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<generator>Blogsmith http://www.blogsmith.com/</generator><item><title><![CDATA[ArenaNet talks energy and group dynamics in Guild Wars 2]]></title><link>http://massively.joystiq.com/2010/11/29/arenanet-talks-energy-and-group-dynamics-in-guild-wars-2/</link><guid isPermaLink="true">http://massively.joystiq.com/2010/11/29/arenanet-talks-energy-and-group-dynamics-in-guild-wars-2/</guid><comments>http://massively.joystiq.com/2010/11/29/arenanet-talks-energy-and-group-dynamics-in-guild-wars-2/#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/interviews/" rel="tag">Interviews</a>, <a href="http://massively.joystiq.com/category/guild-wars-2/" rel="tag">Guild Wars 2</a></p><div style="text-align: center;"><a href="http://www.massively.com/category/guild-wars-2"><img hspace="4" border="1" vspace="4" alt="" src="http://www.blogcdn.com/massively.joystiq.com/media/2010/11/eleyay-rb-1129.jpg" /></a></div>
After the recent <a href="http://www.guildwars2.com"><em>Guild Wars 2</em></a> news drought, new information is certainly welcome. Ravious over at <a href="http://www.killtenrats.com/">Kill Ten Rats</a> provides just that today with a <a href="http://www.killtenrats.com/2010/11/29/gw2-interview-on-energy-and-skills-pt-1/">new interview</a> with several members of the <a href="http://www.massively.com/tag/arenanet">ArenaNet</a> team.<br />
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Ravious chatted with community managers <a href="http://www.massively.com/tag/martin-kerstein">Martin Kerstein</a> and <a href="http://www.massively.com/tag/regina-buenaobra">Regina Buenaobra</a> as well as developers <a href="http://www.massively.com/tag/jon-peters">Jon Peters</a> and <a href="http://www.massively.com/tag/isaiah-cartwright">Isaiah Cartwright</a> for some fascinating discussion on part of the development process. The group discussed energy use in <a href="http://www.massively.com/category/guild-wars-2"><em>Guild Wars 2</em></a>, and gave us some interesting news on how your gameplay style will affect it.<br />
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They also covered some ground on group dynamics and how you can best work with your teammates in <em>Guild Wars 2</em>. The best part of this interview is that it ends with "<em>to be continued.</em>" Head on over to Kill Ten Rats to <a href="http://www.killtenrats.com/2010/11/29/gw2-interview-on-energy-and-skills-pt-1/">see the interview for yourself</a>, then join us in anxiously awaiting the next installment!<br />
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If you are looking forward to <em>GW2</em> but aren't a current <a href="http://www.guildwars.com"><em>Guild Wars</em></a> player, you might want to check out the <a href="http://www.bestbuy.com/site/Guild+Wars+Trilogy+-+Windows/9075056.p?id=1218016140412&amp;skuId=9075056">great deal on the Guild Wars Trilogy</a> at Best Buy. What better way to pass the time while you wait for more <em>GW2</em> news?<p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://massively.joystiq.com"><img src="http://massively.joystiq.com/media/feedlogo.gif" alt="Massively" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://massively.joystiq.com/2010/11/29/arenanet-talks-energy-and-group-dynamics-in-guild-wars-2/">ArenaNet talks energy and group dynamics in Guild Wars 2</a> originally appeared on <a href="http://massively.joystiq.com">Massively</a> on Mon, 29 Nov 2010 17:00:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href="http://massively.joystiq.com/2010/11/29/arenanet-talks-energy-and-group-dynamics-in-guild-wars-2/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/forward/19736739/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/2010/11/29/arenanet-talks-energy-and-group-dynamics-in-guild-wars-2/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>anet</category><category>arenanet</category><category>guild-wars</category><category>Guild-Wars-2</category><category>gw</category><category>gw2</category><category>interview</category><category>isaiah-cartwright</category><category>jon-peters</category><category>kill-ten-rats</category><category>ktr</category><category>Martin-Kerstein</category><category>ncsoft</category><category>ravious</category><category>regina-buenaobra</category><dc:creator><![CDATA[Rubi Bayer]]></dc:creator><pubDate>Mon, 29 Nov 2010 17:00:00 EST</pubDate></item><item><title><![CDATA[The Daily Grind: Characters go around again?]]></title><link>http://massively.joystiq.com/2010/01/12/the-daily-grind-characters-go-around-again/</link><guid isPermaLink="true">http://massively.joystiq.com/2010/01/12/the-daily-grind-characters-go-around-again/</guid><comments>http://massively.joystiq.com/2010/01/12/the-daily-grind-characters-go-around-again/#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.torchlightgame.com/"><img vspace="4" hspace="4" border="1" align="top" src="http://www.blogcdn.com/massively.joystiq.com/media/2010/01/tdg-recycle-epl-110.jpg"  alt="" /></a></div>
