<?xml version="1.0"?>
<rss version="2.0" xmlns:dc="http://purl.org/dc/elements/1.1/" xmlns:itunes="http://www.itunes.com/dtds/podcast-1.0.dtd">
<channel>
<title>Massively</title>
<link>http://massively.joystiq.com</link>
<description>Massively</description>
<image>
<url>http://www.blogsmithmedia.com/http://massively.joystiq.com/media/feedlogo.gif</url>
<title>Massively</title>
<link>http://massively.joystiq.com</link>
</image>
<language>en-us</language>
<copyright>Copyright 2012 Weblogs, Inc. The contents of this feed are available for non-commercial use only.</copyright>
<generator>Blogsmith http://www.blogsmith.com/</generator><item><title><![CDATA[The Daily Grind: Must MMO housing be open-world to be good?]]></title><link>http://massively.joystiq.com/2012/05/14/the-daily-grind-must-mmo-housing-be-open-world-to-be-good/</link><guid isPermaLink="true">http://massively.joystiq.com/2012/05/14/the-daily-grind-must-mmo-housing-be-open-world-to-be-good/</guid><comments>http://massively.joystiq.com/2012/05/14/the-daily-grind-must-mmo-housing-be-open-world-to-be-good/#comments</comments><description><![CDATA[<p>Filed under: <a href="http://massively.joystiq.com/category/game-mechanics/" rel="tag">Game mechanics</a>, <a href="http://massively.joystiq.com/category/mmo-industry/" rel="tag">MMO industry</a>, <a href="http://massively.joystiq.com/category/opinion/" rel="tag">Opinion</a>, <a href="http://massively.joystiq.com/category/the-daily-grind/" rel="tag">The Daily Grind</a>, <a href="http://massively.joystiq.com/category/misc/" rel="tag">Miscellaneous</a>, <a href="http://massively.joystiq.com/category/sandbox/" rel="tag">Sandbox</a></p><div style="text-align: center; ">
	<a href="http://massively.joystiq.com/2012/05/14/the-daily-grind-must-mmo-housing-be-open-world-to-be-good"><img alt="ArcheAge" src="http://www.blogcdn.com/massively.joystiq.com/media/2012/05/2-1336599239.jpg" /></a></div>
Whenever the Great MMO Housing debate rears its head, the "of course MMOs ought to have housing" players usually drown out the curmudgeons who lack decorating skills and prefer to live out of their banks and sleep on a bedroll on the public streets (you know who you are!). And then, inevitably, the housing fans turn on each other over which type of housing is best.<br />
<br />
Some of us are resigned to the belief that, at best, themepark MMOs willing to take a stab at housing are forever going to implement the instanced variety a la <em><a href="http://massively.joystiq.com/category/EverQuest-II/">EverQuest II</a></em> and <em><a href="http://massively.joystiq.com/category/Lord-of-the-Rings-Online/">Lord of the Rings Online</a></em>, so we may as well get used to it. But sandbox zealots (a term I'm intending affectionately) insist that housing must be open-world, that players should be able to walk up to their own unique spaces within a game and build their abodes from foundation to rooftop. Instanced housing, they say, is just pointless when other people can't easily see what you've created.<br />
<br />
What do you think -- is MMO housing just a waste of dev resources if it isn't open-world?<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/2012/05/14/the-daily-grind-must-mmo-housing-be-open-world-to-be-good/">The Daily Grind: Must MMO housing be open-world to be good?</a> originally appeared on <a href="http://massively.joystiq.com">Massively</a> on Mon, 14 May 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/2012/05/14/the-daily-grind-must-mmo-housing-be-open-world-to-be-good/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/forward/20234213/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/2012/05/14/the-daily-grind-must-mmo-housing-be-open-world-to-be-good/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>brianna-royce-tdg</category><category>daily-grind</category><category>EQ2</category><category>EQII</category><category>EverQuest-2</category><category>everquest-ii</category><category>house</category><category>housing</category><category>instanced-housing</category><category>lord-of-the-rings-online</category><category>lotro</category><category>open-world</category><category>open-world-housing</category><category>opinion</category><category>sandbox</category><category>tdg</category><category>the-daily-grind</category><category>themepark</category><dc:creator><![CDATA[Brianna Royce]]></dc:creator><pubDate>Mon, 14 May 2012 08:00:00 EST</pubDate></item><item><title><![CDATA[Firefall video diary talks open-world design, shows pretty vistas]]></title><link>http://massively.joystiq.com/2012/03/07/firefall-video-diary-talks-open-world-design-shows-pretty-vista/</link><guid isPermaLink="true">http://massively.joystiq.com/2012/03/07/firefall-video-diary-talks-open-world-design-shows-pretty-vista/</guid><comments>http://massively.joystiq.com/2012/03/07/firefall-video-diary-talks-open-world-design-shows-pretty-vista/#comments</comments><description><![CDATA[<p>Filed under: <a href="http://massively.joystiq.com/category/betas/" rel="tag">Betas</a>, <a href="http://massively.joystiq.com/category/sci-fi/" rel="tag">Sci-fi</a>, <a href="http://massively.joystiq.com/category/trailers/" rel="tag">Trailers</a>, <a href="http://massively.joystiq.com/category/video/" rel="tag">Video</a>, <a href="http://massively.joystiq.com/category/game-mechanics/" rel="tag">Game mechanics</a>, <a href="http://massively.joystiq.com/category/mmo-industry/" rel="tag">MMO industry</a>, <a href="http://massively.joystiq.com/category/new-titles/" rel="tag">New titles</a>, <a href="http://massively.joystiq.com/category/pvp/" rel="tag">PvP</a>, <a href="http://massively.joystiq.com/category/news-items/" rel="tag">News items</a>, <a href="http://massively.joystiq.com/category/free-to-play/" rel="tag">Free-to-play</a></p><div style="text-align: center;">
	<a href="http://massively.joystiq.com/2012/03/07/firefall-video-diary-talks-open-world-design-shows-pretty-vista/"><img alt="Firefall - the view from Mushroom Island" src="http://www.blogcdn.com/massively.joystiq.com/media/2012/03/firefallopenworld.jpg" /></a></div>
It's March, which means it's high time for another <a href="http://massively.joystiq.com/category/firefall"><em>Firefall</em></a> video dev diary. Today's installment is all about (open) world-building, and unlike many of its shooter contemporaries, <em>Firefall</em> features a sprawling, accessible open-world map.<br />
<br />
As world-builders <a href="http://massively.joystiq.com/tag/bobby-ross">Bobby Ross</a> and <a href="http://massively.joystiq.com/tag/nick-keith">Nick Keith</a> explain, the game's jetpacks allow players to traverse vast distances and explore every little nook and cranny to their hearts' content. One example of <em>Firefall's</em> breadth comes courtesy of "Mushroom Island," a huge rock formation that's initially visible on your first drop-ship ride. Ross says that scaling the enormous formation is a reward in and of itself, with a spectacular view of the game's newbie area waiting at the top of the path.<br />
<br />
Keith goes on to explain how <em>Firefall</em> integrates its PvP maps into the rest of the open-world design, primarily by giving non-combatants the option to stop over and watch arena matches and various conflicts in certain designated cities. Check out this and more via the full video after the break.<br />
<br />
[Source: <a href="http://massively.joystiq.com/tag/red-5-studios">Red 5</a> press release]<p><a href="http://massively.joystiq.com/2012/03/07/firefall-video-diary-talks-open-world-design-shows-pretty-vista/" rel="bookmark">Continue reading <em>Firefall video diary talks open-world design, shows pretty vistas</em></a></p><p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://massively.joystiq.com"><img src="http://massively.joystiq.com/media/feedlogo.gif" alt="Massively" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://massively.joystiq.com/2012/03/07/firefall-video-diary-talks-open-world-design-shows-pretty-vista/">Firefall video diary talks open-world design, shows pretty vistas</a> originally appeared on <a href="http://massively.joystiq.com">Massively</a> on Wed, 07 Mar 2012 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/2012/03/07/firefall-video-diary-talks-open-world-design-shows-pretty-vista/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/forward/20187788/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/2012/03/07/firefall-video-diary-talks-open-world-design-shows-pretty-vista/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>bobby-ross</category><category>dev-diary</category><category>f2p</category><category>firefall</category><category>firefall-march-dev-diary</category><category>firefall-march-diary</category><category>first-person-shooter</category><category>fps</category><category>free-to-play</category><category>mmo-shooter</category><category>nick-keith</category><category>open-world</category><category>open-world-design</category><category>open-world-gameplay</category><category>pvp</category><category>red-5</category><category>red-5-studios</category><category>sci-fi</category><category>shooter</category><category>trailer</category><category>video</category><category>video-diary</category><category>war</category><dc:creator><![CDATA[Jef Reahard]]></dc:creator><pubDate>Wed, 07 Mar 2012 13:00:00 EST</pubDate></item><item><title><![CDATA[RaiderZ alpha test coming March 14th, new trailer released]]></title><link>http://massively.joystiq.com/2012/03/02/raiderz-alpha-test-coming-march-14th-new-trailer-released/</link><guid isPermaLink="true">http://massively.joystiq.com/2012/03/02/raiderz-alpha-test-coming-march-14th-new-trailer-released/</guid><comments>http://massively.joystiq.com/2012/03/02/raiderz-alpha-test-coming-march-14th-new-trailer-released/#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/trailers/" rel="tag">Trailers</a>, <a href="http://massively.joystiq.com/category/video/" rel="tag">Video</a>, <a href="http://massively.joystiq.com/category/game-mechanics/" rel="tag">Game mechanics</a>, <a href="http://massively.joystiq.com/category/mmo-industry/" rel="tag">MMO industry</a>, <a href="http://massively.joystiq.com/category/new-titles/" rel="tag">New titles</a>, <a href="http://massively.joystiq.com/category/news-items/" rel="tag">News items</a>, <a href="http://massively.joystiq.com/category/free-to-play/" rel="tag">Free-to-play</a></p><div style="text-align: center;">
	<a href="http://massively.joystiq.com/2012/03/02/raiderz-alpha-test-coming-march-14th-new-trailer-released/"><img alt="RaiderZ - Snow battle with a yeti or something" src="http://www.blogcdn.com/massively.joystiq.com/media/2012/03/1329956567640.jpg" /></a></div>
Don't look now, but there's another MMO from <a href="http://massively.joystiq.com/tag/perfect-world-entertainment">Perfect World Entertainment</a> in the works (we know, it shocks us too). <a href="http://massively.joystiq.com/tag/raiderz"><em>RaiderZ</em></a> was revealed at last year's E3, and now PWE is prepping the game for its alpha testing phase that begins on March 14th.<br />
<br />
If you missed the E3 announcement, here's the skinny: <em>RaiderZ</em> features a "responsive real-time battle system" that necessitates evading and blocking as well as striking and destroying. The game also boasts more than 350 skills and a classless advancement system designed to let players make their own way across its extensive open world.<br />
<br />
You can register for the alpha at the official <em>RaiderZ</em> website, and don't forget to take a look at the new trailer after the cut.<br />
<br />
[Source: Perfect World press release]<p><a href="http://massively.joystiq.com/2012/03/02/raiderz-alpha-test-coming-march-14th-new-trailer-released/" rel="bookmark">Continue reading <em>RaiderZ alpha test coming March 14th, new trailer released</em></a></p><p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://massively.joystiq.com"><img src="http://massively.joystiq.com/media/feedlogo.gif" alt="Massively" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://massively.joystiq.com/2012/03/02/raiderz-alpha-test-coming-march-14th-new-trailer-released/">RaiderZ alpha test coming March 14th, new trailer released</a> originally appeared on <a href="http://massively.joystiq.com">Massively</a> on Fri, 02 Mar 2012 11:00:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href="http://massively.joystiq.com/2012/03/02/raiderz-alpha-test-coming-march-14th-new-trailer-released/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/forward/20184524/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/2012/03/02/raiderz-alpha-test-coming-march-14th-new-trailer-released/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>classless-advancement</category><category>f2p</category><category>fantasy</category><category>free-to-play</category><category>game-mechanics</category><category>monster-hunting</category><category>open-world</category><category>perfect-world</category><category>perfect-world-entertainment</category><category>pwe</category><category>raiderz</category><category>skill-based</category><dc:creator><![CDATA[Jef Reahard]]></dc:creator><pubDate>Fri, 02 Mar 2012 11:00:00 EST</pubDate></item><item><title><![CDATA[Undead Labs answers questions about Class3's open world]]></title><link>http://massively.joystiq.com/2012/02/12/undead-labs-answers-questions-about-class3s-open-world/</link><guid isPermaLink="true">http://massively.joystiq.com/2012/02/12/undead-labs-answers-questions-about-class3s-open-world/</guid><comments>http://massively.joystiq.com/2012/02/12/undead-labs-answers-questions-about-class3s-open-world/#comments</comments><description><![CDATA[<p>Filed under: <a href="http://massively.joystiq.com/category/horror/" rel="tag">Horror</a>, <a href="http://massively.joystiq.com/category/game-mechanics/" rel="tag">Game mechanics</a>, <a href="http://massively.joystiq.com/category/previews/" rel="tag">Previews</a>, <a href="http://massively.joystiq.com/category/news-items/" rel="tag">News items</a>, <a href="http://massively.joystiq.com/category/misc/" rel="tag">Miscellaneous</a></p><div style="text-align: center;">
	<a href="http://massively.joystiq.com/2012/02/12/undead-labs-answers-questions-about-class3s-open-world/"><img alt="Zombie piloting has a negative effect on airline safety." src="http://www.blogcdn.com/massively.joystiq.com/media/2012/02/undead-spycam-epl-212.jpg" /></a></div>
