcdn.com/www.massively.com/media/2010/09/coffee.jpg" alt="" style="padding-right: 10px;" /><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/2011/02/18/the-daily-grind-what-big-reward-was-a-big-disappointment/">The Daily Grind: What big reward was a big disappointment?</a> originally appeared on <a href="http://massively.joystiq.com">Massively</a> on Fri, 18 Feb 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/2011/02/18/the-daily-grind-what-big-reward-was-a-big-disappointment/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/forward/19848907/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/2011/02/18/the-daily-grind-what-big-reward-was-a-big-disappointment/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>Black-rainbow</category><category>City-of-heroes</category><category>City-of-villains</category><category>Coh</category><category>Cov</category><category>Cox</category><category>Culture</category><category>Depressing</category><category>Disappointing</category><category>Disappointment</category><category>Endgame</category><category>Goals</category><category>Lord-of-the-rings-online</category><category>Lotro</category><category>Player-achievements</category><category>Player-goals</category><category>Tdg</category><category>The-daily-grind</category><category>Well-that-was-a-month-of-my-life-i-will-never-get-back</category><category>World-of-warcraft</category><category>Wow</category><dc:creator><![CDATA[Eliot Lefebvre]]></dc:creator><pubDate>Fri, 18 Feb 2011 08:00:00 EST</pubDate></item><item><title><![CDATA[The Daily Grind: Do you play for immediate, short-term or long-term goals?]]></title><link>http://massively.joystiq.com/2011/01/29/the-daily-grind-do-you-play-for-immediate-short-term-or-long-t/</link><guid isPermaLink="true">http://massively.joystiq.com/2011/01/29/the-daily-grind-do-you-play-for-immediate-short-term-or-long-t/</guid><comments>http://massively.joystiq.com/2011/01/29/the-daily-grind-do-you-play-for-immediate-short-term-or-long-t/#comments</comments><description><![CDATA[<p>Filed under: <a href="http://massively.joystiq.com/category/culture/" rel="tag">Culture</a>, <a href="http://massively.joystiq.com/category/opinion/" rel="tag">Opinion</a>, <a href="http://massively.joystiq.com/category/the-daily-grind/" rel="tag">The Daily Grind</a>, <a href="http://massively.joystiq.com/category/misc/" rel="tag">Miscellaneous</a></p><div style="text-align: center;"><a href="http://massively.joystiq.com/category/the-daily-grind/"><img vspace="4" hspace="4" border="1" alt="" src="http://www.blogcdn.com/massively.joystiq.com/media/2011/01/goals.jpg" /></a></div>
<em>"What are your goals in life?" </em> We've all been asked this question, often by well-meaning (or guilt-tripping) individuals. What are you working toward, what motivates you, what gets you out of bed in the morning? I think we all boil our goals down to one of three categories -- immediate, short-term and long-term -- and we generally gravitate toward one of them in our activities. Likewise, our playstyles are heavily influenced by our philosophy about goals.<br />
<br />
Do you play MMOs for immediate satisfaction? When you log in, are you on the prowl for the quick fix, the random event, the fortunate coincidence? Are you so incredibly zen that you live in the moment every moment?<br />
<br />
Or do you set bite-sized, attainable goals for each play session, satisfied to turn in a few quests or hit that next level before bedtime? Are you more likely to take on tasks that are easy to solo, and are you happy to keep your gaming world small and manageable? <br />
<br />
Maybe you have the big picture in mind and set long-term goals that take weeks if not months to accomplish. Are you always mapping out a path to the best rewards even if it takes the most effort to get to them?<br />
<br />
So do you play for immediate, short-term or long-term goals?<br />
<br />
<img vspace="0" hspace="0" border="0" align="left" alt="" style="padding-right: 10px;" src="http://www.blogcdn.com/www.massively.com/media/2010/09/coffee.jpg" /><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/2011/01/29/the-daily-grind-do-you-play-for-immediate-short-term-or-long-t/">The Daily Grind: Do you play for immediate, short-term or long-term goals?</a> originally appeared on <a href="http://massively.joystiq.com">Massively</a> on Sat, 29 Jan 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/2011/01/29/the-daily-grind-do-you-play-for-immediate-short-term-or-long-t/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/forward/19818882/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/2011/01/29/the-daily-grind-do-you-play-for-immediate-short-term-or-long-t/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>goals</category><category>long-term</category><category>opinion</category><category>short-term</category><category>tdg</category><category>the-daily-grind</category><dc:creator><![CDATA[Justin Olivetti]]></dc:creator><pubDate>Sat, 29 Jan 2011 08:00:00 EST</pubDate></item><item><title><![CDATA[The Daily Grind: When have you felt a sense of completion?]]