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<generator>Blogsmith http://www.blogsmith.com/</generator><item><title><![CDATA[Anarchy Online celebrates 10 years this weekend]]></title><link>http://massively.joystiq.com/2011/06/23/anarchy-online-celebrates-10-years-this-weekend/</link><guid isPermaLink="true">http://massively.joystiq.com/2011/06/23/anarchy-online-celebrates-10-years-this-weekend/</guid><comments>http://massively.joystiq.com/2011/06/23/anarchy-online-celebrates-10-years-this-weekend/#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/anarchy-online/" rel="tag">Anarchy Online</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/news-items/" rel="tag">News items</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://www.anarchy-online.com/wsp/anarchy/frontend.cgi?func=publish.show&amp;template=content&amp;func_id=2645&amp;table=CONTENT"><img border="1" hspace="4" src="http://www.blogcdn.com/massively.joystiq.com/media/2011/06/wallpaperanarchyonline061600.jpg" vspace="4" /></a></div>
It seems like there's an MMO anniversary happening every other day around these parts. While it's indeed commendable for some of these games to last a year or three, <a href="http://funcom.com">Funcom's</a> <a href="http://anarchy-online.com"><em>Anarchy Online</em></a> has just reached the lofty summit reserved for the likes of <a href="http://everquest.com"><em>EverQuest</em></a> and <a href="http://www.uoherald.com/"><em>Ultima Online</em></a>: Yep, Rubi-Ka is 10 years old and still going strong.<br />
<br />
<a href="http://massively.joystiq.com/tag/funcom">Funcom</a> has issued a press release that's heavy on the innovative aspects of the world's first sci-fi MMORPG. "<em><span style="font-size: small;">Instancing, massive player vs. player combat, digital download of games, in-game advertisement, virtual world radio, concerts, virtual items, and freemium business models</span></em>" are just a few of the initiatives that showed up early in <a href="http://massively.joystiq.com/category/anarchy-online"><em>Anarchy Online</em></a>. The release also serves to accentuate how much has changed since the game's genesis, as it notes that <em>AO's</em> original 1995 design document questioned the future viability of the internet and hoped for 2,500 subscribers.<br />
<br />
No 10-year anniversary would be complete without a respectable bash, and Funcom's release also outlines the festivities coming your way in the form of events and new content. The party (jointly produced by Funcom and <a href="http://www.gridstream.org/gsp-nextgen/subpages/news.aspx">Gridstream Productions</a>) starts tomorrow at 7:00 p.m. EDT and will continue into the weekend. Even if you're not up for virtual dancing, you'll want to check it out for a new birthday raid, new vehicles, clothing, gear, action figures, and pets. Head to the official website to <a href="http://www.anarchy-online.com/wsp/anarchy/frontend.cgi?func=publish.show&amp;template=content&amp;func_id=2645&amp;table=CONTENT">learn more</a>.<p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://massively.joystiq.com"><img src="http://massively.joystiq.com/media/feedlogo.gif" alt="Massively" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://massively.joystiq.com/2011/06/23/anarchy-online-celebrates-10-years-this-weekend/">Anarchy Online celebrates 10 years this weekend</a> originally appeared on <a href="http://massively.joystiq.com">Massively</a> on Thu, 23 Jun 2011 18:30:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href="http://massively.joystiq.com/2011/06/23/anarchy-online-celebrates-10-years-this-weekend/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/forward/19974744/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/2011/06/23/anarchy-online-celebrates-10-years-this-weekend/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>10-year-anniversary</category><category>anarchy-online</category><category>anniversary</category><category>ao</category><category>birthday-raid</category><category>f2p</category><category>free-to-play</category><category>freemium</category><category>funcom</category><category>in-game-event</category><category>instancing</category><category>longevity</category><category>mmo-industry</category><category>new-content</category><category>new-gear</category><category>new-pets</category><category>party</category><category>rubi-ka</category><category>sci-fi</category><dc:creator><![CDATA[Jef Reahard]]></dc:creator><pubDate>Thu, 23 Jun 2011 18:30:00 EST</pubDate></item><item><title><![CDATA[The Anvil of Crom: Server merges, separation, and why both are potentially swell]]></title><link>http://massively.joystiq.com/2011/06/05/the-anvil-of-crom-server-merges-segregation-and-why-both-are/</link><guid isPermaLink="true">http://massively.joystiq.com/2011/06/05/the-anvil-of-crom-server-merges-segregation-and-why-both-are/</guid><comments>http://massively.joystiq.com/2011/06/05/the-anvil-of-crom-server-merges-segregation-and-why-both-are/#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/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></p><div style="text-align: center;">
	<a href="http://massively.joystiq.com/category/the-anvil-of-crom"><img border="1" hspace="4" src="http://www.blogcdn.com/massively.joystiq.com/media/2011/06/aocbannermain.jpg" vspace="4" /></a></div>
<a href="http://massively.joystiq.com/2011/05/29/the-anvil-of-crom-beggars-choosers-and-why-unrated-isnt-a-si/">Last week</a> I mentioned that the <a href="http://ageofconan.com"><em>Age of Conan Unrated</em></a> announcement has given us a lot to talk about. There's the <a href="http://massively.joystiq.com/2011/05/25/funcom-planning-age-of-conan-unrated-f2p-launch-this-summer/">800-lb. free-to-try elephant</a> in the room, there's a bunch of new content that's both <a href="http://massively.joystiq.com/2011/06/02/funcom-profiles-age-of-conans-forgotten-city-and-the-breach-sol/">coming soon</a> and already here, and there's also an endlessly fascinating quote from <a href="http://funcom.com">Funcom</a> game director Craig "<a href="http://massively.joystiq.com/tag/craig-morrison">Silirrion</a>" Morrison that is, well, endlessly fascinating.<br />