<a href="http://massively.joystiq.com/tag/Undead-Labs/">Undead Labs</a> has been putting out a steady stream of information for potential players of <em><a href="http://massively.joystiq.com/tag/Class3/">Class3</a></em>, the company's upcoming single-player prelude to the massively multiplayer <em><a href="http://massively.joystiq.com/tag/Class4/">Class4</a></em>. The <a href="http://massively.joystiq.com/2012/01/08/undead-labs-jeff-strain-takes-players-behind-the-scenes-of-clas/">last major update in January</a> showed some previews of the game under development, something that prompted a great deal of discussion about how the game will play. As a result, <a href="http://undeadlabs.com/2012/02/news/ragdolls-landmines-and-tentacles-or-just-another-day-at-the-lab/">this month's session of questions and answers</a> focuses on player speculation and the game's open-world environment.<br />
<br />
According to this set of answers, players will be able to explore the game through a variety of means, including taking shelter inside the houses across the landscape, jumping over fences, and making careful use of vehicles found through the world. There's also discussion about making use of the environment as a weapon via ragdoll physics plus a tantalizing hint that more information will be forthcoming about the game in the spring. Fans of the upcoming zombie apocalypse will want to take a look at <a href="http://undeadlabs.com/2012/02/news/ragdolls-landmines-and-tentacles-or-just-another-day-at-the-lab/">the full set of answers</a>, which will hopefully serve as a precursor to an epic MMO in the same vein.<p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://massively.joystiq.com"><img src="http://massively.joystiq.com/media/feedlogo.gif" alt="Massively" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://massively.joystiq.com/2012/02/12/undead-labs-answers-questions-about-class3s-open-world/">Undead Labs answers questions about Class3's open world</a> originally appeared on <a href="http://massively.joystiq.com">Massively</a> on Sun, 12 Feb 2012 22:00:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href="http://massively.joystiq.com/2012/02/12/undead-labs-answers-questions-about-class3s-open-world/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/forward/20170090/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/2012/02/12/undead-labs-answers-questions-about-class3s-open-world/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>class3</category><category>class4</category><category>game-mechanics</category><category>mechanics</category><category>open-world</category><category>previews</category><category>q-and-a</category><category>questions-and-answers</category><category>undead-labs</category><category>upcoming-titles</category><category>zombie</category><category>zombie-survival</category><category>zombies</category><dc:creator><![CDATA[Eliot Lefebvre]]></dc:creator><pubDate>Sun, 12 Feb 2012 22:00:00 EST</pubDate></item><item><title><![CDATA[Storyboard: You guys must be the party]]></title><link>http://massively.joystiq.com/2012/02/03/storyboard-you-guys-must-be-the-party/</link><guid isPermaLink="true">http://massively.joystiq.com/2012/02/03/storyboard-you-guys-must-be-the-party/</guid><comments>http://massively.joystiq.com/2012/02/03/storyboard-you-guys-must-be-the-party/#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/2012/02/03/storyboard-you-guys-must-be-the-party/"><img alt="I always wonder if people read more into these header images than they ought to." src="http://www.blogcdn.com/massively.joystiq.com/media/2012/02/storyboard-89-epl-201.jpg" /></a></div>
A couple of weeks back, I wrote an article about dealing with a major ongoing storyline in an MMO. For those of you who neither read the article nor can spare the time to click the link and read it now: It talked about the problems presented by having a storyline and offered a few different solutions for handling such inconsistencies. Of course, as I noted, very few of these problems apply to open-world sandbox games that have no sort of ongoing developer-run story for you to stumble around.<br />
<br />
No, those games have issues entirely their own, starting with the very nature of player-run stories.<br />
<br />
A completely player-driven story has the advantage of not having several issues that can crop up when dealing with an ongoing in-game story, but it also still has some serious problems. There are still issues that you're going to have to have answers for when you're in a game that lets you craft the world to match your whims, and unfortunately the methods for doing so aren't quite as straightforward as the methods for dealing with an in-game storyline.<p><a href="http://massively.joystiq.com/2012/02/03/storyboard-you-guys-must-be-the-party/" rel="bookmark">Continue reading <em>Storyboard: You guys must be the party</em></a></p><p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://massively.joystiq.com"><img src="http://massively.joystiq.com/media/feedlogo.gif" alt="Massively" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://massively.joystiq.com/2012/02/03/storyboard-you-guys-must-be-the-party/">Storyboard: You guys must be the party</a> originally appeared on <a href="http://massively.joystiq.com">Massively</a> on Fri, 03 Feb 2012 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/2012/02/03/storyboard-you-guys-must-be-the-party/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/forward/20161447/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/2012/02/03/storyboard-you-guys-must-be-the-party/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>culture</category><category>featured</category><category>open-world</category><category>opinion</category><category>player-driven-stories</category><category>roleplaying</category><category>rp</category><category>sandbox</category><category>stories</category><category>story</category><category>storyboard</category><dc:creator><![CDATA[Eliot Lefebvre]]></dc:creator><pubDate>Fri, 03 Feb 2012 13:00:00 EST</pubDate></item><item><title><![CDATA[PlanetSide 2's Sunderer carries troops, pushes tanks]]></title><link>http://massively.joystiq.com/2012/01/18/planetside-2s-sunderer-carries-troops-pushes-tanks/</link><guid isPermaLink="true">http://massively.joystiq.com/2012/01/18/planetside-2s-sunderer-carries-troops-pushes-tanks/</guid><comments>http://massively.joystiq.com/2012/01/18/planetside-2s-sunderer-carries-troops-pushes-tanks/#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/mmo-industry/" rel="tag">MMO industry</a>, <a href="http://massively.joystiq.com/category/new-titles/" rel="tag">New titles</a>, <a href="http://massively.joystiq.com/category/news-items/" rel="tag">News items</a>, <a href="http://massively.joystiq.com/category/free-to-play/" rel="tag">Free-to-play</a>, <a href="http://massively.joystiq.com/category/mmofps/" rel="tag">MMOFPS</a>, <a href="http://massively.joystiq.com/category/planetside-2/" rel="tag">PlanetSide 2</a></p><div style="text-align: center;">
	<a href="http://massively.joystiq.com/2012/01/18/planetside-2s-sunderer-carries-troops-pushes-tanks/"><img alt="PlanetSide 2 - the Sunderer" src="http://www.blogcdn.com/massively.joystiq.com/media/2012/01/261.jpg" /></a></div>
<a href="http://massively.joystiq.com/tag/soe">Sony Online Entertainment</a> is continuing its tradition of <a href="http://massively.joystiq.com/category/planetside-2"><em>PlanetSide 2</em></a> vehicle reveals in a news blurb on the game's official website. The Sunderer looks like a cross between a tank and a Mack truck, and it's designed to pancake enemy defensive lines and deposit a load of troopers smack dab in the thick of the action.<br />
<br />
SOE says the beastly ride can withstand a focused barrage of enemy fire due to its heavy armor, and the Sunderer also features enough mass and horsepower to push other vehicles (including tanks) out of its way. Its cargo hold can carry up to 12 soldiers as well as medical supplies and ammo. <em>PlanetSide 2</em> is a large-scale persistent world shooter based in a sci-fi setting, and SOE is currently accepting closed beta applications.<p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://massively.joystiq.com"><img src="http://massively.joystiq.com/media/feedlogo.gif" alt="Massively" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://massively.joystiq.com/2012/01/18/planetside-2s-sunderer-carries-troops-pushes-tanks/">PlanetSide 2's Sunderer carries troops, pushes tanks</a> originally appeared on <a href="http://massively.joystiq.com">Massively</a> on Wed, 18 Jan 2012 09:30:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href="http://massively.joystiq.com/2012/01/18/planetside-2s-sunderer-carries-troops-pushes-tanks/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/forward/20151035/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/2012/01/18/planetside-2s-sunderer-carries-troops-pushes-tanks/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>auraxis</category><category>f2p</category><category>fps</category><category>free-to-play</category><category>mmo-shooter</category><category>mmofps</category><category>open-world</category><category>persistent-world</category><category>planetside-2</category><category>ps2</category><category>sci-fi</category><category>shooter</category><category>soe</category><category>Sony-Online-Entertainment</category><category>sunderer</category><category>troop-carrier</category><category>vehicles</category><dc:creator><![CDATA[Jef Reahard]]></dc:creator><pubDate>Wed, 18 Jan 2012 09:30:00 EST</pubDate></item><item><title><![CDATA[New TERA gameplay clips feature dungeons, boss fight, exploration]]></title><link>http://massively.joystiq.com/2012/01/11/new-tera-gameplay-clips-feature-dungeons-boss-fight-exploratio/</link><guid isPermaLink="true">http://massively.joystiq.com/2012/01/11/new-tera-gameplay-clips-feature-dungeons-boss-fight-exploratio/</guid><comments>http://massively.joystiq.com/2012/01/11/new-tera-gameplay-clips-feature-dungeons-boss-fight-exploratio/#comments</comments><description><![CDATA[<p>Filed under: <a href="http://massively.joystiq.com/category/fantasy/" rel="tag">Fantasy</a>, <a href="http://massively.joystiq.com/category/video/" rel="tag">Video</a>, <a href="http://massively.joystiq.com/category/game-mechanics/" rel="tag">Game mechanics</a>, <a href="http://massively.joystiq.com/category/mmo-industry/" rel="tag">MMO industry</a>, <a href="http://massively.joystiq.com/category/new-titles/" rel="tag">New titles</a>, <a href="http://massively.joystiq.com/category/news-items/" rel="tag">News items</a>, <a href="http://massively.joystiq.com/category/tera/" rel="tag">TERA</a>, <a href="http://massively.joystiq.com/category/dungeons/" rel="tag">Dungeons</a></p><div style="text-align: center;">
	<a href="http://massively.joystiq.com/2012/01/11/new-tera-gameplay-clips-feature-dungeons-boss-fight-exploratio/"><img alt="TERA - New Ellenon landscape" src="http://www.blogcdn.com/massively.joystiq.com/media/2012/01/teralandscape.jpg" /></a></div>
<a href="http://massively.joystiq.com/category/tera"><em>TERA</em></a> has fallen a bit off the radar due to the lengthy gestation period of its North American client release. The game launched in Korea a year ago, and so far <a href="http://massively.joystiq.com/tag/en-masse-entertainment">En Masse Entertainment</a> hasn't managed to nail down a definitive launch date for the western version.<br />
<br />
Fortunately, there are fan sites to pick up the slack, and <a href="http://steparu.com/previews/mmo-rpg-previews/775-tera-online-content-explored">Steparu</a> has updated with a trio of <em>TERA</em> gameplay videos sure to warm even the most jaded Arborean heart. The clips are all fairly lengthy, and they feature a Castanic Slayer in various gameplay locales including dungeons, boss fights, and the open world (specifically, the picturesque New Ellenon zone). We should also point out that the main character in all three clips is a female Castanic, so fair warning to those who take offense to skimpy armor.<p><a href="http://massively.joystiq.com/2012/01/11/new-tera-gameplay-clips-feature-dungeons-boss-fight-exploratio/" rel="bookmark">Continue reading <em>New TERA gameplay clips feature dungeons, boss fight, exploration</em></a></p><p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://massively.joystiq.com"><img src="http://massively.joystiq.com/media/feedlogo.gif" alt="Massively" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://massively.joystiq.com/2012/01/11/new-tera-gameplay-clips-feature-dungeons-boss-fight-exploratio/">New TERA gameplay clips feature dungeons, boss fight, exploration</a> originally appeared on <a href="http://massively.joystiq.com">Massively</a> on Wed, 11 Jan 2012 11:30:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href="http://massively.joystiq.com/2012/01/11/new-tera-gameplay-clips-feature-dungeons-boss-fight-exploratio/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/forward/20146122/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/2012/01/11/new-tera-gameplay-clips-feature-dungeons-boss-fight-exploratio/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>arborea</category><category>bluehole</category><category>bluehole-studio</category><category>castanic</category><category>dungeons</category><category>en-masse</category><category>en-masse-entertainment</category><category>fantasy</category><category>open-world</category><category>slayer</category><category>tera</category><category>video</category><dc:creator><![CDATA[Jef Reahard]]></dc:creator><pubDate>Wed, 11 Jan 2012 11:30:00 EST</pubDate></item><item><title><![CDATA[The Firing Line: The pleasures and pitfalls of PlanetSide 2]]></title><link>http://massively.joystiq.com/2012/01/06/the-firing-line-the-pleasures-and-pitfalls-of-planetside-2/</link><guid isPermaLink="true">http://massively.joystiq.com/2012/01/06/the-firing-line-the-pleasures-and-pitfalls-of-planetside-2/</guid><comments>http://massively.joystiq.com/2012/01/06/the-firing-line-the-pleasures-and-pitfalls-of-planetside-2/#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/planetside/" rel="tag">PlanetSide</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/new-titles/" rel="tag">New titles</a>, <a href="http://massively.joystiq.com/category/opinion/" rel="tag">Opinion</a>, <a href="http://massively.joystiq.com/category/free-to-play/" rel="tag">Free-to-play</a>, <a href="http://massively.joystiq.com/category/mmofps/" rel="tag">MMOFPS</a>, <a href="http://massively.joystiq.com/category/planetside-2/" rel="tag">PlanetSide 2</a>, <a href="http://massively.joystiq.com/category/sandbox/" rel="tag">Sandbox</a>, <a href="http://massively.joystiq.com/category/the-firing-line/" rel="tag">The Firing Line</a></p><div style="text-align: center;">