></title><link>http://massively.joystiq.com/2010/07/30/the-daily-grind-when-have-you-felt-a-sense-of-completion/</link><guid isPermaLink="true">http://massively.joystiq.com/2010/07/30/the-daily-grind-when-have-you-felt-a-sense-of-completion/</guid><comments>http://massively.joystiq.com/2010/07/30/the-daily-grind-when-have-you-felt-a-sense-of-completion/#comments</comments><description><![CDATA[<p>Filed under: <a href="http://massively.joystiq.com/category/culture/" rel="tag">Culture</a>, <a href="http://massively.joystiq.com/category/game-mechanics/" rel="tag">Game mechanics</a>, <a href="http://massively.joystiq.com/category/opinion/" rel="tag">Opinion</a>, <a href="http://massively.joystiq.com/category/the-daily-grind/" rel="tag">The Daily Grind</a></p><div style="text-align: center;"><a href="http://www.fallenearth.com"><img vspace="4" hspace="4" border="1" alt="" src="http://www.blogcdn.com/massively.joystiq.com/media/2010/07/fe-accomplishment-epl-726.jpg" /></a></div>
By their very nature, MMOs discourage being done. Not necessarily in an insidious sense -- but when your game relies upon people playing it for months on end, there's a natural emphasis on letting tasks stretch off to infinity. But while it's certainly possible to wind up with almost astonishingly long-running tasks, such as assembling the Relic Weapons in <a href="http://www.playonline.com"><em>Final Fantasy XI</em></a>, with enough persistence you eventually arrive at the day when you have your brand-new Excalibur. It's almost enough to just kill something with it and then declare yourself done.<br />
<br />
Even with an emphasis on long-term goals, there come certain points when you feel that your character has finished everything you want to do -- or perhaps points when the player behind the character just feels done. You are at the apex of power and knowledge, and there's no new challenges that won't be more of the same. In what moments have you felt a sense of completion and finality? Has that been your signal to quit, take a break, or just set a new goal for yourself? Are you happier with games that let you achieve several smaller goals, or one huge goal that feels more significant when you hit it?<p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://massively.joystiq.com"><img src="http://massively.joystiq.com/media/feedlogo.gif" alt="Massively" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://massively.joystiq.com/2010/07/30/the-daily-grind-when-have-you-felt-a-sense-of-completion/">The Daily Grind: When have you felt a sense of completion?</a> originally appeared on <a href="http://massively.joystiq.com">Massively</a> on Fri, 30 Jul 2010 08:00:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href="http://massively.joystiq.com/2010/07/30/the-daily-grind-when-have-you-felt-a-sense-of-completion/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/forward/19569068/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/2010/07/30/the-daily-grind-when-have-you-felt-a-sense-of-completion/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>being-done</category><category>character-goals</category><category>completing-the-game</category><category>completion</category><category>culture</category><category>finished</category><category>finishing</category><category>finishing-the-game</category><category>goals</category><category>opinion</category><category>player-goals</category><category>success</category><category>tdg</category><category>the-daily-grind</category><dc:creator><![CDATA[Eliot Lefebvre]]></dc:creator><pubDate>Fri, 30 Jul 2010 08:00:00 EST</pubDate></item><item><title><![CDATA[EVE Evolved: What not to expect from EVE Online]]></title><link>http://massively.joystiq.com/2010/06/06/eve-evolved-what-not-to-expect-from-eve-online/</link><guid isPermaLink="true">http://massively.joystiq.com/2010/06/06/eve-evolved-what-not-to-expect-from-eve-online/</guid><comments>http://massively.joystiq.com/2010/06/06/eve-evolved-what-not-to-expect-from-eve-online/#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/hands-on/" rel="tag">Hands-on</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 vspace="4" hspace="4" border="1" alt="" src="http://www.blogcdn.com/massively.joystiq.com/media/2010/06/notexpect-titleb.jpg" /></a></div>
Of all the MMOs on the market today, few are as polarising as <a href="http://www.eve-online.com/"><em>EVE Online</em></a>. While the game has <a href="http://massively.joystiq.com/2010/03/14/gdc10-torfi-frans-olafsson-gives-details-on-tyrannis-incarna-a/">over 330,000 active subscriptions</a> and I've absolutely loved it for over six years, I still find myself introducing new people to it with the words "It's not for everyone." It does seem to be the case that <a href="http://massively.joystiq.com/category/eve-online/"><em>EVE</em></a> just doesn't mesh with some gamers. The user interface can look overwhelming, the combat can seem detached and <a href="http://www.escapistmagazine.com/videos/view/zero-punctuation/208-Eve-Online">the gameplay is often written off as boring</a>.<br />