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This last bit got lost in the big announcement blitzkrieg, and because it was buried in the depths of a thread about roleplay on the EU boards, it's safe to assume that 99.99% of <a href="http://massively.joystiq.com/category/age-of-conan"><em>Age of Conan</em></a> players didn't read it. Regardless, it may well be one of the more interesting and exciting developments in <em>Age of Conan's</em> short history. What was it about? Well, it involves servers, server merges, and new technology that could change the way we think about MMORPGs and server populations.<p><a href="http://massively.joystiq.com/2011/06/05/the-anvil-of-crom-server-merges-segregation-and-why-both-are/" rel="bookmark">Continue reading <em>The Anvil of Crom: Server merges, separation, and why both are potentially swell</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/2011/06/05/the-anvil-of-crom-server-merges-segregation-and-why-both-are/">The Anvil of Crom: Server merges, separation, and why both are potentially swell</a> originally appeared on <a href="http://massively.joystiq.com">Massively</a> on Sun, 05 Jun 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/2011/06/05/the-anvil-of-crom-server-merges-segregation-and-why-both-are/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/forward/19953694/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/2011/06/05/the-anvil-of-crom-server-merges-segregation-and-why-both-are/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>age-of-conan</category><category>age-of-conan-unrated</category><category>anvil-of-crom</category><category>aoc</category><category>aoc-unrated</category><category>conan</category><category>craig-morrison</category><category>f2p</category><category>fantasy</category><category>featured</category><category>free-to-play</category><category>funcom</category><category>hyboria</category><category>instancing</category><category>opinion</category><category>player-content</category><category>player-generated-content</category><category>private-server</category><category>private-servers</category><category>pve</category><category>pvp</category><category>roleplaying</category><category>segregation</category><category>server</category><category>server-copies</category><category>server-merges</category><category>servers</category><category>silirrion</category><category>the-anvil-of-crom</category><dc:creator><![CDATA[Jef Reahard]]></dc:creator><pubDate>Sun, 05 Jun 2011 12:00:00 EST</pubDate></item><item><title><![CDATA[The Daily Grind: Why don't you like PvE?]]></title><link>http://massively.joystiq.com/2011/01/06/the-daily-grind-why-dont-you-like-pve/</link><guid isPermaLink="true">http://massively.joystiq.com/2011/01/06/the-daily-grind-why-dont-you-like-pve/</guid><comments>http://massively.joystiq.com/2011/01/06/the-daily-grind-why-dont-you-like-pve/#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/pve/" rel="tag">PvE</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.playonline.com"><img vspace="4" hspace="4" border="1" alt="" src="http://www.blogcdn.com/massively.joystiq.com/media/2011/01/ffxi-pve-epl-101.jpg" /></a></div>
You might know that it's not real. You might be reminding yourself that all you're fighting are lines of computer code sitting on a server somewhere with no connection to a real heroic struggle. But if you're even remotely a fan of fantasy, when you find yourself drawing your weapon of choice against a dragon, you can't help but identify with a long-held tradition. There's a reason many players will judge a game solely on its <a href="http://massively.joystiq.com/category/PvE/">PvE</a> -- while PvP is all about balance and mechanics, PvE is all about showing you <a href="http://en.wikipedia.org/wiki/Sense_of_wonder">something new and amazing</a>.<br />
<br />
But we come here to bury PvE, not praise it. Maybe you get annoyed, from time to time, at the thought that all you're really doing is dancing according to a known pattern in tune with computer code. Maybe you don't like realizing that all of your accomplishments will be reset along a set pattern. Or maybe you're just not a fan of fighting internet dragons when you could fight real opponents sitting behind a keyboard. Whatever your reason, tell us -- why don't you like PvE?<br />
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<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/2011/01/06/the-daily-grind-why-dont-you-like-pve/">The Daily Grind: Why don't you like PvE?</a> originally appeared on <a href="http://massively.joystiq.com">Massively</a> on Thu, 06 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/2011/01/06/the-daily-grind-why-dont-you-like-pve/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/forward/19783314/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/2011/01/06/the-daily-grind-why-dont-you-like-pve/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>content-resets</category><category>dungeons</category><category>instanced-content</category><category>instances</category><category>instancing</category><category>internet-dragons</category><category>opinion</category><category>player-versus-environment</category><category>pve</category><category>raid</category><category>raiding</category><category>raids</category><category>tdg</category><category>the-daily-grind</category><dc:creator><![CDATA[Eliot Lefebvre]]></dc:creator><pubDate>Thu, 06 Jan 2011 08:00:00 EST</pubDate></item><item><title><![CDATA[GDCO 2010: Spacetime Studios' Cinco Barnes talks mobile design]]></title><link>http://massively.joystiq.com/2010/10/10/gdc-online-2010-spacetime-studios-cinco-barnes-talks-mobile-de/</link><guid isPermaLink="true">http://massively.joystiq.com/2010/10/10/gdc-online-2010-spacetime-studios-cinco-barnes-talks-mobile-de/</guid><comments>http://massively.joystiq.com/2010/10/10/gdc-online-2010-spacetime-studios-cinco-barnes-talks-mobile-de/#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/business-models/" rel="tag">Business models</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>, <a href="http://massively.joystiq.com/category/free-to-play/" rel="tag">Free-to-play</a>, <a href="http://massively.joystiq.com/category/mobile/" rel="tag">Mobile</a>, <a href="http://massively.joystiq.com/category/casual/" rel="tag">Casual</a>, <a href="http://massively.joystiq.com/category/massively-interviews/" rel="tag">Massively Interviews</a>, <a href="http://massively.joystiq.com/category/massively-event-coverage/" rel="tag">Massively Event Coverage</a></p><div style="text-align: center;"><a href="http://massively.joystiq.com/tag/gdc-online-2010/"><img hspace="4" border="1" vspace="4" alt="" src="http://www.blogcdn.com/massively.joystiq.com/media/2010/10/pocketlegends-2.jpg" /></a></div>