	<a href="http://massively.joystiq.com/2012/01/06/the-firing-line-the-pleasures-and-pitfalls-of-planetside-2/"><img alt="The Firing Line - PlanetSide 2 trooper opens fire" src="http://www.blogcdn.com/massively.joystiq.com/media/2012/01/tflps2.jpg" style="width: 530px; height: 291px; " /></a></div>
My time in <a href="http://planetside.com"><em>PlanetSide</em></a> was a blur. It's also a ways back in the rear view mirror, and I've played so many MMOs in the interim that I can't even remember exactly when it was. The game originally shipped in May of 2003, and I was entrenched in <a href="http://starwarsgalaxies.station.sony.com/index.vm"><em>Star Wars Galaxies</em></a> from its June 2003 launch going forward. That would put my six week (de)tour with the Terran Republic somewhere circa 2004, maybe? I forget.<br />
<br />
The point I'm getting around to, though, is that regardless of hazy dates, <a href="http://massively.joystiq.com/category/planetside"><em>PlanetSide</em></a> stands out as one of those seminal MMO experiences that showcased the possibility inherent in this particular genre. The upcoming reboot, then, should be pretty spectacular and deserving of some fanboi adulation, right?<br />
<br />
Well, yes and no.<p><a href="http://massively.joystiq.com/2012/01/06/the-firing-line-the-pleasures-and-pitfalls-of-planetside-2/" rel="bookmark">Continue reading <em>The Firing Line: The pleasures and pitfalls of PlanetSide 2</em></a></p><p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://massively.joystiq.com"><img src="http://massively.joystiq.com/media/feedlogo.gif" alt="Massively" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://massively.joystiq.com/2012/01/06/the-firing-line-the-pleasures-and-pitfalls-of-planetside-2/">The Firing Line: The pleasures and pitfalls of PlanetSide 2</a> originally appeared on <a href="http://massively.joystiq.com">Massively</a> on Fri, 06 Jan 2012 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/2012/01/06/the-firing-line-the-pleasures-and-pitfalls-of-planetside-2/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/forward/20138571/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/2012/01/06/the-firing-line-the-pleasures-and-pitfalls-of-planetside-2/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>auraxis</category><category>base-control</category><category>bases</category><category>featured</category><category>firing-line</category><category>forgelight</category><category>forgelight-engine</category><category>fps</category><category>game-mechanics</category><category>mission-system</category><category>mmo-shooter</category><category>mmofps</category><category>open-world</category><category>opinion</category><category>persistence</category><category>persistent-war</category><category>planetside</category><category>planetside-2</category><category>planetside2</category><category>player-content</category><category>player-generated-content</category><category>player-generated-missions</category><category>player-missions</category><category>resource-control</category><category>sandbox</category><category>sci-fi</category><category>shooter</category><category>soe</category><category>Sony-Online-Entertainment</category><category>speculation</category><category>territory-control</category><category>the-firing-line</category><dc:creator><![CDATA[Jef Reahard]]></dc:creator><pubDate>Fri, 06 Jan 2012 10:00:00 EST</pubDate></item><item><title><![CDATA[Firefall dev update talks beta progress, testing schedules]]></title><link>http://massively.joystiq.com/2011/11/09/firefall-dev-update-talks-beta-progress-testing-schedules/</link><guid isPermaLink="true">http://massively.joystiq.com/2011/11/09/firefall-dev-update-talks-beta-progress-testing-schedules/</guid><comments>http://massively.joystiq.com/2011/11/09/firefall-dev-update-talks-beta-progress-testing-schedules/#comments</comments><description><![CDATA[<p>Filed under: <a href="http://massively.joystiq.com/category/betas/" rel="tag">Betas</a>, <a href="http://massively.joystiq.com/category/sci-fi/" rel="tag">Sci-fi</a>, <a href="http://massively.joystiq.com/category/game-mechanics/" rel="tag">Game mechanics</a>, <a href="http://massively.joystiq.com/category/mmo-industry/" rel="tag">MMO industry</a>, <a href="http://massively.joystiq.com/category/new-titles/" rel="tag">New titles</a>, <a href="http://massively.joystiq.com/category/news-items/" rel="tag">News items</a>, <a href="http://massively.joystiq.com/category/free-to-play/" rel="tag">Free-to-play</a>, <a href="http://massively.joystiq.com/category/mmofps/" rel="tag">MMOFPS</a></p><div style="text-align: center;">
	<a href="http://massively.joystiq.com/2011/11/09/firefall-dev-update-talks-beta-progress-testing-schedules/"><img alt="Firefall - vehicle screenshot" src="http://www.blogcdn.com/massively.joystiq.com/media/2011/11/firefall.jpg" /></a></div>
Wondering how <a href="http://massively.joystiq.com/tag/firefall"><em>Firefall</em></a> is progressing as we inch closer to the end of the year? Wonder no more, as a new <a href="http://massively.joystiq.com/tag/red-5">Red 5</a> dev blog sheds a bit of light on what's happening with everyone's favorite cel-shaded MMO shooter.<br />
<br />
The dev team is currently focused on <em>Firefall's</em> open world experience, and said functionality is currently at the center of "a huge push for us this month," Red 5 says.<br />
<br />
The dev blog also makes mention of the relatively limited access to beta, and says that players shouldn't worry if they haven't received invites yet. "It is definitely not a demo of the game. There are many times where testing is nothing but repeatedly banging your head against a wall while we watch the log files," Red 5 explains. The devs also plan to roll out more beta invites as infrastructure allows, with the process stretching "all the way into next year."<p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://massively.joystiq.com"><img src="http://massively.joystiq.com/media/feedlogo.gif" alt="Massively" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://massively.joystiq.com/2011/11/09/firefall-dev-update-talks-beta-progress-testing-schedules/">Firefall dev update talks beta progress, testing schedules</a> originally appeared on <a href="http://massively.joystiq.com">Massively</a> on Wed, 09 Nov 2011 13:00:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href="http://massively.joystiq.com/2011/11/09/firefall-dev-update-talks-beta-progress-testing-schedules/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/forward/20102335/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/2011/11/09/firefall-dev-update-talks-beta-progress-testing-schedules/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>beta</category><category>beta-invites</category><category>cel-shaded</category><category>dev-blog</category><category>dev-diary</category><category>f2p</category><category>firefall</category><category>fps</category><category>free-to-play</category><category>mmo-shooter</category><category>mmofps</category><category>open-world</category><category>red-5</category><category>red-5-studios</category><category>sci-fi</category><category>shooter</category><category>testing</category><dc:creator><![CDATA[Jef Reahard]]></dc:creator><pubDate>Wed, 09 Nov 2011 13:00:00 EST</pubDate></item><item><title><![CDATA[The Soapbox: Sandparks]]></title><link>http://massively.joystiq.com/2011/06/28/the-soapbox-sandparks/</link><guid isPermaLink="true">http://massively.joystiq.com/2011/06/28/the-soapbox-sandparks/</guid><comments>http://massively.joystiq.com/2011/06/28/the-soapbox-sandparks/#comments</comments><description><![CDATA[<p>Filed under: <a href="http://massively.joystiq.com/category/game-mechanics/" rel="tag">Game mechanics</a>, <a href="http://massively.joystiq.com/category/mmo-industry/" rel="tag">MMO industry</a>, <a href="http://massively.joystiq.com/category/opinion/" rel="tag">Opinion</a>, <a href="http://massively.joystiq.com/category/virtual-worlds/" rel="tag">Virtual worlds</a>, <a href="http://massively.joystiq.com/category/the-soapbox/" rel="tag">The Soapbox</a>, <a href="http://massively.joystiq.com/category/misc/" rel="tag">Miscellaneous</a></p><div style="text-align: center;">
	<a href="http://en.wikipedia.org/wiki/Mount_Olympus_Water_%26_Theme_Park"><img src="http://www.blogcdn.com/massively.joystiq.com/media/2011/06/soapbox-themebox-epl-626.jpg" /></a></div>
<em>Disclaimer: <a href="http://www.massively.com/category/the-soapbox/">The Soapbox</a> column is entirely the opinion of this week's writer and does not necessarily reflect the views of Massively as a whole. If you're afraid of opinions other than your own, you might want to skip this column.</em><br />
<br />
The war between sandbox and themepark MMOs is being fought now, not just in the hearts and minds of players but in the simple matter of which project is getting funding for development. It's a war in which adherents to one design philosophy loudly decry the other, where both sides sling insults at one another and mourn how the other side has damaged the promise of MMOs or has no idea how to make a compelling gameplay experience. It's a battle of words and of subscription fees.<br />
<br />
It's also really, really stupid.<br />
<br />
Setting up the MMO sphere as a battle between two opposing design philosophies probably feels like a great chance to explore a two-faction system in real life, but it's also shortchanging not just MMOs but games on both sides of the nonexistent fence. It sells a number of games short, and it adds nothing useful to the genre as a whole. It's time to stop seeing the onling gaming sphere as a match of opposing forces and start seeing it as a varied and frequently awe-inspiring spectrum.<p><a href="http://massively.joystiq.com/2011/06/28/the-soapbox-sandparks/" rel="bookmark">Continue reading <em>The Soapbox: Sandparks</em></a></p><p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://massively.joystiq.com"><img src="http://massively.joystiq.com/media/feedlogo.gif" alt="Massively" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://massively.joystiq.com/2011/06/28/the-soapbox-sandparks/">The Soapbox: Sandparks</a> originally appeared on <a href="http://massively.joystiq.com">Massively</a> on Tue, 28 Jun 2011 14:30:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href="http://massively.joystiq.com/2011/06/28/the-soapbox-sandparks/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/forward/19976704/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/2011/06/28/the-soapbox-sandparks/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>complexity</category><category>design</category><category>elegance</category><category>featured</category><category>game-design</category><category>game-mechanics</category><category>housing</category><category>open-world</category><category>opinion</category><category>quest-auto-complete-9000</category><category>quests</category><category>sandbox</category><category>sandpark</category><category>simplicity</category><category>soapbox</category><category>the-soapbox</category><category>themepark</category><category>virtual-world</category><dc:creator><![CDATA[Eliot Lefebvre]]></dc:creator><pubDate>Tue, 28 Jun 2011 14:30:00 EST</pubDate></item><item><title><![CDATA[Massively Exclusive: Joel Bylos talks The Secret World's endgame (and a bunch of other stuff)]]></title><link>http://massively.joystiq.com/2011/06/03/massively-exclusive-joel-bylos-talks-the-secret-worlds-endgame/</link><guid isPermaLink="true">http://massively.joystiq.com/2011/06/03/massively-exclusive-joel-bylos-talks-the-secret-worlds-endgame/</guid><comments>http://massively.joystiq.com/2011/06/03/massively-exclusive-joel-bylos-talks-the-secret-worlds-endgame/#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/horror/" rel="tag">Horror</a>, <a href="http://massively.joystiq.com/category/interviews/" rel="tag">Interviews</a>, <a href="http://massively.joystiq.com/category/mmo-industry/" rel="tag">MMO industry</a>, <a href="http://massively.joystiq.com/category/new-titles/" rel="tag">New titles</a>, <a href="http://massively.joystiq.com/category/news-items/" rel="tag">News items</a>, <a href="http://massively.joystiq.com/category/the-secret-world/" rel="tag">The Secret World</a></p><div style="text-align: center;">
	<a href="http://massively.joystiq.com/category/the-secret-world"><img border="1" hspace="4" src="http://www.blogcdn.com/massively.joystiq.com/media/2011/06/darkfutureofnewyork.jpg" vspace="4" /></a></div>
<a href="http://funcom.com">Funcom</a> is ramping up the publicity for <a href="http://thesecretworld.com"><em>The Secret World</em></a> this week, and Massively's getting in on the action via an exclusive interview with lead content designer <a href="http://massively.joystiq.com/tag/joel-bylos">Joel Bylos</a>.<br />
<br />
Earlier we told you how <a href="http://massively.joystiq.com/category/the-secret-world"><em>TSW's</em></a> devs are <a href="http://massively.joystiq.com/2011/05/31/funcom-building-a-bridge-between-the-real-and-the-fantastic-in-t/">hard at work</a> putting a supernatural (and conspiratorial) twist on some of the world's most well-known cities, and we recently sat down with Bylos to talk about everything from using Google Maps to navigate <a href="http://massively.joystiq.com/tag/funcom">Funcom's</a> version of New York, to the nature of the term "open world," to the use of random game objects by the player.<br />
<br />