<br />
Players coming from other MMOs are at risk of bringing some fundamental preconceptions about MMO design with them that don't really apply to <em>EVE</em>. These basic misunderstandings in how the game works can be a source of frustration or confusion for people who genuinely want to get into <em>EVE</em>. I find myself answering the same barrage of questions each time I introduce someone to the game, ranging in complexity from "What's the best race?" or "What's the best ship?" to the inevitable "How can I catch up to older players?" or "What should I do now?"<br />
<br />
In this article, I look at three key ways <em>EVE</em> differs from the MMO norm and what new players can do to overcome these potential stumbling blocks.<strong><br />
</strong><p><a href="http://massively.joystiq.com/2010/06/06/eve-evolved-what-not-to-expect-from-eve-online/" rel="bookmark">Continue reading <em>EVE Evolved: What not to expect from EVE Online</em></a></p><p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://massively.joystiq.com"><img src="http://massively.joystiq.com/media/feedlogo.gif" alt="Massively" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://massively.joystiq.com/2010/06/06/eve-evolved-what-not-to-expect-from-eve-online/">EVE Evolved: What not to expect from EVE Online</a> originally appeared on <a href="http://massively.joystiq.com">Massively</a> on Sun, 06 Jun 2010 18:00:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href="http://massively.joystiq.com/2010/06/06/eve-evolved-what-not-to-expect-from-eve-online/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/forward/19504730/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/2010/06/06/eve-evolved-what-not-to-expect-from-eve-online/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>Achievements</category><category>ccp</category><category>ccp-eve</category><category>ccp-games</category><category>eve</category><category>eve-ccp</category><category>eve-evolved</category><category>eve-mmorpg</category><category>eve-online</category><category>goals</category><category>learning-cliff</category><category>Learning-Curve</category><category>leveling</category><category>new-player-experience</category><category>new-players</category><category>newbie</category><category>opinion</category><category>pvp</category><category>sandbox</category><category>skill</category><category>skills</category><dc:creator><![CDATA[Brendan Drain]]></dc:creator><pubDate>Sun, 06 Jun 2010 18:00:00 EST</pubDate></item><item><title><![CDATA[EVE Evolved: The importance of corporate goals]]></title><link>http://massively.joystiq.com/2010/03/07/eve-evolved-the-importance-of-corporate-goals/</link><guid isPermaLink="true">http://massively.joystiq.com/2010/03/07/eve-evolved-the-importance-of-corporate-goals/</guid><comments>http://massively.joystiq.com/2010/03/07/eve-evolved-the-importance-of-corporate-goals/#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/guilds/" rel="tag">Guilds</a>, <a href="http://massively.joystiq.com/category/professions/" rel="tag">Professions</a>, <a href="http://massively.joystiq.com/category/pvp/" rel="tag">PvP</a>, <a href="http://massively.joystiq.com/category/pve/" rel="tag">PvE</a>, <a href="http://massively.joystiq.com/category/opinion/" rel="tag">Opinion</a>, <a href="http://massively.joystiq.com/category/eve-evolved/" rel="tag">EVE Evolved</a></p><div style="text-align: center;"><a href="http://massively.joystiq.com/category/eve-evolved/"><img vspace="4" hspace="4" border="1" src="http://www.blogcdn.com/massively.joystiq.com/media/2010/03/corpgoals-title.jpg" alt="" /></a></div>
When new <a href="http://www.eve-online.com"><em>EVE Online</em></a> players give up and quit the game, their reasons are usually very similar. A <a href="http://massively.joystiq.com/2009/02/22/eve-evolved-how-do-you-handle-burnout/">lack of drive to play the game is common</a>, with players logging in only to change skills. Similarly, people complain that <a href="http://www.escapistmagazine.com/videos/view/zero-punctuation/208-Eve-Online">the game is boring</a> and isn't really taking them anywhere. Most of these reasons boil down to a basic lack of motivation, purpose and goals. As a sandbox game, <a href="http://massively.joystiq.com/category/eve-online/"><em>EVE</em></a> doesn't really lead the player anywhere after the tutorials and it can be easy to get lost. This is where the <em>EVE</em> community steps in by providing a whole host of player-run corporations to help pilots find their way in <em>EVE</em>.<br />
<br />