<a href="http://www.spacetimestudios.com/">Spacetime Studios</a>, the developer of the popular mobile MMO <em><a href="http://www.spacetimestudios.com/content.php">Pocket Legends</a></em>, was started back in 2005 to create large-scale MMOs. Its founders decided to make a mobile platform MMO upon seeing the obvious marketing opportunity that the <a href="http://www.apple.com/iphone/">iPhone</a> provided. After all, the players would already be connected and would be accustomed to microtransactions through exposure to iTunes and the app store.<br />
<br />
Of course, development could prove disastrous if the wrong game plan were followed, so Spacetime decided to keep it simple. How simple? Cinco Barnes of Spacetime was on hand at <a href="http://www.gdconline.com/">GDC Online</a> to explain how his team members did it. What they found was a chance to do more than they'd initially planned on -- and an audience ready to gobble up everything <a href="http://massively.joystiq.com/2010/10/09/pocket-legends-update-brings-new-content-increased-level-cap/">the studio could create</a>.<p><a href="http://massively.joystiq.com/2010/10/10/gdc-online-2010-spacetime-studios-cinco-barnes-talks-mobile-de/" rel="bookmark">Continue reading <em>GDCO 2010: Spacetime Studios' Cinco Barnes talks mobile design</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/2010/10/10/gdc-online-2010-spacetime-studios-cinco-barnes-talks-mobile-de/">GDCO 2010: Spacetime Studios' Cinco Barnes talks mobile design</a> originally appeared on <a href="http://massively.joystiq.com">Massively</a> on Sun, 10 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/2010/10/10/gdc-online-2010-spacetime-studios-cinco-barnes-talks-mobile-de/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/forward/19667632/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/2010/10/10/gdc-online-2010-spacetime-studios-cinco-barnes-talks-mobile-de/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>app store</category><category>AppStore</category><category>beau-hindman</category><category>cash-shop</category><category>EQ2</category><category>EQII</category><category>EverQuest-2</category><category>everquest-ii</category><category>f2p</category><category>featured</category><category>free-to-play</category><category>freemium</category><category>ftp</category><category>game-developers-conference</category><category>gdc-2010</category><category>gdc-online</category><category>gdc-online-2010</category><category>guild-wars</category><category>Guild-Wars-2</category><category>guild-wars-nightfall</category><category>gw2</category><category>instancing</category><category>ipad</category><category>iphone</category><category>microtransaction</category><category>Microtransactions</category><category>mobile</category><category>mobile-mmo</category><category>mobile-mmorpg</category><category>nightfall</category><category>pocket-legends</category><category>spacetime-studios</category><category>zoning</category><dc:creator><![CDATA[Beau Hindman]]></dc:creator><pubDate>Sun, 10 Oct 2010 10:00:00 EST</pubDate></item><item><title><![CDATA[The Mog Log: We interrupt this broadcast for a conversation]]></title><link>http://massively.joystiq.com/2010/06/19/the-mog-log-we-interrupt-this-broadcast-for-a-conversation/</link><guid isPermaLink="true">http://massively.joystiq.com/2010/06/19/the-mog-log-we-interrupt-this-broadcast-for-a-conversation/</guid><comments>http://massively.joystiq.com/2010/06/19/the-mog-log-we-interrupt-this-broadcast-for-a-conversation/#comments</comments><description><![CDATA[<p>Filed under: <a href="http://massively.joystiq.com/category/fantasy/" rel="tag">Fantasy</a>, <a href="http://massively.joystiq.com/category/final-fantasy-xi/" rel="tag">Final Fantasy XI</a>, <a href="http://massively.joystiq.com/category/opinion/" rel="tag">Opinion</a>, <a href="http://massively.joystiq.com/category/consoles/" rel="tag">Consoles</a>, <a href="http://massively.joystiq.com/category/final-fantasy-xiv/" rel="tag">Final Fantasy XIV</a>, <a href="http://massively.joystiq.com/category/the-mog-log/" rel="tag">The Mog Log</a></p><div style="text-align: center;"><a href="http://fienemannroad.wordpress.com/"><img vspace="4" hspace="4" border="1" alt="" src="http://www.blogcdn.com/massively.joystiq.com/media/2010/06/ffxi-moglog-comm-epl-616-1276730042.jpg" /></a></div>
The verdict on our <a href="http://www.playonline.com/ff11us/promathia/index.html"><em>Chains of Promathia</em></a> trial is... postponed for a little bit. (I did warn everyone.) With the revelations of <a href="http://massively.joystiq.com/tag/E3-2010/">E3</a> and the new <a href="http://www.finalfantasyxiv.com"><em>Final Fantasy XIV</em></a> <a href="http://massively.joystiq.com/2010/06/15/final-fantasy-xiv-launches-benchmark-application/">benchmark</a>, not to mention the upcoming <a href="http://massively.joystiq.com/tag/June-version-update/">June version update</a>, we've had plenty to talk about in the community of late. There's news about how the game will play, new areas to explore, new cinematics and previews, and the chance to annoy everyone in the months leading up to <a href="http://massively.joystiq.com/category/Final-Fantasy-XIV/"><em>Final Fantasy XIV</em></a>'s release by posting your computer's score whenever possible.<br />
<br />