Bylos also has some interesting things to say about <em>The Secret World's</em> sandbox elements and its endgame, and you'll find all that and more after the cut.<p><a href="http://massively.joystiq.com/2011/06/03/massively-exclusive-joel-bylos-talks-the-secret-worlds-endgame/" rel="bookmark">Continue reading <em>Massively Exclusive: Joel Bylos talks The Secret World's endgame (and a bunch of other stuff)</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/2011/06/03/massively-exclusive-joel-bylos-talks-the-secret-worlds-endgame/">Massively Exclusive: Joel Bylos talks The Secret World's endgame (and a bunch of other stuff)</a> originally appeared on <a href="http://massively.joystiq.com">Massively</a> on Fri, 03 Jun 2011 13:00:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href="http://massively.joystiq.com/2011/06/03/massively-exclusive-joel-bylos-talks-the-secret-worlds-endgame/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/forward/19957745/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/2011/06/03/massively-exclusive-joel-bylos-talks-the-secret-worlds-endgame/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>conspiacies</category><category>endgame</category><category>exclusive</category><category>fantasy</category><category>featured</category><category>funcom</category><category>horror</category><category>interview</category><category>joel-bylos</category><category>london</category><category>new-york</category><category>open-world</category><category>random-objects</category><category>sandbox</category><category>seoul</category><category>skill-based</category><category>skills</category><category>the-secret-world</category><category>world-size</category><dc:creator><![CDATA[Jef Reahard]]></dc:creator><pubDate>Fri, 03 Jun 2011 13:00:00 EST</pubDate></item><item><title><![CDATA[The Daily Grind: Is free-for-all PvP a dealbreaker?]]></title><link>http://massively.joystiq.com/2011/06/03/the-daily-grind-is-free-for-all-pvp-a-dealbreaker/</link><guid isPermaLink="true">http://massively.joystiq.com/2011/06/03/the-daily-grind-is-free-for-all-pvp-a-dealbreaker/</guid><comments>http://massively.joystiq.com/2011/06/03/the-daily-grind-is-free-for-all-pvp-a-dealbreaker/#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/pvp/" rel="tag">PvP</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.darkfallonline.com/"><img src="http://www.blogcdn.com/massively.joystiq.com/media/2011/05/darkfall-freeforall-epl-530.jpg" style="border-width: 1px; border-style: solid; margin: 4px;" /></a></div>
Games like <a href="http://www.eveonline.com"><em>EVE Online</em></a>, <a href="http://www.darkfallonline.com/"><em>Darkfall</em></a>, and <a href="http://www.mortalonline.com"><em>Mortal Online</em></a> sell themselves on the premise of being wild and lawless. Like in the Wild West of ages past, anyone can kill you at any time. Of course, also like in the Wild West, this reputation bears only some resemblance to reality, as you're relatively unlikely to be consistently ganked and robbed by someone for no reason. But the fact that it's possible makes a lot of players decide that it's just not worth the hassle. The threat of losing everything to malicious player actions is more powerful than the real rarity of the event.<br />
<br />
Obviously, some players embrace the possibility as part of the charm of an open-world game. But it's possible to have a game with broad player options without the constant threat of cruelty, and there's a reason a lot of <a href="http://www.uoherald.com"><em>Ultima Online</em></a> players happily opted out of being hunted by other players. Is open PvP the sort of thing that makes you write off a game no matter what other features it might have?<br />
<br />
<img align="left" alt="" border="0" hspace="0" src="http://www.blogcdn.com/www.massively.com/media/2010/09/coffee.jpg" style="padding-right: 10px;" vspace="0" /><em>Every morning, the Massively bloggers probe the minds of their readers with deep, thought-provoking questions about that most serious of topics: massively online gaming. We crave your opinions, so grab your caffeinated beverage of choice and chime in on today's <a href="http://www.massively.com/category/the-daily-grind/">Daily Grind</a>!</em><p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://massively.joystiq.com"><img src="http://massively.joystiq.com/media/feedlogo.gif" alt="Massively" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://massively.joystiq.com/2011/06/03/the-daily-grind-is-free-for-all-pvp-a-dealbreaker/">The Daily Grind: Is free-for-all PvP a dealbreaker?</a> originally appeared on <a href="http://massively.joystiq.com">Massively</a> on Fri, 03 Jun 2011 08:00:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href="http://massively.joystiq.com/2011/06/03/the-daily-grind-is-free-for-all-pvp-a-dealbreaker/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/forward/19953763/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/2011/06/03/the-daily-grind-is-free-for-all-pvp-a-dealbreaker/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>ganking</category><category>griefing</category><category>open-pvp</category><category>open-pvp-environments</category><category>open-world</category><category>opinion</category><category>pvp</category><category>sandbox</category><category>sandbox-games</category><category>tdg</category><category>the-daily-grind</category><dc:creator><![CDATA[Eliot Lefebvre]]></dc:creator><pubDate>Fri, 03 Jun 2011 08:00:00 EST</pubDate></item><item><title><![CDATA[ArenaNet talks Guild Wars 2 environment art]]></title><link>http://massively.joystiq.com/2011/04/27/arenanet-talks-guild-wars-2-environment-art/</link><guid isPermaLink="true">http://massively.joystiq.com/2011/04/27/arenanet-talks-guild-wars-2-environment-art/</guid><comments>http://massively.joystiq.com/2011/04/27/arenanet-talks-guild-wars-2-environment-art/#comments</comments><description><![CDATA[<p>Filed under: <a href="http://massively.joystiq.com/category/fantasy/" rel="tag">Fantasy</a>, <a href="http://massively.joystiq.com/category/lore/" rel="tag">Lore</a>, <a href="http://massively.joystiq.com/category/mmo-industry/" rel="tag">MMO industry</a>, <a href="http://massively.joystiq.com/category/new-titles/" rel="tag">New titles</a>, <a href="http://massively.joystiq.com/category/news-items/" rel="tag">News items</a>, <a href="http://massively.joystiq.com/category/guild-wars-2/" rel="tag">Guild Wars 2</a>, <a href="http://massively.joystiq.com/category/dev-diaries/" rel="tag">Dev Diaries</a></p><div style="text-align: center;">
	<a href="http://www.arena.net/blog/an-introduction-to-the-environment-art-of-guild-wars-2"><img border="1" hspace="4" src="http://www.blogcdn.com/massively.joystiq.com/media/2011/04/gw2art.jpg" vspace="4" /></a></div>
There's a new <a href="http://guildwars2.com"><em>Guild Wars 2</em></a> dev blog loose on the interwebs, and <a href="http://arena.net">ArenaNet's</a> <a href="http://massively.joystiq.com/tag/peter-fries">Peter Fries</a> has lots to say about the upcoming sequel's environment art. Fries paints a pretty picture of the game's locations, both literally and in the mind's eye of folks excited about <a href="http://massively.joystiq.com/tag/arena.net">ANet's</a> decision to make Tyria more of an open world. "<em>In the original </em><a href="http://guildwars.com">Guild Wars</a><em>, a map artist could cheat in places they knew a player could never reach, using unbacked facades or hollow props, but there are few parts of this game world that are inaccessible</em>," Fries notes.<br />
<br />
The blog entry gives us a high-level overview of the creation of a game map from prototype to finished product, and Fries says that environment artists were involved very early in the process (usually just after a level designer finished up with an initial three-dimensional sketch). We're also let in on the fact that ANet typically uses two environment artists working in tandem on a particular map, the better to shoulder the significant workload inherent in filling the landscape with minutiae.<br />
<br />
Finally, we get a bit of a tease as to why location and location art matters, as Fries alludes to the history of Tyria and the continuity from the original game to the sequel. "<em>Players who enjoyed the lore of </em><a href="http://massively.joystiq.com/category/guild-wars">Guild Wars</a><em> will find plenty of relics from our game's history in the landscape of </em><a href="http://massively.joystiq.com/category/guild-wars-2">Guild Wars 2</a><em>, sometimes tucked into surprising places</em>," he says.<p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://massively.joystiq.com"><img src="http://massively.joystiq.com/media/feedlogo.gif" alt="Massively" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://massively.joystiq.com/2011/04/27/arenanet-talks-guild-wars-2-environment-art/">ArenaNet talks Guild Wars 2 environment art</a> originally appeared on <a href="http://massively.joystiq.com">Massively</a> on Wed, 27 Apr 2011 17:30:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href="http://massively.joystiq.com/2011/04/27/arenanet-talks-guild-wars-2-environment-art/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/forward/19925794/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/2011/04/27/arenanet-talks-guild-wars-2-environment-art/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>anet</category><category>arena.net</category><category>arenanet</category><category>art</category><category>design</category><category>details</category><category>dev-blog</category><category>dev-diary</category><category>environmental-art</category><category>fantasy</category><category>game-design</category><category>guild-wars-2</category><category>gw2</category><category>location-art</category><category>lore</category><category>map-design</category><category>ncsoft</category><category>open-world</category><category>peter-fries</category><category>tyria</category><dc:creator><![CDATA[Jef Reahard]]></dc:creator><pubDate>Wed, 27 Apr 2011 17:30:00 EST</pubDate></item><item><title><![CDATA[New ArcheAge Q&amp;A translated on official site]]></title><link>http://massively.joystiq.com/2011/03/10/new-archeage-qanda-translated-on-official-site/</link><guid isPermaLink="true">http://massively.joystiq.com/2011/03/10/new-archeage-qanda-translated-on-official-site/</guid><comments>http://massively.joystiq.com/2011/03/10/new-archeage-qanda-translated-on-official-site/#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/new-titles/" rel="tag">New titles</a>, <a href="http://massively.joystiq.com/category/news-items/" rel="tag">News items</a>, <a href="http://massively.joystiq.com/category/archeage/" rel="tag">ArcheAge</a></p><div style="text-align: center;">
	<a href="http://archeage-online.com/post/1718108696"><img border="1" hspace="4" src="http://www.blogcdn.com/massively.joystiq.com/media/2011/03/aaflowerart.jpg" vspace="4" /></a></div>
Here at Massively, we've been obsessing over <a href="http://www.archeage.com/en"><em>ArcheAge</em></a> for many months (see our <a href="http://massively.joystiq.com/2010/11/02/massively-exclusive-jake-song-talks-archeage/">exclusive interview</a> with lead dev <a href="http://massively.joystiq.com/tag/arche-age">Jake Song</a> from last fall). The upcoming sandbox title from <a href="http://www.xlgames.com/">XL Games</a> almost sounds too good to be true for virtual world enthusiasts due to its focus on non-combat activities (cultivating, crafting, and sailing, to name a few) as well as its territorial control and PvP aspects.<br />
<br />
While <a href="http://massively.joystiq.com/tag/arche-age"><em>ArcheAge</em></a> news is scarce in America and Europe, the game is undergoing extensive beta testing in its native Korea, and a recent developer Q&amp;A has popped up on the title's official website. Though brief, the blurb contains a couple of nifty insights, chief among them the existence of 10 skill trees as well as confirmation of the game's seamless open-world design.<br />
<br />
You can check out the <a href="http://www.archeage.com/notice/types/izuna/174">source article</a> (in Korean) or the <a href="http://archeage-online.com/post/1718108696"><em>translation</em></a> for more details.<p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://massively.joystiq.com"><img src="http://massively.joystiq.com/media/feedlogo.gif" alt="Massively" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://massively.joystiq.com/2011/03/10/new-archeage-qanda-translated-on-official-site/">New ArcheAge Q&amp;A translated on official site</a> originally appeared on <a href="http://massively.joystiq.com">Massively</a> on Thu, 10 Mar 2011 19:30:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href="http://massively.joystiq.com/2011/03/10/new-archeage-qanda-translated-on-official-site/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/forward/19875905/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/2011/03/10/new-archeage-qanda-translated-on-official-site/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>arche-age</category><category>archeage</category><category>beta</category><category>closed-beta</category><category>crafting</category><category>cultivation</category><category>fantasy</category><category>jake-song</category><category>korean-beta</category><category>non-combat</category><category>open-world</category><category>please-dont-suck</category><category>sandbox</category><category>skill-trees</category><category>xl-games</category><dc:creator><![CDATA[Jef Reahard]]></dc:creator><pubDate>Thu, 10 Mar 2011 19:30:00 EST</pubDate></item><item><title><![CDATA[Atari starts Test Drive Unlimited 2's engines]]></title><link>http://massively.joystiq.com/2011/02/09/atari-starts-test-drive-unlimited-2s-engines/</link><guid isPermaLink="true">http://massively.joystiq.com/2011/02/09/atari-starts-test-drive-unlimited-2s-engines/</guid><comments>http://massively.joystiq.com/2011/02/09/atari-starts-test-drive-unlimited-2s-engines/#comments</comments><description><![CDATA[<p>Filed under: <a href="http://massively.joystiq.com/category/real-life/" rel="tag">Real life</a>, <a href="http://massively.joystiq.com/category/sports/" rel="tag">Sports</a>, <a href="http://massively.joystiq.com/category/galleries/" rel="tag">Galleries</a>, <a href="http://massively.joystiq.com/category/screenshots/" rel="tag">Screenshots</a>, <a href="http://massively.joystiq.com/category/launches/" rel="tag">Launches</a>, <a href="http://massively.joystiq.com/category/new-titles/" rel="tag">New titles</a>, <a href="http://massively.joystiq.com/category/news-items/" rel="tag">News items</a>, <a href="http://massively.joystiq.com/category/misc/" rel="tag">Miscellaneous</a></p><div style="text-align: center;"><a href="http://www.testdriveunlimited2.com/node/473"><img hspace="4" vspace="4" border="1" alt="" src="http://www.blogcdn.com/massively.joystiq.com/media/2011/02/tdu2.jpg" /></a></div>
MMO racers are an interesting breed, seemingly rarer than a '<a href="http://www.supercars.net/cars/691.html">68 GT40</a>. Whether it's due to <a href="http://ea.com">EA's</a> relatively under-the-radar <a href="http://world.needforspeed.com/intro"><em>Need For Speed World</em></a> or the gone-but-not-forgotten <a href="http://en.wikipedia.org/wiki/Motor_City_Online"><em>Motor City Online</em></a>, car enthusiasts with a shared passion for MMOs have endured slim pickings in recent years. Happily, <a href="http://www.atari.com/">Atari</a> and <a href="http://www.edengames.com/">Eden Games</a> are looking to change all that with <a href="http://www.testdriveunlimited2.com/node/473">this week's release</a> of <a href="http://www.testdriveunlimited2.com/"><em>Test Drive Unlimited 2</em></a>, an ambitious new racing title for the PC, Xbox 360, and PS3 platforms.<br />