As a very social game, I don't think <em>EVE</em> truly takes off <a href="http://massively.joystiq.com/2009/08/02/eve-evolved-finding-the-perfect-corporation-in-five-easy-steps/">until you get into a good corporation</a>. In addition to help and advice, a good corp with some solid corporate goals will offer players a sense of purpose and direction that can be hard to find on your own. The opportunity to be a part of something bigger than yourself and accomplish goals you could never hope to on your own can be a great motivator. Whether your corporation's goal is to build a freighter from scratch, run a massive industrial complex, engage in PvP or even lay claim to a system, it stands a much better chance of being achieved <a href="http://massively.joystiq.com/2009/10/11/eve-evolved-running-your-own-corporation/">when pilots cooperate</a>.<br />
<br />
In this opinion piece, I show how the whole can be greater than the sum of its parts as I look at a few of the goals corporations commonly work toward as a team.<p><a href="http://massively.joystiq.com/2010/03/07/eve-evolved-the-importance-of-corporate-goals/" rel="bookmark">Continue reading <em>EVE Evolved: The importance of corporate goals</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/2010/03/07/eve-evolved-the-importance-of-corporate-goals/">EVE Evolved: The importance of corporate goals</a> originally appeared on <a href="http://massively.joystiq.com">Massively</a> on Sun, 07 Mar 2010 18:00:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href="http://massively.joystiq.com/2010/03/07/eve-evolved-the-importance-of-corporate-goals/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/forward/19386172/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/2010/03/07/eve-evolved-the-importance-of-corporate-goals/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>ccp</category><category>ccp-eve</category><category>ccp-games</category><category>corp</category><category>corporation</category><category>eve</category><category>eve-ccp</category><category>eve-evolved</category><category>eve-mmorpg</category><category>eve-online</category><category>faction</category><category>factional-warfare</category><category>featured</category><category>goals</category><category>industrial</category><category>industry</category><category>motivation</category><category>opinion</category><category>piracy</category><category>pirate</category><category>quit</category><category>sandbox</category><category>starbase</category><category>wormhole</category><category>wormhole-exploration</category><category>wormholes</category><dc:creator><![CDATA[Brendan Drain]]></dc:creator><pubDate>Sun, 07 Mar 2010 18:00:00 EST</pubDate></item><item><title><![CDATA[Disguising the grind, part 2]]></title><link>http://massively.joystiq.com/2009/11/30/disguising-the-grind-part-2/</link><guid isPermaLink="true">http://massively.joystiq.com/2009/11/30/disguising-the-grind-part-2/</guid><comments>http://massively.joystiq.com/2009/11/30/disguising-the-grind-part-2/#comments</comments><description><![CDATA[<p><a href="http://massively.joystiq.com/2009/11/30/disguising-the-grind-part-2/" rel="bookmark">Continue reading <em>Disguising the grind, 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/2009/11/30/disguising-the-grind-part-2/">Disguising the grind, part 2</a> originally appeared on <a href="http://massively.joystiq.com">Massively</a> on Mon, 30 Nov 2009 10:00:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href="http://massively.joystiq.com/2009/11/30/disguising-the-grind-part-2/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/forward/19249110/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/2009/11/30/disguising-the-grind-part-2/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>developers</category><category>development</category><category>disguising</category><category>events</category><category>everquest-2</category><category>game-mechanics</category><category>gameplay</category><category>goals</category><category>grind</category><category>grinding</category><category>kill-ten-rats</category><category>lazy</category><category>mechanics</category><category>opinion</category><category>predictable</category><category>quest</category><category>quests</category><category>repetitive</category><category>trigger</category><category>world-of-warcraft</category><category>xp</category><dc:creator><![CDATA[Brendan Drain]]></dc:creator><pubDate>Mon, 30 Nov 2009 10:00:00 EST</pubDate></item><item><title><![CDATA[Disguising the grind]]></title><link>http://massively.joystiq.com/2009/11/30/disguising-the-grind/</link><guid isPermaLink="true">http://massively.joystiq.com/2009/11/30/disguising-the-grind/</guid><comments>http://massively.joystiq.com/2009/11/30/disguising-the-grind/#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/age-of-conan/" rel="tag">Age of Conan</a>, <a href="http://massively.joystiq.com/category/everquest-ii/" rel="tag">EverQuest II</a>, <a href="http://massively.joystiq.com/category/culture/" rel="tag">Culture</a>, <a href="http://massively.joystiq.com/category/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/quests/" rel="tag">Quests</a>, <a href="http://massively.joystiq.com/category/pve/" rel="tag">PvE</a>, <a href="http://massively.joystiq.com/category/opinion/" rel="tag">Opinion</a>, <a href="http://massively.joystiq.com/category/hands-on/" rel="tag">Hands-on</a>, <a href="http://massively.joystiq.com/category/virtual-worlds/" rel="tag">Virtual worlds</a></p><div style="text-align: center;"><a href="http://massively.joystiq.com/bloggers/brendan-drain/"><img vspace="4" hspace="4" border="1" alt="" src="http://www.blogcdn.com/massively.joystiq.com/media/2009/11/grind-title.jpg" /></a></div>