I'll admit to finding the benchmark a bit surprising, actually. The benchmark for <a href="http://www.playonline.com"><em>Final Fantasy XI</em></a> didn't come out until it was fairly close to release... which implies to me that the game is more finished than <a href="http://massively.joystiq.com/tag/Square-Enix/">Square-Enix</a> is letting on. That, in my mind, ties into the most interesting part of <a href="http://massively.joystiq.com/2010/06/17/e3-2010-our-exclusive-interview-with-final-fantasy-xiv-executiv/">our interview with Tanaka</a>, where he mentioned that this entire phase of testing was created for player feedback. I'm not saying anything, just speculating. But it's not my place to speculate this week, is it?<p><a href="http://massively.joystiq.com/2010/06/19/the-mog-log-we-interrupt-this-broadcast-for-a-conversation/" rel="bookmark">Continue reading <em>The Mog Log: We interrupt this broadcast for a conversation</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/2010/06/19/the-mog-log-we-interrupt-this-broadcast-for-a-conversation/">The Mog Log: We interrupt this broadcast for a conversation</a> originally appeared on <a href="http://massively.joystiq.com">Massively</a> on Sat, 19 Jun 2010 12:00:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href="http://massively.joystiq.com/2010/06/19/the-mog-log-we-interrupt-this-broadcast-for-a-conversation/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/forward/19519544/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/2010/06/19/the-mog-log-we-interrupt-this-broadcast-for-a-conversation/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>benchmark</category><category>community</category><category>discussion</category><category>featured</category><category>ff</category><category>ff11</category><category>ff14</category><category>ffxi</category><category>ffxiv</category><category>final-fantasy</category><category>final-fantasy-11</category><category>final-fantasy-14</category><category>final-fantasy-xi</category><category>final-fantasy-xiv</category><category>importing</category><category>instancing</category><category>june-version-update</category><category>square</category><category>square-enix</category><category>stat-penalties</category><category>stats</category><category>weakness</category><dc:creator><![CDATA[Eliot Lefebvre]]></dc:creator><pubDate>Sat, 19 Jun 2010 12:00:00 EST</pubDate></item><item><title><![CDATA[The Daily Grind: Want a private server?]]></title><link>http://massively.joystiq.com/2010/04/09/the-daily-grind-want-a-private-server/</link><guid isPermaLink="true">http://massively.joystiq.com/2010/04/09/the-daily-grind-want-a-private-server/</guid><comments>http://massively.joystiq.com/2010/04/09/the-daily-grind-want-a-private-server/#comments</comments><description><![CDATA[<p>Filed under: <a href="http://massively.joystiq.com/category/the-daily-grind/" rel="tag">The Daily Grind</a>, <a href="http://massively.joystiq.com/category/roleplaying/" rel="tag">Roleplaying</a></p><div style="text-align: center;"><img vspace="4" hspace="4" border="1" src="http://www.blogcdn.com/massively.joystiq.com/media/2010/04/serverfarm000000560562small-1270647985.jpg" alt="" /></div>
When someone says 'private server' with respect to MMORPGs, it's hard to avoid mentally swapping a few letters and coming up with 'pirate server.' Rarely, if ever, have game companies licensed their software to individuals or groups, preferring instead to maintain tight control over the end user's options and general gaming experience.<br />
<br />
The lock down hasn't stopped many enterprising coders from rolling out their own versions of their favorite games. Titles as diverse as Ultima Online, <a href="http://www.starwarsgalaxies.com"><em>Star Wars Galaxies</em></a>, <a href="http://www.lineage2.com/"><em>Lineage 2</em></a>, <a href="http://www.aiononline.com"><em>Aion</em></a>, and <a href="http://www.worldofwarcraft.com"><em>World of Warcraft</em></a> have all been accurately replicated by third parties in the past, and many of these private communities, while illegal, boast very respectable user populations.<br />
<br />
Clearly there's a market for a customizable MMORPG experience, and I'm curious why development teams and publishers haven't tried to cater to it.  Is it the costs involved? The technology? Surely with all the instancing in use in today's games it wouldn't be too much of a stretch to rent copies of the game world to roleplayers, immersion enthusiasts, and others who prefer a little more control over their experience.<br />
<br />
What do you think, dear readers? Would you, or your guild, pay a premium for your own MMORPG server?<p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://massively.joystiq.com"><img src="http://massively.joystiq.com/media/feedlogo.gif" alt="Massively" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://massively.joystiq.com/2010/04/09/the-daily-grind-want-a-private-server/">The Daily Grind: Want a private server?</a> originally appeared on <a href="http://massively.joystiq.com">Massively</a> on Fri, 09 Apr 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/2010/04/09/the-daily-grind-want-a-private-server/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/forward/19429802/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/2010/04/09/the-daily-grind-want-a-private-server/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>instancing</category><category>pirate-server</category><category>premium-server</category><category>private-servers</category><category>software-licensing</category><category>the-daily-grind</category><dc:creator><![CDATA[Jef Reahard]]></dc:creator><pubDate>Fri, 09 Apr 2010 08:00:00 EST</pubDate></item><item><title><![CDATA[GDC10: Land of Chaos Online interview]]></title><link>http://massively.joystiq.com/2010/03/11/gdc10-land-of-chaos-online-interview/</link><guid isPermaLink="true">http://massively.joystiq.com/2010/03/11/gdc10-land-of-chaos-online-interview/</guid><comments>http://massively.joystiq.com/2010/03/11/gdc10-land-of-chaos-online-interview/#comments</comments><description><![CDATA[<p>Filed under: <a href="http://massively.joystiq.com/category/betas/" rel="tag">Betas</a>, <a href="http://massively.joystiq.com/category/fantasy/" rel="tag">Fantasy</a>, <a href="http://massively.joystiq.com/category/business-models/" rel="tag">Business models</a>, <a href="http://massively.joystiq.com/category/game-mechanics/" rel="tag">Game mechanics</a>, <a href="http://massively.joystiq.com/category/new-titles/" rel="tag">New titles</a>, <a href="http://massively.joystiq.com/category/pvp/" rel="tag">PvP</a>, <a href="http://massively.joystiq.com/category/free-to-play/" rel="tag">Free-to-play</a></p><div style="text-align: center;"><a style="" href="http://loco.en.alaplaya.net/"><img vspace="4" hspace="4" border="1" align="top" alt="" src="http://www.blogcdn.com/massively.joystiq.com/media/2010/03/loco-gdc-epl-310.jpg" /></a></div>