<br />
<a href="http://massively.joystiq.com/tag/test-drive-unlimited-2"><em>TDU2</em></a> lives up to its MMO billing (and its "beyond racing" tagline) by delivering a non-linear experience that is as much about collecting and progression as it is about driving. Also in the mix are a variety of social options such as avatar, housing, and furniture customization as well as the requisite car tuning and parts tweaking minigames. <em>TDU2</em> also aims to out-MMO many current MMOs by delivering large playfields and emphasizing shared social spaces (including gambling hubs, player-run clubs, and cooperative races).<br />
<br />
<em>TDU2</em> can be played sans a sub fee after you purchase the digital download or retail box, and <a href="http://massively.joystiq.com/tag/atari">Atari</a> plans to offer DLC in the form of car, clothing, and furniture packs to monetize the game over time. Check out our exclusive in-game gallery below and head to the game's official website for more info.<br />
<div class="postgallery"><p><strong>Gallery: <a href="http://massively.joystiq.com/photos/test-drive-unlimited-2-3/">Test Drive Unlimited 2</a></strong></p><a href="http://massively.joystiq.com/photos/test-drive-unlimited-2-3/#3860530"><img src="http://www.blogcdn.com/massively.joystiq.com/media/2011/02/ferrari4_thumbnail.jpg" alt="" title="" /></a><a href="http://massively.joystiq.com/photos/test-drive-unlimited-2-3/#3860527"><img src="http://www.blogcdn.com/massively.joystiq.com/media/2011/02/ferrari_thumbnail.jpg" alt="" title="" /></a><a href="http://massively.joystiq.com/photos/test-drive-unlimited-2-3/#3860528"><img src="http://www.blogcdn.com/massively.joystiq.com/media/2011/02/ferrari2_thumbnail.jpg" alt="" title="" /></a><a href="http://massively.joystiq.com/photos/test-drive-unlimited-2-3/#3860529"><img src="http://www.blogcdn.com/massively.joystiq.com/media/2011/02/ferrari3_thumbnail.jpg" alt="" title="" /></a><a href="http://massively.joystiq.com/photos/test-drive-unlimited-2-3/#3860531"><img src="http://www.blogcdn.com/massively.joystiq.com/media/2011/02/mustangchallenge_thumbnail.jpg" alt="" title="" /></a></div><p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://massively.joystiq.com"><img src="http://massively.joystiq.com/media/feedlogo.gif" alt="Massively" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://massively.joystiq.com/2011/02/09/atari-starts-test-drive-unlimited-2s-engines/">Atari starts Test Drive Unlimited 2's engines</a> originally appeared on <a href="http://massively.joystiq.com">Massively</a> on Wed, 09 Feb 2011 09:00:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href="http://massively.joystiq.com/2011/02/09/atari-starts-test-drive-unlimited-2s-engines/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/forward/19835755/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/2011/02/09/atari-starts-test-drive-unlimited-2s-engines/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>atari</category><category>avatar-customization</category><category>clothing</category><category>dlc</category><category>eden</category><category>eden-games</category><category>f2p</category><category>free-to-play</category><category>galleries</category><category>gambling</category><category>housing</category><category>launches</category><category>non-linear-progression</category><category>open-world</category><category>open-world-racer</category><category>sandbox</category><category>screenshots</category><category>tdu2</category><category>test-drive</category><category>test-drive-unlimited-2</category><dc:creator><![CDATA[Jef Reahard]]></dc:creator><pubDate>Wed, 09 Feb 2011 09:00:00 EST</pubDate></item><item><title><![CDATA[Undead Labs reveals first release title, and it's not the zombie MMO [Updated]]]></title><link>http://massively.joystiq.com/2011/02/03/undead-labs-reveals-first-release-title-and-its-not-the-zombie/</link><guid isPermaLink="true">http://massively.joystiq.com/2011/02/03/undead-labs-reveals-first-release-title-and-its-not-the-zombie/</guid><comments>http://massively.joystiq.com/2011/02/03/undead-labs-reveals-first-release-title-and-its-not-the-zombie/#comments</comments><description><![CDATA[<p>Filed under: <a href="http://massively.joystiq.com/category/horror/" rel="tag">Horror</a>, <a href="http://massively.joystiq.com/category/mmo-industry/" rel="tag">MMO industry</a>, <a href="http://massively.joystiq.com/category/new-titles/" rel="tag">New titles</a>, <a href="http://massively.joystiq.com/category/news-items/" rel="tag">News items</a>, <a href="http://massively.joystiq.com/category/consoles/" rel="tag">Consoles</a>, <a href="http://massively.joystiq.com/category/misc/" rel="tag">Miscellaneous</a></p><div style="text-align: center;"><a href="http://undeadlabs.com/news/"><img vspace="4" hspace="4" border="1" alt="" src="http://www.blogcdn.com/massively.joystiq.com/media/2011/02/zombiemmo-title.jpg" /></a></div>
Back in November 2009, <a href="http://massively.joystiq.com/2009/11/23/arenanet-co-founder-jeff-strain-opens-new-studio/">ArenaNet co-founder Jeff Strain left the company</a> to create a new development studio named <a href="http://undeadlabs.com">Undead Labs</a>. His plans included the development of <a href="http://massively.joystiq.com/2009/12/16/interview-with-undead-labs-jeff-strain/">a zombie-survival console MMO</a>, an idea that has had fans of zombie apocalypse games excited ever since. In August 2010, Undead Labs graced the news once again when <a href="http://massively.joystiq.com/2010/08/11/four-arenanet-team-members-joining-undead-labs/">four more of ArenaNet's developers left to join the new studio</a> and work on the upcoming zombie MMO. It wasn't long until we began to see the first details released of the impending zombie apocalypse, <a href="http://massively.joystiq.com/2010/10/06/braaaaainssss-first-details-about-undead-labs-zombie-mmo-revea/">with a huge section in EGM Magazine</a>. Most notable was the revelation that the game would be a console-only open-world sandbox.<br />
<br />
Undead Labs <a href="http://undeadlabs.com/2011/02/news/undead-labs-and-microsoft-game-studios-to-create-zombie-survival-franchise-on-xbox-360/">unveiled its first officially planned release title today</a>, and fans of the upcoming zombie MMO won't be disappointed. While the company's first release won't be the zombie MMO we all want so badly, the studio plans to first release a smaller-scale online zombie survival game on <a href="http://en.wikipedia.org/wiki/Xbox_Live_Arcade">XBox Live Arcade</a>. This game, code-named "Class 3" for now, will showcase the gameplay, setting and technology that will be used to develop the as-yet untitled zombie MMO. The team at Undead Labs plans to then use the game as a kind of training ground to help develop better gameplay experiences for the MMO that will follow. Although that means we'll have to wait a while to get our hands on that zombie-survival sandbox world we've all been dreaming of, the result should be a game that appeals more to players.<br />
<br />
Jeff Strain, founder of Undead Labs, released the following statement: <em>"Our mission is to create original online games that truly feel at home on the console platform, and Xbox 360 is a fantastic platform for online console gaming. We plan to create an ambitious open world XBLA game and use its gameplay, setting, and technology as the foundation for a full online world game."</em><br />
<br />
<strong>[Update: Jeff Strain's also released a tongue-in-cheek "</strong><a href="http://undeadlabs.com/2011/02/news/rude-qa-2/"><strong>Rude Q&amp;A</strong></a><strong>" on Undead Labs' blog. It discusses the team's plans and goals for the new game as well as aims to stave off any misconceptions about both upcoming titles.]</strong><br type="_moz" /><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/2011/02/03/undead-labs-reveals-first-release-title-and-its-not-the-zombie/">Undead Labs reveals first release title, and it's not the zombie MMO [Updated]</a> originally appeared on <a href="http://massively.joystiq.com">Massively</a> on Thu, 03 Feb 2011 15:00:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href="http://massively.joystiq.com/2011/02/03/undead-labs-reveals-first-release-title-and-its-not-the-zombie/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/forward/19827610/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/2011/02/03/undead-labs-reveals-first-release-title-and-its-not-the-zombie/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>console</category><category>console-mmo</category><category>horror</category><category>jeff-strain</category><category>open-world</category><category>sandbox</category><category>undead</category><category>undead-labs</category><category>xbla</category><category>xbox</category><category>Xbox-360</category><category>Xbox-Live-Arcade</category><category>zombie</category><category>zombie-mmo</category><dc:creator><![CDATA[Brendan Drain]]></dc:creator><pubDate>Thu, 03 Feb 2011 15:00:00 EST</pubDate></item><item><title><![CDATA[Xsyon launching March 1st]]></title><link>http://massively.joystiq.com/2011/01/03/xsyon-launching-march-1st/</link><guid isPermaLink="true">http://massively.joystiq.com/2011/01/03/xsyon-launching-march-1st/</guid><comments>http://massively.joystiq.com/2011/01/03/xsyon-launching-march-1st/#comments</comments><description><![CDATA[<p>Filed under: <a href="http://massively.joystiq.com/category/betas/" rel="tag">Betas</a>, <a href="http://massively.joystiq.com/category/sci-fi/" rel="tag">Sci-fi</a>, <a href="http://massively.joystiq.com/category/launches/" rel="tag">Launches</a>, <a href="http://massively.joystiq.com/category/new-titles/" rel="tag">New titles</a>, <a href="http://massively.joystiq.com/category/news-items/" rel="tag">News items</a>, <a href="http://massively.joystiq.com/category/xsyon/" rel="tag">Xsyon</a>, <a href="http://massively.joystiq.com/category/post-apocalyptic/" rel="tag">Post-Apocalyptic</a></p><div style="text-align: center;"><a href="http://www.xsyon.com"><img vspace="4" hspace="4" border="1" alt="" src="http://www.blogcdn.com/massively.joystiq.com/media/2011/01/xsyon-launch.jpg" /></a></div>
Though it's been some time since we've heard anything new from <a href="http://massively.joystiq.com/tag/notorious-games">Notorious Games</a> regarding its <a href="http://www.xsyon.com/"><em>Xsyon</em></a> MMORPG, there is some light at the end of the lengthy beta tunnel. Lead designer <a href="http://massively.joystiq.com/tag/jordi-grau-davis">Jordi Grau Davis</a> has sent word that the post-apocalyptic sandbox game is nearing release. March 1st has been confirmed as launch day, and the company is now taking pre-orders for a limited initial release called <a href="http://massively.joystiq.com/category/xsyon"><em>Xsyon</em></a>: Prelude.<br />
<br />
The Prelude is set in an isolated basin somewhere in the American wilderness, where survivors of the apocalypse will carve out humanity's future in an open-ended sandbox that will evolve according to the actions of its community. Pre-order customers will receive immediate access to the game's final testing phases as well as two free months of game time and a limited edition in-game weapon.<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/2011/01/03/xsyon-launching-march-1st/">Xsyon launching March 1st</a> originally appeared on <a href="http://massively.joystiq.com">Massively</a> on Mon, 03 Jan 2011 21:00:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href="http://massively.joystiq.com/2011/01/03/xsyon-launching-march-1st/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/forward/19785294/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/2011/01/03/xsyon-launching-march-1st/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>jordi-grau-davis</category><category>launch</category><category>launch-date</category><category>notorious-games</category><category>open-world</category><category>pre-order</category><category>prelude</category><category>sandbox</category><category>xsyon</category><category>xsyon-beta</category><category>xsyon-prelude</category><dc:creator><![CDATA[Jef Reahard]]></dc:creator><pubDate>Mon, 03 Jan 2011 21:00:00 EST</pubDate></item><item><title><![CDATA[Undead Labs answers fan questions]]></title><link>http://massively.joystiq.com/2010/12/07/undead-labs-answers-fan-questions/</link><guid isPermaLink="true">http://massively.joystiq.com/2010/12/07/undead-labs-answers-fan-questions/</guid><comments>http://massively.joystiq.com/2010/12/07/undead-labs-answers-fan-questions/#comments</comments><description><![CDATA[<p>Filed under: <a href="http://massively.joystiq.com/category/horror/" rel="tag">Horror</a>, <a href="http://massively.joystiq.com/category/new-titles/" rel="tag">New titles</a>, <a href="http://massively.joystiq.com/category/news-items/" rel="tag">News items</a>, <a href="http://massively.joystiq.com/category/post-apocalyptic/" rel="tag">Post-Apocalyptic</a>, <a href="http://massively.joystiq.com/category/misc/" rel="tag">Miscellaneous</a></p><div style="text-align: center;"><a href="http://undeadlabs.com/2010/12/news/qa-shooting-and-more/"><img hspace="4" vspace="4" border="1" src="http://www.blogcdn.com/massively.joystiq.com/media/2010/12/untitled-1.jpg" alt="" /><br />
</a></div>
<a href="http://undeadlabs.com">Undead Labs</a> has published a list of <a href="http://undeadlabs.com/2010/12/news/qa-shooting-and-more/">reader questions</a> (and a few select answers) regarding its zombie-themed console MMORPG currently in development. New community manager Emily Diehl checks in on the official <a href="http://massively.joystiq.com/tag/undead-labs/">Undead Labs</a> website to bring us a wrap-up from the queries submitted on the game's forums.<br />
<br />
The topics range from the title's shooting and aiming mechanics, to vehicle implementations, to its persistent qualities. Regarding this last bit, Undead Labs seems intent on putting to rest any notion that the game's console nature will result in anything less than a traditional open world experience. "<em>This may seem like a no-brainer, but we're building an actual world. We want it to live, breathe, change and evolve over time, responding to the choices you make while immersed in it</em>," the studio writes.<br />
<br />