Believe it or not, <a href="http://massively.joystiq.com/tag/grind">grind</a> is an essential part of an MMO and we might be pretty lost without it. Repetitive content is the cornerstone of the MMO genre but it's not all just <a href="http://www.epicslant.com/2009/10/problem-with-quest-grind/">smacking monsters over the head for hours on end or completing yet another "kill ten rats" quest</a>. The repetitive elements in an MMO give us predictable gameplay in a form we can digest. We don't feel lost when we pick up a quest because it uses similar mechanics to previous quests we've done. From a development standpoint, the amount of time it takes to create new and unique gameplay for an MMO is quite large and it's just not feasible to churn out unique gameplay with every new piece of content. Instead, developers are forced to re-use the same gameplay mechanics over and over again. So if we genuinely appreciate predictable, repetitive gameplay and it's not feasible to do otherwise, why are we always so up-in-arms about the evils of grinding?<br />
<br />
In this probative opinion piece, I look at why we need repetitive gameplay in MMOs and the various ways developers disguise grind to keep the game entertaining.<br />
<strong>Update: Link to page 2 fixed. Thanks Brian!</strong><p><a href="http://massively.joystiq.com/2009/11/30/disguising-the-grind/" rel="bookmark">Continue reading <em>Disguising the grind</em></a></p><p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://massively.joystiq.com"><img src="http://massively.joystiq.com/media/feedlogo.gif" alt="Massively" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://massively.joystiq.com/2009/11/30/disguising-the-grind/">Disguising the grind</a> originally appeared on <a href="http://massively.joystiq.com">Massively</a> on Mon, 30 Nov 2009 10:00:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href="http://massively.joystiq.com/2009/11/30/disguising-the-grind/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/forward/19240216/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/2009/11/30/disguising-the-grind/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>developers</category><category>development</category><category>disguising</category><category>events</category><category>everquest-2</category><category>game-mechanics</category><category>gameplay</category><category>goals</category><category>grind</category><category>grinding</category><category>kill-ten-rats</category><category>lazy</category><category>mechanics</category><category>opinion</category><category>predictable</category><category>quest</category><category>quests</category><category>repetitive</category><category>trigger</category><category>world-of-warcraft</category><category>xp</category><dc:creator><![CDATA[Brendan Drain]]></dc:creator><pubDate>Mon, 30 Nov 2009 10:00:00 EST</pubDate></item><item><title><![CDATA[CCP's Ryan Dancey on keeping EVE Online compelling]]></title><link>http://massively.joystiq.com/2009/11/06/ccps-ryan-dancey-on-keeping-eve-online-compelling/</link><guid isPermaLink="true">http://massively.joystiq.com/2009/11/06/ccps-ryan-dancey-on-keeping-eve-online-compelling/</guid><comments>http://massively.joystiq.com/2009/11/06/ccps-ryan-dancey-on-keeping-eve-online-compelling/#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/economy/" rel="tag">Economy</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><a href="http://massively.joystiq.com/category/eve-online"><img vspace="4" hspace="4" border="1" align="middle" alt="" src="http://www.blogcdn.com/massively.joystiq.com/media/2009/11/orcafleetat580.jpg" /></a><br />
<a href="http://massively.joystiq.com/tag/ccp-games">CCP Games</a> Chief Marketing Officer Ryan S. Dancey recently spoke with <a href="http://www.gamasutra.com">Gamasutra</a>'s Christian Nutt about the state of <a href="http://www.eveonline.com"><em>EVE Online</em></a> and what makes the sci-fi title unique. <a href="http://massively.joystiq.com/category/eve-online"><em>EVE</em></a> has traits that many MMOs don't, such as <a href="http://massively.joystiq.com/tag/council-of-stellar-management">player governance</a>, a dynamic virtual economy, and slow but continual subscription growth. CCP does face problems in tandem with that growth however, namely from <a href="http://massively.joystiq.com/2009/08/17/eve-onlines-anti-rmt-operation-unholy-rage-bans-over-6200-accou/">RMT operations</a>. There is also the issue of balancing developer control over aspects of the game's economy (mission rewards, salvage and loot drops, ISK sinks) with the ideal of allowing <em>EVE</em>'s economy to be as player-driven as possible, explains Dancey. <br />
<br />