MMOs are a strange genre without many of the clearly-defined borders for something that is or isn't a part of the field. Not surprisingly, there's a lot of innovation in the field that's confined strictly to the absolute edges of what could be considered an MMO. Games such as <a style="" href="http://www.mag.com"><em>MAG</em></a> and <a style="" href="http://www.globalagendagame.com"><em>Global Agenda</em></a> feature several shooter conventions mixed with several MMO conventions, and it's an interesting formula. <a style="" href="http://loco.en.alaplaya.net/#"><em>Land of Chaos Online</em></a> is pushing the formula as well, by adding in third-person shooter elements to a <a style="" href="http://en.wikipedia.org/wiki/Defense_of_the_Ancients"><em>Defense of the Ancients</em></a>-style match format.<br />
<br />
The game is on the outer edge of the genre, but it draws much of its gameplay and feel from MMOs, with a strong emphasis on coupled character persistence and more shooter-style elements. We caught up with Achim Kaspers, managing director of Burda:ic, during <a style="" href="http://massively.joystiq.com/tag/GDC-2010/">GDC</a> to talk about what the game would play like and get an idea of what we could expect. More information on this unique game after the cut.<p><a href="http://massively.joystiq.com/2010/03/11/gdc10-land-of-chaos-online-interview/" rel="bookmark">Continue reading <em>GDC10: Land of Chaos Online interview</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/2010/03/11/gdc10-land-of-chaos-online-interview/">GDC10: Land of Chaos Online interview</a> originally appeared on <a href="http://massively.joystiq.com">Massively</a> on Thu, 11 Mar 2010 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/2010/03/11/gdc10-land-of-chaos-online-interview/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/forward/19392443/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/2010/03/11/gdc10-land-of-chaos-online-interview/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>business-models</category><category>defense-of-the-ancients</category><category>dota</category><category>f2p</category><category>featured</category><category>free-aiming</category><category>free-to-play</category><category>game-mechanics</category><category>gdc-2010</category><category>instancing</category><category>interviews</category><category>item-shop</category><category>land-of-chaos-online</category><category>loco</category><category>pricing</category><category>shooters</category><category>team-fortress-2</category><category>third-person-shooter</category><dc:creator><![CDATA[Eliot Lefebvre]]></dc:creator><pubDate>Thu, 11 Mar 2010 13:00:00 EST</pubDate></item><item><title><![CDATA[Anti-Aliased: Yu rack disriprine pt. 2]]></title><link>http://massively.joystiq.com/2009/03/18/anti-aliased-yu-rack-disriprine-pt-2/</link><guid isPermaLink="true">http://massively.joystiq.com/2009/03/18/anti-aliased-yu-rack-disriprine-pt-2/</guid><comments>http://massively.joystiq.com/2009/03/18/anti-aliased-yu-rack-disriprine-pt-2/#comments</comments><description><![CDATA[<p>Filed under: <a href="http://massively.joystiq.com/category/world-of-warcraft/" rel="tag">World of Warcraft</a>, <a href="http://massively.joystiq.com/category/fantasy/" rel="tag">Fantasy</a>, <a href="http://massively.joystiq.com/category/culture/" rel="tag">Culture</a>, <a href="http://massively.joystiq.com/category/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/anti-aliased/" rel="tag">Anti-Aliased</a></p><div align="center"><span style="font-weight: bold;"><img hspace="4" border="1" vspace="4" src="http://www.blogcdn.com/massively.joystiq.com/media/2009/03/lolicantank.jpg" alt="" /></span><br /><span style="font-weight: bold;"></span></div>
<span style="font-weight: bold;">CasualLolz player, meet OMGHARDCOREBBQ player</span><br /> <br /> The last part of odd group dynamics comes from how much our genre has grown since the days of <a href="http://www.everquest.com"><em>EverQuest</em></a> and <a href="http://www.playonline.com"><em>Final Fantasy XI</em></a>. Back in the days pre-<a href="http://massively.joystiq.com/category/world-of-warcraft"><em>Warcraft</em></a>, the MMO community was a small group of gamers who, for the most part, had the same play styles. If you didn't like the genre, you probably didn't play the games. The games presented their basic dynamics to the player very quickly, and people who didn't like how the game was going had the chance to drop out at level 10 or earlier.<br /> <br /> That's not how the community is today. Thanks to the rampant success of <em>Warcraft</em>, friends are inviting non-MMO friends. People who haven't even touched a game before <em>Warcraft</em> are picking up MMOs. They jump in, do their soloing, fall in love with those dynamics instead of being immediately introduced to party dynamics, and then enter into parties with explosive consequences.<br /> <br /> <img hspace="4" border="1" align="right" vspace="4" alt="" src="http://www.blogcdn.com/massively.joystiq.com/media/2009/03/dontpullit.jpg" />It's then, at this late point in the game, when they realize that they don't want to be with other people. They don't want to re-learn everything because they feel that they have mastered what the game is all about.