Check all the questions and answers on the game's <a href="http://undeadlabs.com/2010/12/news/qa-shooting-and-more/">official site</a>.<p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://massively.joystiq.com"><img src="http://massively.joystiq.com/media/feedlogo.gif" alt="Massively" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://massively.joystiq.com/2010/12/07/undead-labs-answers-fan-questions/">Undead Labs answers fan questions</a> originally appeared on <a href="http://massively.joystiq.com">Massively</a> on Tue, 07 Dec 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/2010/12/07/undead-labs-answers-fan-questions/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/forward/19749710/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/2010/12/07/undead-labs-answers-fan-questions/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>console-mmo</category><category>consoles</category><category>emily-diehl</category><category>horror</category><category>in-development</category><category>open-world</category><category>persistent-world</category><category>post-apocalyptic</category><category>qa</category><category>questions-and-answers</category><category>reader-questions</category><category>undead-labs</category><category>zombie-mmo</category><category>zombies</category><dc:creator><![CDATA[Jef Reahard]]></dc:creator><pubDate>Tue, 07 Dec 2010 12:00:00 EST</pubDate></item><item><title><![CDATA[Lost Pages of Taborea: Sandbox or themepark]]></title><link>http://massively.joystiq.com/2010/11/15/lost-pages-of-taborea-sandbox-or-themepark/</link><guid isPermaLink="true">http://massively.joystiq.com/2010/11/15/lost-pages-of-taborea-sandbox-or-themepark/</guid><comments>http://massively.joystiq.com/2010/11/15/lost-pages-of-taborea-sandbox-or-themepark/#comments</comments><description><![CDATA[<p>Filed under: <a href="http://massively.joystiq.com/category/fantasy/" rel="tag">Fantasy</a>, <a href="http://massively.joystiq.com/category/opinion/" rel="tag">Opinion</a>, <a href="http://massively.joystiq.com/category/free-to-play/" rel="tag">Free-to-play</a>, <a href="http://massively.joystiq.com/category/runes-of-magic/" rel="tag">Runes of Magic</a>, <a href="http://massively.joystiq.com/category/lost-pages-of-taborea/" rel="tag">Lost Pages of Taborea</a></p><div style="text-align: center;"><a href="http://massively.joystiq.com/category/lost-pages-of-taborea/"><img vspace="4" hspace="4" border="1" alt="" src="http://www.blogcdn.com/massively.joystiq.com/media/2010/11/massivelysandboxheaderlarge.jpg" /></a></div>
Lately I've had some great conversations over on the <a href="http://us.runesofmagic.com/us/index.html"><em>Runes of Magic</em></a> forum that have me thinking about what type of MMO <a href="http://www.runewaker.com/en/index.php">Runewaker</a> has created. Every MMO eventually gets stamped as either sandbox or themepark, depending on whether it has an open-ended environment or is filled with directed activities. <a href="http://massively.joystiq.com/category/runes-of-magic/"><em>RoM</em></a> is packed with minigames, quests, dungeons, housing, pets and guild content. <em>RoM's</em> minigame, Malatina's Course of Terror, can be taken at any level and yields the same possible rewards to all players. Yet the devs are constantly adding quests, dungeons, and other high-level content, all of which requires a player to level in order to take part. What kind of MMO is <em>RoM</em>? Do these terms shape your opinions of what you want to see added in the game? And does any of this matter?<p><a href="http://massively.joystiq.com/2010/11/15/lost-pages-of-taborea-sandbox-or-themepark/" rel="bookmark">Continue reading <em>Lost Pages of Taborea: Sandbox or themepark</em></a></p><p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://massively.joystiq.com"><img src="http://massively.joystiq.com/media/feedlogo.gif" alt="Massively" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://massively.joystiq.com/2010/11/15/lost-pages-of-taborea-sandbox-or-themepark/">Lost Pages of Taborea: Sandbox or themepark</a> originally appeared on <a href="http://massively.joystiq.com">Massively</a> on Mon, 15 Nov 2010 12:00:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href="http://massively.joystiq.com/2010/11/15/lost-pages-of-taborea-sandbox-or-themepark/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/forward/19715319/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/2010/11/15/lost-pages-of-taborea-sandbox-or-themepark/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>directed</category><category>featured</category><category>frogster</category><category>frogster-america</category><category>frogster-interactive</category><category>gear</category><category>gear-heavy</category><category>gear-mods</category><category>give-you-a-shovel</category><category>guided</category><category>hold-your-hand</category><category>mods</category><category>no-goals</category><category>open-ended</category><category>open-world</category><category>player-made-content</category><category>player-tools</category><category>quest-driven</category><category>rom</category><category>runes-of-magic</category><category>runewaker</category><category>runewaker-entertainment</category><category>sandbox</category><category>stats</category><category>themepark</category><category>upgrade</category><dc:creator><![CDATA[Jeremy Stratton]]></dc:creator><pubDate>Mon, 15 Nov 2010 12:00:00 EST</pubDate></item><item><title><![CDATA[E3 launches into space Taikodom-style!]]></title><link>http://massively.joystiq.com/2010/06/17/e3-launches-into-space-taikodom-style/</link><guid isPermaLink="true">http://massively.joystiq.com/2010/06/17/e3-launches-into-space-taikodom-style/</guid><comments>http://massively.joystiq.com/2010/06/17/e3-launches-into-space-taikodom-style/#comments</comments><description><![CDATA[<p>Filed under: <a href="http://massively.joystiq.com/category/betas/" rel="tag">Betas</a>, <a href="http://massively.joystiq.com/category/sci-fi/" rel="tag">Sci-fi</a>, <a href="http://massively.joystiq.com/category/events-real-world/" rel="tag">Events, real-world</a>, <a href="http://massively.joystiq.com/category/hands-on/" rel="tag">Hands-on</a></p><div style="text-align: center;"><a href="http://www.taikodom.com/living/index_com"><img vspace="4" hspace="4" border="1" alt="" src="http://www.blogcdn.com/massively.joystiq.com/media/2010/06/taikodom01.jpg" /></a></div>
There are not many games that truly give the player the feel of what it is like to fly a starship in space. In fact, even some of the MMOs that label themselves as sci-fi are often just fantasy games with a futuristic paint job. And if you're looking for, more specifically, a <em>free</em>-to-play sci fi MMO, you will find but one game, and that game is <a href="http://www.taikodom.com/living/index_com"><em>Taikodom</em></a>, the Brazilian-born, space-action game. If this game seems familiar, it's because it was recently acquired by <a href="http://www.gamersfirst.com/">GamersFirst</a>, who have really put production of this title into full gear. Massively was lucky enough to to get our hands on the current incarnation of this game -- pre-beta! -- at <a href="http://e3expo.com">E3</a>.<br />
<br />
Set some 300 years in the future, <a href="http://massively.joystiq.com/category/taikodom/"><em>Taikodom</em></a> tells us that Earth -- or at least, Earth as we know it -- has completely changed. We are no longer able to set foot on the soothing surface of our blue-green homeworld. Instead, groups of space stations called Nodes are now our homes. Corporations run these nodes, and each has its own distinct faction and personality. Humanity now explores the galaxy in starships, which simulate and repeat familiar sights and sounds back to us. Hyperspace between Nodes is traversed via giant disc-shaped stations called, predictably, jumpgates. Explore this vast and exciting galaxy with us after the break!<br />
<div class="postgallery"><p><strong>Gallery: <a href="http://massively.joystiq.com/photos/e3-2010-taikodom/">E3 2010: Taikodom</a></strong></p><a href="http://massively.joystiq.com/photos/e3-2010-taikodom/#3090972"><img src="http://www.blogcdn.com/www.massively.com/media/2010/06/taikodom02_thumbnail.jpg" alt="" title="" /></a><a href="http://massively.joystiq.com/photos/e3-2010-taikodom/#3090991"><img src="http://www.blogcdn.com/www.massively.com/media/2010/06/taikodom03_thumbnail.jpg" alt="" title="" /></a><a href="http://massively.joystiq.com/photos/e3-2010-taikodom/#3090993"><img src="http://www.blogcdn.com/www.massively.com/media/2010/06/taikodom04_thumbnail.jpg" alt="" title="" /></a><a href="http://massively.joystiq.com/photos/e3-2010-taikodom/#3090994"><img src="http://www.blogcdn.com/www.massively.com/media/2010/06/taikodom05_thumbnail.jpg" alt="" title="" /></a><a href="http://massively.joystiq.com/photos/e3-2010-taikodom/#3090996"><img src="http://www.blogcdn.com/www.massively.com/media/2010/06/taikodom06_thumbnail.jpg" alt="" title="" /></a></div><p><a href="http://massively.joystiq.com/2010/06/17/e3-launches-into-space-taikodom-style/" rel="bookmark">Continue reading <em>E3 launches into space Taikodom-style!</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/2010/06/17/e3-launches-into-space-taikodom-style/">E3 launches into space Taikodom-style!</a> originally appeared on <a href="http://massively.joystiq.com">Massively</a> on Thu, 17 Jun 2010 15:00:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href="http://massively.joystiq.com/2010/06/17/e3-launches-into-space-taikodom-style/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/forward/19519746/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/2010/06/17/e3-launches-into-space-taikodom-style/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>e3</category><category>e3-2010</category><category>featured</category><category>gamersfirst</category><category>open-world</category><category>open-world-pvp</category><category>sci-fi</category><category>space</category><category>spaceships</category><category>taikodom</category><category>taikodom-beta</category><category>unity</category><category>unity-engine</category><dc:creator><![CDATA[Larry Everett]]></dc:creator><pubDate>Thu, 17 Jun 2010 15:00:00 EST</pubDate></item><item><title><![CDATA[Dawntide open beta coming on May 31st]]></title><link>http://massively.joystiq.com/2010/05/27/dawntide-open-beta-coming-on-may-31st/</link><guid isPermaLink="true">http://massively.joystiq.com/2010/05/27/dawntide-open-beta-coming-on-may-31st/</guid><comments>http://massively.joystiq.com/2010/05/27/dawntide-open-beta-coming-on-may-31st/#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/news-items/" rel="tag">News items</a>, <a href="http://massively.joystiq.com/category/virtual-worlds/" rel="tag">Virtual worlds</a>, <a href="http://massively.joystiq.com/category/dawntide/" rel="tag">Dawntide</a></p><div style="text-align: center;"><a href="http://www.dawntide.net"><img vspace="4" hspace="4" border="1" alt="" src="http://www.blogcdn.com/massively.joystiq.com/media/2010/05/dawntide-open-epl-526.jpg" /></a></div>
These days, "sandbox" so often gets read as "constant PvP" that the two can almost be used interchangeably. But <a href="http://massively.joystiq.com/tag/Working-As-Intended/">Working As Intended</a>'s sandbox game <a href="http://www.dawntide.net"><em>Dawntide</em></a> is focused on the creation of societies, cities, and an entire world based solely on player input, the sort of thing that's quite attractive to a number of players. The game has been in closed beta testing for quite some time, but if the premise intrigues you, there's good news on the horizon -- on May 31st, the game is <a href="http://www.dawntide.net/news/opening-beta">going into fully open beta testing</a>.<br />
<br />
As the game approaches the deadline (which is very close indeed at this point), the development team is rolling out several improvements to the game. Those include a revamped and improved UI, a number of skills being implemented, and a stretch of islands available for players to claim as their own and build up as they see fit. If truly open-world gameplay appeals to you, the upcoming holiday weekend <a href="http://www.dawntide.net/news/opening-beta">might be best capped off</a> with a look at <a href="http://massively.joystiq.com/category/Dawntide/"><em>Dawntide</em></a>'s beta.<br />
<br />
[Thanks to Bartillo for the tip!]<p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://massively.joystiq.com"><img src="http://massively.joystiq.com/media/feedlogo.gif" alt="Massively" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://massively.joystiq.com/2010/05/27/dawntide-open-beta-coming-on-may-31st/">Dawntide open beta coming on May 31st</a> originally appeared on <a href="http://massively.joystiq.com">Massively</a> on Thu, 27 May 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://www.dawntide.net/news/opening-beta>Read</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/2010/05/27/dawntide-open-beta-coming-on-may-31st/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/forward/19493297/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/2010/05/27/dawntide-open-beta-coming-on-may-31st/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>beta</category><category>betas</category><category>dawntide</category><category>exploration</category><category>holiday-weekend</category><category>new-titles</category><category>open-beta</category><category>open-betas</category><category>open-world</category><category>player-cities</category><category>player-societies</category><category>sandbox</category><category>working-as-intended</category><dc:creator><![CDATA[Eliot Lefebvre]]></dc:creator><pubDate>Thu, 27 May 2010 13:00:00 EST</pubDate></item><item><title><![CDATA[Hi-Rez fleshes out their plans for Global Agenda, includes open world MMO zone]]></title><link>http://massively.joystiq.com/2010/02/16/hi-rez-fleshes-out-their-plans-for-global-agenda-includes-open/</link><guid isPermaLink="true">http://massively.joystiq.com/2010/02/16/hi-rez-fleshes-out-their-plans-for-global-agenda-includes-open/</guid><comments>http://massively.joystiq.com/2010/02/16/hi-rez-fleshes-out-their-plans-for-global-agenda-includes-open/#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/mmorts/" rel="tag">MMORTS</a>, <a href="http://massively.joystiq.com/category/global-agenda/" rel="tag">Global Agenda</a></p><div style="text-align: center; "><a href="http://forum.globalagendagame.com/phpbb/viewtopic.php?f=142&amp;t=14897&amp;start=0&amp;st=0&amp;sk=t&amp;sd=a"><img border="1" hspace="4" vspace="4" alt="" src="http://www.blogcdn.com/massively.joystiq.com/media/2010/02/globalagendammoadd.jpg" /></a></div>