Among other things discussed in the interview, Gamasutra asks how <a href="http://www.white-wolf.com">White Wolf</a> has changed following the <a href="http://www.gamasutra.com/php-bin/news_index.php?story=11670">merger with CCP Games</a> nearly three years ago. Dancey tells Gamasutra: <em>"It's just an imprint... White Wolf used to have a fairly large staff. It doesn't anymore. It's focusing primarily on the World of Darkness RPG products. It's not doing some of the things it used to do; board games and other card games and things. The focus of the company [CCP] is on making MMOs and our legacy table top business is a legacy business." </em><p><a href="http://massively.joystiq.com/2009/11/06/ccps-ryan-dancey-on-keeping-eve-online-compelling/" rel="bookmark">Continue reading <em>CCP's Ryan Dancey on keeping EVE Online compelling</em></a></p><p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://massively.joystiq.com"><img src="http://massively.joystiq.com/media/feedlogo.gif" alt="Massively" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://massively.joystiq.com/2009/11/06/ccps-ryan-dancey-on-keeping-eve-online-compelling/">CCP's Ryan Dancey on keeping EVE Online compelling</a> originally appeared on <a href="http://massively.joystiq.com">Massively</a> on Fri, 06 Nov 2009 20:00:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href=http://www.gamasutra.com/php-bin/news_index.php?story=25704>Read</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/2009/11/06/ccps-ryan-dancey-on-keeping-eve-online-compelling/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/forward/19226429/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/2009/11/06/ccps-ryan-dancey-on-keeping-eve-online-compelling/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>ccp</category><category>ccp-games</category><category>chief-marketing-officer</category><category>christian-nutt</category><category>economy</category><category>eve</category><category>eve-online</category><category>gamasutra</category><category>goals</category><category>interviews</category><category>mmo-industry</category><category>player-driven</category><category>plex</category><category>rmt</category><category>ryan-dancey</category><category>subscribers</category><category>unholy-rage</category><category>virtual-economy</category><category>white-wolf</category><category>world-of-darkness</category><dc:creator><![CDATA[James Egan]]></dc:creator><pubDate>Fri, 06 Nov 2009 20:00:00 EST</pubDate></item><item><title><![CDATA[The Daily Grind: Leveling up in real life]]></title><link>http://massively.joystiq.com/2009/08/30/the-daily-grind-leveling-up-in-real-life/</link><guid isPermaLink="true">http://massively.joystiq.com/2009/08/30/the-daily-grind-leveling-up-in-real-life/</guid><comments>http://massively.joystiq.com/2009/08/30/the-daily-grind-leveling-up-in-real-life/#comments</comments><description><![CDATA[<p>Filed under: <a href="http://massively.joystiq.com/category/leveling/" rel="tag">Leveling</a>, <a href="http://massively.joystiq.com/category/the-daily-grind/" rel="tag">The Daily Grind</a></p><a href="http://www.takepart.com/blog/2009/04/03/why-climb-the-corporate-ladder/"><img hspace="4" border="1" align="right" vspace="4" src="http://www.blogcdn.com/massively.joystiq.com/media/2009/08/tdglevelingupinreallife_225px.jpg" alt="" /></a>The other day, <a href="http://massively.joystiq.com/2009/08/27/the-daily-grind-the-journey-versus-the-destination/">we asked our readers</a> whether they take their time <a href="http://massively.joystiq.com/category/leveling">leveling</a> or if they make a mad dash to the level cap. We had a variety of responses, with some people fitting into one of the two polar opposites and others placing themselves somewhere in the middle. One reader, Accordance, <a href="http://massively.joystiq.com/2009/08/27/the-daily-grind-the-journey-versus-the-destination/comments/21180445/">made a comment</a> that brought up another aspect of the discussion: <em>"I think it would be worthwhile to discuss how we play games as a reflection of how we live our day-to-day lives outside of games." </em><br /><br />While it may seem like a no-brainer that the goal-oriented career-focused person in real life would also be tearing through achievements in a game, we have a feeling that this may not always be the case. Perhaps the fast pace of your professional life leads you to want to take things slower and relax when playing an MMO? On the other hand you might have someone with a steady and undemanding job, happy with their station in life, who comes home from work and gets satisfaction from blazing through their MMO goals. So where do you fit? Does your leveling/playstyle in general match your real-life attitude towards goals?<br /><br />[Thanks, Accordance!]