<br /> <br /> Then you have the player that has played the older games, who does know what to expect, and who runs his endgame content with an iron fist. Do one thing wrong and he screams at you, because in the "olden days" doing one thing wrong netted you extreme penalties and raid wipes.<br /> <br /> Putting these two people into the same group is not going to work. Yet, this occurs every day in <em>Warcraft</em> and other MMOs because of how huge the genre has become. Some people come because they want to have some easy fun, but then they falter when they get to the content that is obviously targeted towards people who have been in the genre for some time. The people who have been in the genre can't stand the people who are there for the casual soloing because they act too loosely in raids.<br /> <br /> <span style="font-weight: bold;">Yet, it's not all that bad</span><br /> <br /> For how much we moan and complain about pick-up groups, you'd think the sky was falling. Sure, the rate of failure in grouping is much higher than it use to be, but that's the way it's going to become.<br /> <br /> The bright side to all of this is the very same sentence I used at the beginning of the article -- grouping is all about having experience grouping. As the newcomers and old players adjust to the new ways MMOs work, they will become more experienced. The fail wipes of today will become the successes of tomorrow, as long as players learn to stick with it and take the good with the bad.<br /> <br /> Failure will never disappear from online MMOs. It's a necessary game mechanic that can't be removed, no matter how much we try to minimize penalties. Just remember to learn from the mistakes you witness -- you'll be a better player because of it.<br /><em><br /></em> <hr /><img hspace="4" border="1" align="left" vspace="4" src="http://www.blogcdn.com/massively.joystiq.com/media/2008/04/colinswoop.jpg" alt="" /> <em>Colin Brennan is the weekly writer of Anti-Aliased who thinks people might like to play with other people in MMOGs, but is probably totally wrong. When he's not writing here for Massively, he's rambling on his personal blog, <a href="http://experiencecurve.wordpress.com/">The Experience Curve</a>. If you want to message him, send him an e-mail at colin.brennan AT weblogsinc DOT com. You can also follow him on Twitter through <a href="http://twitter.com/massively">Massively</a>, or through his <a href="http://twitter.com/sera_brennan">personal feed</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/2009/03/18/anti-aliased-yu-rack-disriprine-pt-2/">Anti-Aliased: Yu rack disriprine pt. 2</a> originally appeared on <a href="http://massively.joystiq.com">Massively</a> on Wed, 18 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/2009/03/18/anti-aliased-yu-rack-disriprine-pt-2/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/forward/1491877/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/2009/03/18/anti-aliased-yu-rack-disriprine-pt-2/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>10-man</category><category>25-man</category><category>anti-aliased</category><category>casual</category><category>community</category><category>endgame</category><category>eq</category><category>everquest</category><category>ffxi</category><category>final-fantasy-xi</category><category>grouping</category><category>hardcore</category><category>instancing</category><category>pick-up-group</category><category>pugs</category><category>pvp</category><category>raiding</category><category>sony-online-entertainment</category><category>square-enix</category><dc:creator><![CDATA[Seraphina Brennan]]></dc:creator><pubDate>Wed, 18 Mar 2009 16:00:00 EST</pubDate></item><item><title><![CDATA[The Daily Grind: Is phasing the new instancing?]]></title><link>http://massively.joystiq.com/2009/02/24/the-daily-grind-is-phasing-the-new-instancing/</link><guid isPermaLink="true">http://massively.joystiq.com/2009/02/24/the-daily-grind-is-phasing-the-new-instancing/</guid><comments>http://massively.joystiq.com/2009/02/24/the-daily-grind-is-phasing-the-new-instancing/#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/pve/" rel="tag">PvE</a>, <a href="http://massively.joystiq.com/category/opinion/" rel="tag">Opinion</a>, <a href="http://massively.joystiq.com/category/the-daily-grind/" rel="tag">The Daily Grind</a></p><div align="center"><a href="http://massively.joystiq.com/category/the-daily-grind"><img hspace="4" border="1" vspace="4" alt="" src="http://www.blogcdn.com/massively.joystiq.com/media/2009/02/lifesparedphasing.jpg" /></a><br /></div>
Yesterday our very own <a href="http://massively.joystiq.com/bloggers/marc-nottke/">Marc Nottke</a> devoted his column, <a href="http://massively.joystiq.com/category/mmogology/">MMOGology</a>, to the new <a href="http://massively.joystiq.com/2009/02/23/mmogology-phasing-phwns-the-phuture/">technology of phasing</a> and the effects it can have on gameplay.<br /><br />For those of you who are out of the loop, phasing is the new technology that <a href="http://www.worldofwarcraft.com"><em>World of Warcraft</em></a> (and <a href="http://www.lotro.com"><em>Lord of the Rings Online</em></a>, to some extent) makes use of to change the world as the player completes quests and progresses in the storyline. For example, doing quests to retake a piece of the world map from the monsters might actually lead to a new base camp being set up by NPCs instead of just completing the quests and having no change occur in the world.<br /><br />But phasing has its own problems, as Marc has shown. Sometimes you may enter a phased state only to find that the event contained within it was started by another player, or you may find your epic storyline moment ruined by an inconsiderate person.<br /><br />So, with all of this in mind regarding phasing, here's the question: "Is phasing the new instancing?" Certainly it won't replace instancing completely, but should we put phasing into the category of "great leaps in game design" or should we stick it somewhere in "<a href="http://www.williamhung.net/">fads that will die in 2 years</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/2009/02/24/the-daily-grind-is-phasing-the-new-instancing/">The Daily Grind: Is phasing the new instancing?