Last we heard, <a href="http://massively.joystiq.com/tag/hi-rez-studios">Hi-Rez Studios</a> was considering adding more "open" mission areas around Dome City, giving players an open-world feel to their game. Well, Hi-Rez's <a href="http://massively.joystiq.com/tag/erez-goren">Erez Goren</a> stopped by the forums on Saturday <a href="http://forum.globalagendagame.com/phpbb/viewtopic.php?f=142&amp;t=14897&amp;start=0&amp;st=0&amp;sk=t&amp;sd=a">to lay out the full plans</a> for not only the areas outside of Dome City, but also for some new weapons appearing in the game, new maps in AvA, and new options to help agencies compete and hold ground in AvA. All of this is scheduled on a very ambitious timetable -- available by the end of March. If certain features become pushed back or delayed, Hi-Rez will also reconsider extending their current "free subscription" policy.<br />
<br />
However, it was surprising to find that the open-world areas mentioned in the last newsletter literally will be open world areas. Multiple mission teams and players will find themselves on one gigantic map, completing PvE and PvP objectives for experience and loot. Missions on these maps will be for a varied number of players, starting out at the solo player and going all the way up to a 10 man strikeforce. And, of course, some areas of the map will be "unsafe" and open for agents to beat on other agents. Now you too can gank in <a href="http://www.globalagendagame.com"><em>Global Agenda</em></a>.<br />
<br type="_moz" /><p><a href="http://massively.joystiq.com/2010/02/16/hi-rez-fleshes-out-their-plans-for-global-agenda-includes-open/" rel="bookmark">Continue reading <em>Hi-Rez fleshes out their plans for Global Agenda, includes open world MMO zone</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/2010/02/16/hi-rez-fleshes-out-their-plans-for-global-agenda-includes-open/">Hi-Rez fleshes out their plans for Global Agenda, includes open world MMO zone</a> originally appeared on <a href="http://massively.joystiq.com">Massively</a> on Tue, 16 Feb 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://forum.globalagendagame.com/phpbb/viewtopic.php?f=142&amp;t=14897&amp;start=0&amp;st=0&amp;sk=t&amp;sd=a>Read</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/2010/02/16/hi-rez-fleshes-out-their-plans-for-global-agenda-includes-open/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/forward/19360153/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/2010/02/16/hi-rez-fleshes-out-their-plans-for-global-agenda-includes-open/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>alliance-vs-alliance</category><category>ava</category><category>crafting</category><category>epic-items</category><category>erez-goren</category><category>game-design</category><category>global-agenda</category><category>hi-rez-studios</category><category>item-stats</category><category>map-types</category><category>mmo</category><category>open-world</category><category>pve</category><category>pvp</category><category>rare-items</category><dc:creator><![CDATA[Seraphina Brennan]]></dc:creator><pubDate>Tue, 16 Feb 2010 13:00:00 EST</pubDate></item><item><title><![CDATA[Ragnar Tørnquist on what sets The Secret World apart]]></title><link>http://massively.joystiq.com/2009/10/23/ragnar-tornquist-on-what-sets-the-secret-world-apart/</link><guid isPermaLink="true">http://massively.joystiq.com/2009/10/23/ragnar-tornquist-on-what-sets-the-secret-world-apart/</guid><comments>http://massively.joystiq.com/2009/10/23/ragnar-tornquist-on-what-sets-the-secret-world-apart/#comments</comments><description><![CDATA[<p>Filed under: <a href="http://massively.joystiq.com/category/horror/" rel="tag">Horror</a>, <a href="http://massively.joystiq.com/category/game-mechanics/" rel="tag">Game mechanics</a>, <a href="http://massively.joystiq.com/category/interviews/" rel="tag">Interviews</a>, <a href="http://massively.joystiq.com/category/lore/" rel="tag">Lore</a>, <a href="http://massively.joystiq.com/category/new-titles/" rel="tag">New titles</a>, <a href="http://massively.joystiq.com/category/the-secret-world/" rel="tag">The Secret World</a></p><a href="http://massively.joystiq.com/category/the-secret-world"><img hspace="4" border="1" align="middle" vspace="4" alt="" src="http://www.blogcdn.com/massively.joystiq.com/media/2009/10/tswdisputeovergasprices580.jpg" /></a><br />One of the games we've seen a lot of reader interest in at Massively is <a href="http://www.darkdaysarecoming.com"><em>The Secret World</em></a>, in development at <a href="http://massively.joystiq.com/tag/funcom">Funcom</a>. One of the key people behind the upcoming horror MMO is <a href="http://massively.joystiq.com/tag/ragnar-tornquist">Ragnar T&oslash;rnquist</a>, Producer and Director of <a href="http://massively.joystiq.com/category/the-secret-world"><em>The Secret World</em></a>. T&oslash;rnquist recently sat down for an interview with Vladimir "<a href="http://ugdb.com/user/evoker/">Evoker</a>" Georgiev from <a href="http://ugdb.com">UGDB.com</a> to discuss what will set <em>The Secret World</em> apart from other MMOs we've played. <br /><br />One of the refreshing aspects of the game is there are no levels or classes in <em>TSW</em>. T&oslash;rnquist tells UGDB, <em>"Our goal is to make sure that players can sit down and play this game and enjoy themselves from the very beginning. You don't start out fighting rats with a rusty sword. You get cool firearms, black magic, occult weapons from the outset -- and you're fighting demons and the undead, not wild boar or petty criminals."</em><p><a href="http://massively.joystiq.com/2009/10/23/ragnar-tornquist-on-what-sets-the-secret-world-apart/" rel="bookmark">Continue reading <em>Ragnar Tørnquist on what sets The Secret World apart</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/2009/10/23/ragnar-tornquist-on-what-sets-the-secret-world-apart/">Ragnar Tørnquist on what sets The Secret World apart</a> originally appeared on <a href="http://massively.joystiq.com">Massively</a> on Fri, 23 Oct 2009 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://ugdb.com/article/view/interview-secret-world-the-pc>Read</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/2009/10/23/ragnar-tornquist-on-what-sets-the-secret-world-apart/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/forward/19206467/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/2009/10/23/ragnar-tornquist-on-what-sets-the-secret-world-apart/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>conspiracies</category><category>cults</category><category>dragon</category><category>funcom</category><category>game-mechanics</category><category>horror</category><category>illuminati</category><category>interviews</category><category>lore</category><category>mysteries</category><category>new-titles</category><category>occult</category><category>open-world</category><category>open-world-pvp</category><category>pvp</category><category>ragnar-tornquist</category><category>secret-societies</category><category>templar</category><category>the-secret-world</category><dc:creator><![CDATA[James Egan]]></dc:creator><pubDate>Fri, 23 Oct 2009 11:00:00 EST</pubDate></item><item><title><![CDATA[Anti-Aliased: What is Love?]]></title><link>http://massively.joystiq.com/2009/10/08/anti-aliased-what-is-love/</link><guid isPermaLink="true">http://massively.joystiq.com/2009/10/08/anti-aliased-what-is-love/</guid><comments>http://massively.joystiq.com/2009/10/08/anti-aliased-what-is-love/#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/puzzle/" rel="tag">Puzzle</a>, <a href="http://massively.joystiq.com/category/guides/" rel="tag">Guides</a>, <a href="http://massively.joystiq.com/category/new-titles/" rel="tag">New titles</a>, <a href="http://massively.joystiq.com/category/tips-and-tricks/" rel="tag">Tips and tricks</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/love/" rel="tag">Love</a>, <a href="http://massively.joystiq.com/category/anti-aliased/" rel="tag">Anti-Aliased</a></p><div align="center"><img hspace="4" border="1" vspace="4" alt="" src="http://www.blogcdn.com/massively.joystiq.com/media/2009/10/loveaa580.jpg" /><br /></div>
So <a href="http://www.youtube.com/watch?v=nsCXZczTQXo">what is love</a>? That's certainly the metaphysical question of the ages, isn't it? Is it simply an attraction to another gender, or is it a deep bond between two people that goes beyond mere friendship, and more into the realm of <a href="http://www.youtube.com/watch?v=UaYLdFE7s9Y">headbanging, suit and sunglasses wearing pride</a>? Do I have the authority to take on questions such as this in my editorial column?<br /><br />Heck no! That's why we're going to spend this week talking about <a href="http://massively.joystiq.com/tag/eskil-steenberg">Eskil Steenberg</a>'s indie-MMO, <a href="http://www.quelsolaar.com/alpha/"><span style="font-style: italic;">Love</span></a>! We've been covering <a href="http://massively.joystiq.com/category/love"><span style="font-style: italic;">Love</span></a> extensively this week, announcing that <a href="http://massively.joystiq.com/2009/10/05/love-opens-up-logins-for-alpha-testers/">the alpha was available</a> and showing off some <a href="http://massively.joystiq.com/2009/10/06/a-first-look-at-the-love-alpha/">really beautiful in-game footage</a>. But, even with all of that, we never got into the meat of the game. What is <span style="font-style: italic;">Love</span> about? What do you do in it? Why is it so special to us on the Massively staff?<br /><br />Those questions and more will be answered in this week's edition. So come on in, the <span style="font-style: italic;">Love</span> is great!<p><a href="http://massively.joystiq.com/2009/10/08/anti-aliased-what-is-love/" rel="bookmark">Continue reading <em>Anti-Aliased: What is Love?</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/2009/10/08/anti-aliased-what-is-love/">Anti-Aliased: What is Love?</a> originally appeared on <a href="http://massively.joystiq.com">Massively</a> on Thu, 08 Oct 2009 15:30:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href="http://massively.joystiq.com/2009/10/08/anti-aliased-what-is-love/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/forward/19189298/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/2009/10/08/anti-aliased-what-is-love/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>anti-aliased</category><category>eskil-steenberg</category><category>featured</category><category>fps</category><category>indie</category><category>indie-mmo</category><category>love</category><category>monolith</category><category>myst</category><category>open-world</category><category>procedural-generation</category><category>puzzle</category><category>sandbox</category><category>tower-defense</category><dc:creator><![CDATA[Seraphina Brennan]]></dc:creator><pubDate>Thu, 08 Oct 2009 15:30:00 EST</pubDate></item><item><title><![CDATA[EVE Online: The Butterfly Effect]]></title><link>http://massively.joystiq.com/2009/07/29/eve-online-the-butterfly-effect/</link><guid isPermaLink="true">http://massively.joystiq.com/2009/07/29/eve-online-the-butterfly-effect/</guid><comments>http://massively.joystiq.com/2009/07/29/eve-online-the-butterfly-effect/#comments</comments><description><![CDATA[<p>Filed under: <a href="http://massively.joystiq.com/category/sci-fi/" rel="tag">Sci-fi</a>, <a href="http://massively.joystiq.com/category/video/" rel="tag">Video</a>, <a href="http://massively.joystiq.com/category/eve-online/" rel="tag">EVE Online</a></p><a href="http://massively.joystiq.com/category/eve-online"><img vspace="4" hspace="4" border="1" align="middle" src="http://www.blogcdn.com/massively.joystiq.com/media/2009/07/eveonlinethebutterflyeffectat580.jpg" alt="" /></a><br />The sci-fi MMO <a href="http://www.eveonline.com"><em>EVE Online</em></a> has proven to be a popular game among some of the writers at Massively, and with good reason. After having spent years playing in sharded environments, plus the simple fact that it's a break from the fantasy genre, the <a href="http://massively.joystiq.com/2009/07/20/why-you-should-be-playing-eve-online-one-server-one-universe/">single-server design of <em>EVE</em></a> is refreshing. Putting all of the players in this "sandbox" setting -- the <a href="http://massively.joystiq.com/2008/08/29/eve-visual-guide-the-birth-of-new-eden/">galaxy of New Eden</a> -- also creates a unique world dynamic where the actions of pilots on both individual and collective levels can have an impact on the rest of the game's players. <br /><br />Anyone who's played <a href="http://massively.joystiq.com/category/eve-online"><em>EVE Online</em></a> for any length of time is aware of the benefits of the sandbox, but <a href="http://massively.joystiq.com/tag/ccp-games">CCP Games</a> has decided to visualize the game's social dynamic with a project called <em>"The Butterfly Effect."</em> This video is a theoretical and beautifully-presented look at how the actions of a <a href="http://wiki.eveonline.com/wiki/Wolf">lone assault frigate</a> pilot can resonate throughout New Eden. <em>The Butterfly Effect</em> starts out at the smallest level where a choice is made by the solo pilot, to either aid or kill another player in distress, and how that individual's actions and choices in <em>EVE</em> ripple outwards, ultimately affecting the game on a galactic scale, and thus thousands of other players. <br /><br />While there's more we could say about <em>EVE</em>'s open world game design, we'll just let the video speak for itself. We hope you enjoy Massively's video embed of <em>The Butterfly Effect</em>.<p><a href="http://massively.joystiq.com/2009/07/29/eve-online-the-butterfly-effect/" rel="bookmark">Continue reading <em>EVE Online: The Butterfly Effect</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/2009/07/29/eve-online-the-butterfly-effect/">EVE Online: The Butterfly Effect</a> originally appeared on <a href="http://massively.joystiq.com">Massively</a> on Wed, 29 Jul 2009 11:45:00 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/2009/07/29/eve-online-the-butterfly-effect/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/forward/19112201/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/2009/07/29/eve-online-the-butterfly-effect/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>breaking</category><category>butterfly-effect</category><category>ccp-games</category><category>eve-online</category><category>game-design</category><category>new-eden</category><category>open-world</category><category>sandbox</category><category>sci-fi</category><category>single-server</category><category>the-butterfly-effect</category><category>video</category><dc:creator><![CDATA[James Egan]]></dc:creator><pubDate>Wed, 29 Jul 2009 11:45:00 EST</pubDate></item><item><title><![CDATA[GDC09: Interview with The Secret World's creator, Ragnar Tørnquist pt. 2]]></title><link>http://massively.joystiq.com/2009/04/07/gdc09-interview-with-the-secret-worlds-creator-ragnar-tornpt2/</link><guid isPermaLink="true">http://massively.joystiq.com/2009/04/07/gdc09-interview-with-the-secret-worlds-creator-ragnar-tornpt2/</guid><comments>http://massively.joystiq.com/2009/04/07/gdc09-interview-with-the-secret-worlds-creator-ragnar-tornpt2/#comments</comments><description><![CDATA[<p>Filed under: <a href="http://massively.joystiq.com/category/at-a-glance/" rel="tag">At a glance</a>, <a href="http://massively.joystiq.com/category/fantasy/" rel="tag">Fantasy</a>, <a href="http://massively.joystiq.com/category/horror/" rel="tag">Horror</a>, <a href="http://massively.joystiq.com/category/mmo-industry/" rel="tag">MMO industry</a>, <a href="http://massively.joystiq.com/category/new-titles/" rel="tag">New titles</a>, <a href="http://massively.joystiq.com/category/the-secret-world/" rel="tag">The Secret World</a>, <a href="http://massively.joystiq.com/category/consoles/" rel="tag">Consoles</a>, <a href="http://massively.joystiq.com/category/massively-interviews/" rel="tag">Massively Interviews</a></p><div align="center"><a href="http://massively.joystiq.com/category/the-secret-world"><strong><img hspace="4" border="1" vspace="4" alt="" src="http://www.blogcdn.com/massively.joystiq.com/media/2009/04/tsw3_580.jpg" /></strong></a><br /></div>