<p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://massively.joystiq.com"><img src="http://massively.joystiq.com/media/feedlogo.gif" alt="Massively" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://massively.joystiq.com/2009/08/30/the-daily-grind-leveling-up-in-real-life/">The Daily Grind: Leveling up in real life</a> originally appeared on <a href="http://massively.joystiq.com">Massively</a> on Sun, 30 Aug 2009 08:00:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href="http://massively.joystiq.com/2009/08/30/the-daily-grind-leveling-up-in-real-life/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/forward/19144944/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/2009/08/30/the-daily-grind-leveling-up-in-real-life/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>goal-oriented</category><category>goals</category><category>leveling</category><category>real-life</category><category>tdg</category><category>the-daily-grind</category><dc:creator><![CDATA[William Dobson]]></dc:creator><pubDate>Sun, 30 Aug 2009 08:00:00 EST</pubDate></item><item><title><![CDATA[Anti-Aliased: Serious business guys, serious business]]></title><link>http://massively.joystiq.com/2009/03/27/anti-aliased-serious-business-guys-serious-business/</link><guid isPermaLink="true">http://massively.joystiq.com/2009/03/27/anti-aliased-serious-business-guys-serious-business/</guid><comments>http://massively.joystiq.com/2009/03/27/anti-aliased-serious-business-guys-serious-business/#comments</comments><description><![CDATA[<p>Filed under: <a href="http://massively.joystiq.com/category/culture/" rel="tag">Culture</a>, <a href="http://massively.joystiq.com/category/game-mechanics/" rel="tag">Game mechanics</a>, <a href="http://massively.joystiq.com/category/pvp/" rel="tag">PvP</a>, <a href="http://massively.joystiq.com/category/raiding/" rel="tag">Raiding</a>, <a href="http://massively.joystiq.com/category/endgame/" rel="tag">Endgame</a>, <a href="http://massively.joystiq.com/category/grouping/" rel="tag">Grouping</a>, <a href="http://massively.joystiq.com/category/pve/" rel="tag">PvE</a>, <a href="http://massively.joystiq.com/category/opinion/" rel="tag">Opinion</a>, <a href="http://massively.joystiq.com/category/anti-aliased/" rel="tag">Anti-Aliased</a></p><div style="text-align: center;"><a href="http://massively.joystiq.com/category/anti-aliased"><img hspace="4" border="1" vspace="4" src="http://www.blogcdn.com/massively.joystiq.com/media/2009/03/srslyguys.jpg" alt="" /></a><br /></div>
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<div style="text-align: left;">This is one of those quintessential arguments that pops up time and time again amongst gamers, guilds, groups, and communities. It's an argument that divides people, pisses off people, and causes countless more gamers to alienate other gamers. How serious should you be about playing your game?<br /></div>
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<br />Of course we laugh about a topic like this one. Games aren't suppose to be serious, that's why they're games! They're suppose to be fun and enjoyable. If you're not having fun, then you're doing something seriously wrong. For the most part, all of this is true. Yet, there are small segments of the games that we play that actually can require everyone to sit down and "get serious."<br /><br />We see it in raiding tactics, player vs. player tactics, loot distribution, and many other areas (including the entire universe of <a href="http://www.eveonline.com">EVE Online</a>, which seems to be played <strong>very seriously</strong>.) We've even dedicated a segment of our culture to this type of behavior -- the "hardcore" crowd.<br /><br />So, let's go forward and look at the question, "Are games getting too serious?"<p><a href="http://massively.joystiq.com/2009/03/27/anti-aliased-serious-business-guys-serious-business/" rel="bookmark">Continue reading <em>Anti-Aliased: Serious business guys, serious business</em></a></p><p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://massively.joystiq.com"><img src="http://massively.joystiq.com/media/feedlogo.gif" alt="Massively" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://massively.joystiq.com/2009/03/27/anti-aliased-serious-business-guys-serious-business/">Anti-Aliased: Serious business guys, serious business</a> originally appeared on <a href="http://massively.joystiq.com">Massively</a> on Fri, 27 Mar 2009 16:00:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href="http://massively.joystiq.com/2009/03/27/anti-aliased-serious-business-guys-serious-business/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/forward/1500573/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/2009/03/27/anti-aliased-serious-business-guys-serious-business/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>anti-aliased</category><category>challenges</category><category>cooperation</category><category>decision-making</category><category>decisions</category><category>difficult</category><category>eve-online</category><category>featured</category><category>goals</category><category>grouping</category><category>guilds</category><category>joystiqfeatures</category><category>leader</category><category>leadership</category><category>obstacles</category><category>pve</category><category>pvp</category><category>raid-leader</category><category>raiding</category><category>serious-business</category><category>seriousness</category><category>stress</category><category>teamwork</category><category>world-of-warcraft</category><dc:creator><![CDATA[Seraphina Brennan]]></dc:creator><pubDate>Fri, 27 Mar 2009 16:00:00 EST</pubDate></item><item><title><![CDATA[GDC08: Why are goal structures important to MMOs and VWs?]]