One of the features that's become more and more <em>de rigeur</em> for single-player games is the concept of a "new game plus," a second go-through of the game with all of the abilities and equipment you picked up the first time around.  In <a href="http://en.wikipedia.org/wiki/Vagrant_Story">some cases</a>, you can't even actually play the full game until you've managed to beat it once, at which point you earn a number of rewards that would have been useful to beat the game the first time around.  (Insert your own jokes about boss loot here.)<br />
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<a href="http://www.killtenrats.com/">Kill Ten Rats</a> recently <a href="http://www.killtenrats.com/2010/01/09/character-recycling/">suggested the idea</a> of allowing a similar mechanic in MMORPGs, borrowing from games such as <a href="http://www.torchlightgame.com/"><em>Torchlight</em></a> that allow you to retire a character and pass benefits on to a new one.  Certainly it has advantages -- we've all had a character or two that's sat at a level too high to be deleted that we don't want to play any longer, and it'd be nice to pass along something useful for the playtime.  On the other hand, a forced cycle of leveling followed by retirement followed by another level grind could get tedious quickly.  What do you think?  Would this sort of feature be an enjoyable way to expand your character stable, or a searingly obnoxious grinding treadmill?<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/2010/01/12/the-daily-grind-characters-go-around-again/">The Daily Grind: Characters go around again?</a> originally appeared on <a href="http://massively.joystiq.com">Massively</a> on Tue, 12 Jan 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/2010/01/12/the-daily-grind-characters-go-around-again/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/forward/19311142/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/2010/01/12/the-daily-grind-characters-go-around-again/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>grind</category><category>kill-ten-rats</category><category>ktr</category><category>leveling</category><category>new-game-plus</category><category>recycle</category><category>recycling-characters</category><category>retired-characters</category><category>tdg</category><category>the-daily-grind</category><category>torchlight</category><category>treadmill</category><dc:creator><![CDATA[Eliot Lefebvre]]></dc:creator><pubDate>Tue, 12 Jan 2010 08:00:00 EST</pubDate></item><item><title><![CDATA[Chasing carrots, and why we do it]]></title><link>http://massively.joystiq.com/2010/01/08/chasing-carrots-and-why-we-do-it/</link><guid isPermaLink="true">http://massively.joystiq.com/2010/01/08/chasing-carrots-and-why-we-do-it/</guid><comments>http://massively.joystiq.com/2010/01/08/chasing-carrots-and-why-we-do-it/#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/leveling/" rel="tag">Leveling</a>, <a href="http://massively.joystiq.com/category/opinion/" rel="tag">Opinion</a></p><div style="text-align: center;"><a href="http://www.wowwiki.com"><img vspace="4" hspace="4" border="1" align="top" src="http://www.blogcdn.com/massively.joystiq.com/media/2010/01/wow-carrot-epl-107.jpg"  alt="" /></a></div>
A while ago, <a href="http://www.killtenrats.com/">Kill Ten Rats</a> advocated a rather interesting approach to solving the problem of any tedious grind: <a href="http://www.killtenrats.com/2009/11/11/cheat/">cheat</a>. More viable in a single-player game (but still possible if you're willing to use methods of dubious legality), the reasoning was to cut away the reward portion and see if you were enjoying what you were doing on its own merits. Two <a href="http://www.killtenrats.com/2010/01/05/digital-carrots-i/">follow-up</a> <a href="http://www.killtenrats.com/2010/01/07/digital-carrots-ii-meat-brains/">posts</a> have been made since then, further extrapolating the question and getting into the way our brains fire in response to anticipation of reward. <br />
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Grind, of course, is both a dirty word and a quintessential part of any current MMO, which means that we generally aim at games with the most enjoyable grind. But are we focusing on an <a href="http://www.killtenrats.com/2010/01/05/digital-carrots-i/">enjoyable grind</a>, or just <a href="http://www.killtenrats.com/2010/01/07/digital-carrots-ii-meat-brains/">one that's not too painful</a> as we head toward the end goal?  Is the problem with <a href="http://www.aiononline.com"><em>Aion</em></a> (to pick a game routinely raked over the coals for its grind) the basic structure, or could the grind become irrelevant if it were just a hair more enjoyable?  The very structure of MMOs encourages a certain amount of grinding, and it's interesting to take a look at whether we're doing it because the grind is fun, or just because we've tricked ourselves into thinking it's not all that bad.