</a> originally appeared on <a href="http://massively.joystiq.com">Massively</a> on Tue, 24 Feb 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/2009/02/24/the-daily-grind-is-phasing-the-new-instancing/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/forward/1469506/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/2009/02/24/the-daily-grind-is-phasing-the-new-instancing/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>blizzard</category><category>dungeons</category><category>events</category><category>fad</category><category>instancing</category><category>lotro</category><category>mmogology</category><category>phasing</category><category>storyline</category><category>the-lord-of-the-rings-online</category><category>turbine</category><category>world-of-warcraft</category><category>wow</category><dc:creator><![CDATA[Seraphina Brennan]]></dc:creator><pubDate>Tue, 24 Feb 2009 08:00:00 EST</pubDate></item><item><title><![CDATA[Tabula Rasa's Deployment 12 hits public test server]]></title><link>http://massively.joystiq.com/2008/09/02/tabula-rasas-deployment-12-hits-public-test-server/</link><guid isPermaLink="true">http://massively.joystiq.com/2008/09/02/tabula-rasas-deployment-12-hits-public-test-server/</guid><comments>http://massively.joystiq.com/2008/09/02/tabula-rasas-deployment-12-hits-public-test-server/#comments</comments><description><![CDATA[<p>Filed under: <a href="http://massively.joystiq.com/category/sci-fi/" rel="tag">Sci-fi</a>, <a href="http://massively.joystiq.com/category/game-mechanics/" rel="tag">Game mechanics</a>, <a href="http://massively.joystiq.com/category/patches/" rel="tag">Patches</a>, <a href="http://massively.joystiq.com/category/news-items/" rel="tag">News items</a>, <a href="http://massively.joystiq.com/category/tabula-rasa/" rel="tag">Tabula Rasa</a></p><a href="http://massively.joystiq.com/category/tabula-rasa"><img vspace="4" hspace="4" border="1" align="middle" src="http://www.blogcdn.com/massively.joystiq.com/media/2008/09/trdeployment425.jpg" alt="" /></a><br />Some potential changes to <a href="http://www.rgtr.com"><em>Tabula Rasa</em></a> have arrived on the Public Test Server in the form of "Deployment 12," which <a href="http://massively.joystiq.com/2008/08/22/tabula-rasas-deployment-12-nears-the-public-test-server/ ">we recently hinted</a> was on the way. <a href="http://massively.joystiq.com/tag/ncsoft">NCsoft</a> has posted the patch notes for Deployment 12 which include changes and improvements to much of the game. <br /><br />One of the more significant updates mentioned is <a href="http://massively.joystiq.com/2008/08/06/a-first-look-inside-tabula-rasas-omega-labs/">the Omega Labs instance,</a> which is only available to level 50+ players, but numerous other changes to maps and missions are detailed at the <a href="http://massively.joystiq.com/category/tabula-rasa"><em>Tabula Rasa</em></a> site. Improved game mechanics, fixed interactions, and enhancements to how shadows and hues are displayed are all outlined in the patch notes as well. The changes on the Public Test Server are extensive, so <a href="http://www.rgtr.com/news/patch_notes_public_test/d12_patch_notes.html">be sure to see the full breakdown</a> for a look at how <em>Tabula Rasa</em> is gearing up for the next Deployment.<p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://massively.joystiq.com"><img src="http://massively.joystiq.com/media/feedlogo.gif" alt="Massively" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://massively.joystiq.com/2008/09/02/tabula-rasas-deployment-12-hits-public-test-server/">Tabula Rasa's Deployment 12 hits public test server</a> originally appeared on <a href="http://massively.joystiq.com">Massively</a> on Tue, 02 Sep 2008 18:00:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href=http://www.rgtr.com/news/patch_notes_public_test/d12_patch_notes.html>Read</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/2008/09/02/tabula-rasas-deployment-12-hits-public-test-server/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/forward/1302256/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/2008/09/02/tabula-rasas-deployment-12-hits-public-test-server/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>breaking</category><category>control-points</category><category>deployment</category><category>deployment-12</category><category>game-mechanics</category><category>instance</category><category>instances</category><category>instancing</category><category>ncsoft</category><category>omega-labs</category><category>patch</category><category>patch-notes</category><category>patches</category><category>tabula-rasa</category><category>tr</category><dc:creator><![CDATA[James Egan]]></dc:creator><pubDate>Tue, 02 Sep 2008 18:00:00 EST</pubDate></item><item><title><![CDATA[A Star Trek Online interview about time travel and travel time]]></title><link>http://massively.joystiq.com/2008/08/27/a-star-trek-online-interview-about-time-travel-and-travel-time/</link><guid isPermaLink="true">http://massively.joystiq.com/2008/08/27/a-star-trek-online-interview-about-time-travel-and-travel-time/</guid><comments>http://massively.joystiq.com/2008/08/27/a-star-trek-online-interview-about-time-travel-and-travel-time/#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/interviews/" rel="tag">Interviews</a>, <a href="http://massively.joystiq.com/category/new-titles/" rel="tag">New titles</a>, <a href="http://massively.joystiq.com/category/star-trek-online/" rel="tag">Star Trek Online</a></p><div align="center"><a href="http://startrekonline.com/gallery/screenshots/?img=12768"><img hspace="4" border="1" vspace="4" alt="" src="http://www.blogcdn.com/massively.joystiq.com/media/2008/08/sto_b_425.jpg" /></a></div>