></title><link>http://massively.joystiq.com/2008/02/19/gdc08-why-are-goal-structures-important-to-mmos-and-vws/</link><guid isPermaLink="true">http://massively.joystiq.com/2008/02/19/gdc08-why-are-goal-structures-important-to-mmos-and-vws/</guid><comments>http://massively.joystiq.com/2008/02/19/gdc08-why-are-goal-structures-important-to-mmos-and-vws/#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/business-models/" rel="tag">Business models</a>, <a href="http://massively.joystiq.com/category/economy/" rel="tag">Economy</a>, <a href="http://massively.joystiq.com/category/events-real-world/" rel="tag">Events, real-world</a>, <a href="http://massively.joystiq.com/category/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/crafting/" rel="tag">Crafting</a>, <a href="http://massively.joystiq.com/category/virtual-worlds/" rel="tag">Virtual worlds</a>, <a href="http://massively.joystiq.com/category/massively-event-coverage/" rel="tag">Massively Event Coverage</a></p><center><a href="http://massively.joystiq.com/photos/gdc-08-worlds-in-motion-summit/649379/"><img vspace="4" hspace="4" border="1" alt="" src="http://www.blogcdn.com/massively.joystiq.com/media/2008/02/erik3.jpg" /></a></center><br />The following is a quite excellent session from the <a href="http://massively.joystiq.com/photos/gdc-08-worlds-in-motion-summit/">Worlds in Motion</a> GDC track given by Erik Bethke, CEO of <a href="http://www.gopetslive.com/">GoPets</a>. The takeaway message is about what virtual worlds can learn from MMOs in terms of providing intelligent goal structures. <br /><br /><strong> Erik:</strong> How do we apply MMO goal structures to virtual worlds (and to almost everything)? Virtual worlders tend to hate games like <a href="http://massively.joystiq.com/category/world-of-warcraft/"><em>WoW</em></a> because they're not "erudite" enough but look at this screenshot (shows slide of a UI from a raid) and look at how complicated the user interface is. With 10 million people playing, is it hardcore or is it casual? I get really frustrated with arguments about UI: the raid screenshot proves that even this level of complexity can break through to a larger audience. <br /><br /> Shows slide of quest-giver goblin in WoW: "virtual worlds are missing the little guys with exclamation points above their heads." Looking at other examples of goal structures: look at how successful <a href="http://massively.joystiq.com/category/puzzle-quest"><em>Puzzle Quest</em></a> got by combining Bejeweled with RPG elements. Look at <a href="http://www.chorewars.com/">Chore Wars</a> -- suddenly I get excited about walking the dog (laughter). Even something like the <a href="http://www.linkedin.com">LinkedIn</a> registration process -- I logged in one day and saw that my "progress bar" was only at 40% and how can I live with that?! I had to level up in LinkedIn. I found out I needed to get testimonials from my contacts to get higher -- it was a group quest! I got pissed that I couldn't solo LinkedIn (lots of laughter).<p><a href="http://massively.joystiq.com/2008/02/19/gdc08-why-are-goal-structures-important-to-mmos-and-vws/" rel="bookmark">Continue reading <em>GDC08: Why are goal structures important to MMOs and VWs?</em></a></p><p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://massively.joystiq.com"><img src="http://massively.joystiq.com/media/feedlogo.gif" alt="Massively" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://massively.joystiq.com/2008/02/19/gdc08-why-are-goal-structures-important-to-mmos-and-vws/">GDC08: Why are goal structures important to MMOs and VWs?</a> originally appeared on <a href="http://massively.joystiq.com">Massively</a> on Tue, 19 Feb 2008 17:25:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href="http://massively.joystiq.com/2008/02/19/gdc08-why-are-goal-structures-important-to-mmos-and-vws/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/forward/1119180/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/2008/02/19/gdc08-why-are-goal-structures-important-to-mmos-and-vws/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>casual</category><category>chore-wars</category><category>erik-bethke</category><category>featured</category><category>gdc08</category><category>gdc08fanboy</category><category>goal-structures</category><category>goals</category><category>gopets</category><category>hardcore</category><category>joystiqfeatures</category><category>linkedin</category><category>puzzle-quest</category><category>ui</category><dc:creator><![CDATA[Barb Dybwad]]></dc:creator><pubDate>Tue, 19 Feb 2008 17:25:00 EST</pubDate></item></channel></rss>