<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/2010/01/08/chasing-carrots-and-why-we-do-it/">Chasing carrots, and why we do it</a> originally appeared on <a href="http://massively.joystiq.com">Massively</a> on Fri, 08 Jan 2010 11:00:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href=http://www.killtenrats.com/>Read</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/2010/01/08/chasing-carrots-and-why-we-do-it/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/forward/19307387/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/2010/01/08/chasing-carrots-and-why-we-do-it/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>aion</category><category>aion-the-tower-of-eternity</category><category>avoiding-grind</category><category>character-advancement</category><category>cheating</category><category>enjoyable-grind</category><category>grind</category><category>grinding</category><category>kill-ten-rats</category><category>ktr</category><category>painful-grind</category><category>why-we-play</category><dc:creator><![CDATA[Eliot Lefebvre]]></dc:creator><pubDate>Fri, 08 Jan 2010 11:00:00 EST</pubDate></item><item><title><![CDATA[The balance of force in Star Wars: the Old Republic]]></title><link>http://massively.joystiq.com/2009/11/15/the-balance-of-force-in-star-wars-the-old-republic/</link><guid isPermaLink="true">http://massively.joystiq.com/2009/11/15/the-balance-of-force-in-star-wars-the-old-republic/</guid><comments>http://massively.joystiq.com/2009/11/15/the-balance-of-force-in-star-wars-the-old-republic/#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/classes/" rel="tag">Classes</a>, <a href="http://massively.joystiq.com/category/game-mechanics/" rel="tag">Game mechanics</a>, <a href="http://massively.joystiq.com/category/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/opinion/" rel="tag">Opinion</a>, <a href="http://massively.joystiq.com/category/star-wars-the-old-republic/" rel="tag">Star Wars: The Old Republic</a></p><a href="http://www.swtor.com"><img vspace="4" hspace="4" border="1" align="top" src="http://www.blogcdn.com/massively.joystiq.com/media/2009/11/swtor-balance-epl-1113-1258156662.jpg" alt="" /></a><br />
It might be a slight exaggeration to say that everyone in the world is looking forward to <a href="http://www.swtor.com"><em>Star Wars: the Old Republic</em></a>... but only slight. With the latest class reveal, the Imperial Agent is poised to give an excellent sneak-and-snipe playstyle to the Sith side of the game. All well and good... but as <a href="http://www.killtenrats.com/">Kill Ten Rats</a> notes, <a href="http://www.killtenrats.com/2009/11/13/pvpbalance/">how is this game going to get any PvP balance</a>? To the best of everyone's knowledge there's no equivalent ability in the Smuggler's arsenal, the Republic's counterpoint to the Agent, and it's not much of a matchup when one side is invisible and the other side isn't.<br />
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<a href="http://overlypositive.com">Overly Positive</a> recently <a href="http://overlypositive.com/2009/11/07/biowares-balance-and-tor-careers/">made a few observations</a> regarding the class balance, noting that <a href="http://www.bioware.com/">BioWare</a> seems to be taking an approach a la <a href="http://www.warhammeronline.com"><em>Warhammer Online</em></a> -- each class has a loose equivalent on the other side, but they don't result in being direct copies of one another. However, the downside to this approach is that you can easily wind up with one side's class being overpowered in relation to the other. Direct equivalencies leech some of the flavor, but they ensure that the game remains perfectly balanced for both factions. It's <a href="http://www.killtenrats.com/2009/11/13/pvpbalance/">a question worth considering</a> and keeping an eye on as the game moves through development -- after all, if a <a href="http://www.swtor.com/info/holonet/classes/jedi-knight">Jedi</a> and a <a href="http://www.swtor.com/info/holonet/classes/sith-warrior">Sith Warrior</a> can't face off in fair combat, it'll be a sad day for many players.<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/2009/11/15/the-balance-of-force-in-star-wars-the-old-republic/">The balance of force in Star Wars: the Old Republic</a> originally appeared on <a href="http://massively.joystiq.com">Massively</a> on Sun, 15 Nov 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://www.killtenrats.com/>Read</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/2009/11/15/the-balance-of-force-in-star-wars-the-old-republic/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/forward/19239447/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/2009/11/15/the-balance-of-force-in-star-wars-the-old-republic/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>balance</category><category>bioware</category><category>class-balance</category><category>classes</category><category>game-mechanics</category><category>imperial-agent</category><category>jedi</category><category>kill-ten-rats</category><category>ktr</category><category>lucasarts</category><category>new-titles</category><category>opinion</category><category>pvp</category><category>sith-warrior</category><category>star-wars-the-old-republic</category><category>swtor</category><category>war</category><category>warhammer-online</category><dc:creator><![CDATA[Eliot Lefebvre]]></dc:creator><pubDate>Sun, 15 Nov 2009 16:00:00 EST</pubDate></item></channel></rss>