We've <a href="http://massively.joystiq.com/2008/08/23/some-fresh-star-trek-online-customization-info-for-humanoids-on/">said before</a> that the main source of information on <a href="http://www.startrekonline.com"><em>Star Trek Online</em></a> at this point is hints and implications peppered through interviews with <a href="http://www.crypticstudios.com">Cryptic Studios</a>' Jack Emmert. The latest of those interviews is lighter on details than were <a href="http://massively.joystiq.com/2008/08/23/some-fresh-star-trek-online-customization-info-for-humanoids-on/">previous</a> <a href="http://massively.joystiq.com/2008/08/12/podcast-interviews-two-star-trek-online-guys-gets-lots-of-new-i/">conversations</a>, but it's still worth a read.<br /><br /><a href="http://www.tentonhammer.com/node/41253">Speaking to Ten Ton Hammer at Gen Con</a>, Emmert started out vaguely answering questions about character customization. Nothing new there. But it got a bit more interesting when he used time travel as an example of something pivotal to the franchise, but that's made difficult to implement by technological and budgetary limitations. He spoke as if he'd already given a great deal of thought to it; perhaps that's a clue that despite the problems, time travel is something <a href="http://massively.joystiq.com/tag/cryptic-studios">Cryptic</a> intends to put in the game.<br /><br />Other topics included the uniqueness of <em>Star Trek</em> ship design, instancing, procedurally-generated areas for exploration, and travel time.<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/2008/08/27/a-star-trek-online-interview-about-time-travel-and-travel-time/">A Star Trek Online interview about time travel and travel time</a> originally appeared on <a href="http://massively.joystiq.com">Massively</a> on Wed, 27 Aug 2008 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://www.tentonhammer.com/node/41253>Read</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/2008/08/27/a-star-trek-online-interview-about-time-travel-and-travel-time/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/forward/1296116/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/2008/08/27/a-star-trek-online-interview-about-time-travel-and-travel-time/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>cryptic-studios</category><category>exploration</category><category>gen-con</category><category>gen-con-08</category><category>gen-con-2008</category><category>gen-con-indy</category><category>gencon</category><category>gencon-2008</category><category>instancing</category><category>interview</category><category>jack-emmert</category><category>ships</category><category>star-trek</category><category>star-trek-online</category><category>ten-ton-hammer</category><category>time-travel</category><category>travel-time</category><dc:creator><![CDATA[Samuel Axon]]></dc:creator><pubDate>Wed, 27 Aug 2008 13:00:00 EST</pubDate></item><item><title><![CDATA[The Daily Grind: How much instancing is too much?]]></title><link>http://massively.joystiq.com/2008/07/26/the-daily-grind-how-much-instancing-is-too-much/</link><guid isPermaLink="true">http://massively.joystiq.com/2008/07/26/the-daily-grind-how-much-instancing-is-too-much/</guid><comments>http://massively.joystiq.com/2008/07/26/the-daily-grind-how-much-instancing-is-too-much/#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/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/guild-wars/" rel="tag">Guild Wars</a>, <a href="http://massively.joystiq.com/category/the-daily-grind/" rel="tag">The Daily Grind</a></p><div align="center"><a href="http://massively.joystiq.com/category/the-daily-grind"><img hspace="4" border="1" vspace="4" src="http://www.blogcdn.com/massively.joystiq.com/media/2008/07/lotrinstance2.jpg" alt="" /></a><br /></div>
Plenty of MMOs use instances. Although it's pretty fundamental to the genre that a massively multiplayer game will involve shared spaces and content, sometimes it makes sense for a game to create either separate versions of common spaces, or private sub-spaces where the environment is made for a given player or group. Instancing can cut down on lag and overcrowding, by spreading the population of a given zone across multiple versions; it can also serve story goals, by allowing players to have challenges all to themselves instead of waiting in line for their turn at a public challenge.<br /><br />But instancing can cause problems, too. One criticism of <a href="http://www.coh.com"><em>City of Heroes</em></a> was that mission maps were always instanced, creating a sense of discontinuity. <em><a href="http://www.ageofoconan.com">Age of Conan</a>, </em>too, has come under fire for overuse of instancing, particularly in PvP zones, where it used to be possible for a player to make a nuisance of himself in one instance and then vanish into another to avoid pursuit.<br /><br />So, what sort of content should be instanced? Is there such a thing as too much instancing, or should more games be like <a href="http://www.guildwars.com"><em>Guild Wars</em></a>,<em> </em>which instances just about everything? Does instancing drive you crazy, or make you sigh with relief?<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/2008/07/26/the-daily-grind-how-much-instancing-is-too-much/">The Daily Grind: How much instancing is too much?</a> originally appeared on <a href="http://massively.joystiq.com">Massively</a> on Sat, 26 Jul 2008 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/2008/07/26/the-daily-grind-how-much-instancing-is-too-much/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/forward/1264596/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/2008/07/26/the-daily-grind-how-much-instancing-is-too-much/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>age-of-conan</category><category>aoc</category><category>city-of-heroes</category><category>city-of-villains</category><category>coh</category><category>guild-wars</category><category>instance</category><category>instancing</category><category>the-daily-grind</category><category>world-of-warcraft</category><category>wow</category><dc:creator><![CDATA[Adrian Bott]]></dc:creator><pubDate>Sat, 26 Jul 2008 08:00:00 EST</pubDate></item></channel></rss>