<strong>So, with expansions, you said that you'll be starting out with New York, London, and Seoul, right?</strong><br /> <br /> Yes. Those will be the first cities, the hub cities, available at the start of the game.<br /> <br /> <strong>Now, the gameplay takes you beyond that, yes?</strong><br /> <br /> Oh yeah, absolutely. We're not doing all New York, or all of London, or all of Seoul. We are actually doing very tight and very constrained neighborhoods there. That's where you'll start your gameplay, but they won't be the large, huge open zones where you have tons of gameplay or tons of monsters. That will be left to areas like Egypt and New England, which will be more expansive and include more open-world mechanics and other things that we're not revealing quite yet. We will also be including more instanced and team-based areas as well.<br /> <br /> Regarding expansion packs, yeah, we're going to expand beyond what we already will include. It's not like we're going to run out of content, the world is a big place.<br /> <br /> <strong>Yes, I was going to ask if it will expand into more locations and cities throughout the world.</strong><br /> <br /> Yes, it certainly will, but it won't be limited to just that. We have more interesting locations but they won't be limited to just our world. We will be including locations throughout time and space itself.<br /> <br /> I want to emphasize that this won't be something like <a href="http://www.rockstargames.com/IV/"><span style="font-style: italic;">Grand Theft Auto</span></a> with magic, with a focus on huge, huge open cities. They are reasonably small places where you will start out and take the adventure from there. But one very important thing to note is that this sounds like a very fragmented world. London, New York, Seoul, those cities are a long way away from each other. But we are creating, or at least trying to create, a pretty seamless world. This means there are ways of getting from London to New York very quickly, and we are focusing on that. You won't be just walking up to a plane, clicking on it, and getting a red line that quickly points to where you're going and boom, you're there. You will be moving in real-time from London to New York, just a lot quicker.<br /> <br /> <strong>There's alot of traditional MMO components that are around now. We're kinda in a new generation of MMO, and people are tired of <a href="http://www.worldofwarcraft.com"><span style="font-style: italic;">World of Warcraft</span></a> model and they're looking for something new. This is certainly in that realm. Are you guys trying to get away from traditional models, like crafting, and moving to something new?</strong><br /> <br /> Ah, I can't really talk about crafting right now. What I can say is that while combat is a core focus, we really want other non-combat stuff in the game. We're just not going to be talking about them as of yet. But there will be gameplay that isn't all about fighting monsters or exploring. There will be other things that you will be able to do.<br /> <br /> <strong>Like you said earlier, like mysteries?</strong><br /> <br /> That, yes, that also and there will be other ways for people to play in the game, to participate in the game, that isn't about traveling around the world. Exactly what that is, I can't say as of yet.<br /> <br /> <strong>Now, will there be a player driven economy?</strong><br /> <br /> Well, I can't speak much about that now, but there will be ways for players to take part in the economy. Sorry for being so cryptic, but trying to keep this very focused and very narrow for now.<br /> <br /> <strong>And player guilds?</strong><br /> <br /> Ah, we are going to have cabals, yes. There will be a point to making cabals, and it will play a very large role in the game, but exactly what that is I'm not going to say as of now.<br /> <br /> We are a game and we are focusing on the social aspects of the game. We are, in some aspects, a story driven game and alot of it you can play solo, but we really want to emphasize that it is an MMO. There will be stuff that will require you to team up with people in small groups and also in larger teams, without me going into deeper detail.<br /> <br /> I hate having to keep saying I can't talk about this stuff.<br /> <strong><br />Oh, so what about in-game factions?</strong><br /> <br /> ...and I can't talk about that. *laughs*<br /> <br /> <strong>Ok, so what about the range between hardcore and casual?</strong><br /> <br /> Yeah, well, we always say we're going to cover all of it, but the fact is that you can't the game for everybody. So I think we're leaning towards... *sighs* I wouldn't say the casual, because when you talk about MMOs and casual you usually end up at <a href="http://www.clubpenguin.com"><span style="font-style: italic;">Club Penguin</span></a> or something like that, and we're really not there. We're somewhere between halfway, I think. There's tons of stuff for the hardcore MMO players, like the whole skill based system and the tweaking that you do to those types of systems with numbers and all the items we'll have, and that will be a hardcore player's dream. But I think in terms of time investment and what's required of you, we're leaning towards the middle ground. It will be fun for MMO players, but it will be equally fun for someone who just likes the idea of a world that has a bunch of other people in it, is completely open, you can play it online, and you can chat, but doesn't feel so unfriendly and unwelcoming as other MMOs.<br /> <br /> <strong>So, would your target audience be someone who has played MMOs?</strong><br /> <br /> I think a large part of our target audience is who are playing or have played MMOs. We want it to be different enough for them to come back or a game that is different enough to have them come to play it with their friends. In addition to action/adventure gamers who play games like <span style="font-style: italic;">Fable 2</span> for the Xbox 360 and just want to try their hand at something that's online and not feel completely eliminated and have something that's recognizable to them.<br /><br />We'd like to thank Ragnar for meeting with us at the GDC, and we're looking forward to more information on The Secret World!<p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://massively.joystiq.com"><img src="http://massively.joystiq.com/media/feedlogo.gif" alt="Massively" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://massively.joystiq.com/2009/04/07/gdc09-interview-with-the-secret-worlds-creator-ragnar-tornpt2/">GDC09: Interview with The Secret World's creator, Ragnar Tørnquist pt. 2</a> originally appeared on <a href="http://massively.joystiq.com">Massively</a> on Tue, 07 Apr 2009 09:30:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href="http://massively.joystiq.com/2009/04/07/gdc09-interview-with-the-secret-worlds-creator-ragnar-tornpt2/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/forward/1510089/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/2009/04/07/gdc09-interview-with-the-secret-worlds-creator-ragnar-tornpt2/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>casual</category><category>cities</category><category>funcom</category><category>gameplay</category><category>gdc-2009</category><category>guilds</category><category>hardcore</category><category>interview</category><category>london</category><category>massively-interviews</category><category>new-york</category><category>non-combat</category><category>open-world</category><category>ragnar</category><category>seoul</category><category>the-secret-world</category><category>tsw</category><category>xbox-360</category><dc:creator><![CDATA[Seraphina Brennan]]></dc:creator><pubDate>Tue, 07 Apr 2009 09:30:00 EST</pubDate></item><item><title><![CDATA[Earthrise interview explains game's crafting and sandbox elements]]></title><link>http://massively.joystiq.com/2009/02/22/earthrise-interview-explains-games-crafting-and-sandbox-element/</link><guid isPermaLink="true">http://massively.joystiq.com/2009/02/22/earthrise-interview-explains-games-crafting-and-sandbox-element/</guid><comments>http://massively.joystiq.com/2009/02/22/earthrise-interview-explains-games-crafting-and-sandbox-element/#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/economy/" rel="tag">Economy</a>, <a href="http://massively.joystiq.com/category/game-mechanics/" rel="tag">Game mechanics</a>, <a href="http://massively.joystiq.com/category/guilds/" rel="tag">Guilds</a>, <a href="http://massively.joystiq.com/category/interviews/" rel="tag">Interviews</a>, <a href="http://massively.joystiq.com/category/crafting/" rel="tag">Crafting</a>, <a href="http://massively.joystiq.com/category/pvp/" rel="tag">PvP</a>, <a href="http://massively.joystiq.com/category/earthrise/" rel="tag">Earthrise</a></p><a href="http://www.play-earthrise.com"><img vspace="4" hspace="4" border="1" align="middle" src="http://www.blogcdn.com/massively.joystiq.com/media/2009/02/earthrisemutantimageat425.jpg" alt="" /></a><br />We've been noticing that the post-apocalyptic MMO <a href="http://www.play-earthrise.com"><em>Earthrise</em></a> is getting a lot of press these days. The latest piece that's caught our eye is an interview with <a href="http://massively.joystiq.com/tag/atanas-atanasov">Masthead Studios CEO Atanas Atanasov</a> conducted by <a href="http://reviewstash.com/profile.php?id=2">ReviewStash's Daniel Levy</a>. The interview ranges across several topics of interest for potential <a href="http://massively.joystiq.com/category/earthrise"><em>Earthrise</em></a> players, but perhaps what's of most interest are Atanasov's comments on combat game mechanics and crafting. <br /><br />Aiming in <em>Earthrise</em>'s combat will be done as with standard shooters, but the weapons available to characters will allow a player to keep a bead on their target. On <span style="font-style: italic;">Earthrise</span>'s crafting system, Atanasov says that players will be <em>"capable of infusing Designs into items -- special bonuses and enhancements, or totally separate effects that allow the crafter to customize an item to the needs of his or her customers."</em> Certain crafters may well become influential figures in <em>Earthrise</em>, Atanasov says, known for coming up with powerful item builds.<p><a href="http://massively.joystiq.com/2009/02/22/earthrise-interview-explains-games-crafting-and-sandbox-element/" rel="bookmark">Continue reading <em>Earthrise interview explains game's crafting and sandbox elements</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/2009/02/22/earthrise-interview-explains-games-crafting-and-sandbox-element/">Earthrise interview explains game's crafting and sandbox elements</a> originally appeared on <a href="http://massively.joystiq.com">Massively</a> on Sun, 22 Feb 2009 10:00:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href=http://reviewstash.com/viewtopic.php?id=1049>Read</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/2009/02/22/earthrise-interview-explains-games-crafting-and-sandbox-element/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/forward/1467235/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/2009/02/22/earthrise-interview-explains-games-crafting-and-sandbox-element/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>atanas-atanasov</category><category>bulgaria</category><category>combat</category><category>crafters</category><category>crafting</category><category>daniel-levy</category><category>earthrise</category><category>economy</category><category>enterra</category><category>enterra-island</category><category>factions</category><category>game-mechanics</category><category>guilds</category><category>interviews</category><category>masthead-studios</category><category>open-world</category><category>post-apocalyptic</category><category>pvp</category><category>resources</category><category>reviewstash</category><category>sandbox</category><category>sci-fi</category><category>single-server</category><category>sofia</category><category>territorial-control</category><dc:creator><![CDATA[James Egan]]></dc:creator><pubDate>Sun, 22 Feb 2009 10:00:00 EST</pubDate></item><item><title><![CDATA[The Digital Continuum: Is free-for-all PvP really for nobody?]]></title><link>http://massively.joystiq.com/2009/02/21/the-digital-continuum-is-free-for-all-pvp-really-for-nobody/</link><guid isPermaLink="true">http://massively.joystiq.com/2009/02/21/the-digital-continuum-is-free-for-all-pvp-really-for-nobody/</guid><comments>http://massively.joystiq.com/2009/02/21/the-digital-continuum-is-free-for-all-pvp-really-for-nobody/#comments</comments><description><![CDATA[<p>Filed under: <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/the-digital-continuum/" rel="tag">The Digital Continuum</a></p><a href="http://massively.joystiq.com/2009/02/21/the-digital-continuum-is-free-for-all-pvp-really-for-nobody/"><img hspace="4" vspace="4" border="1" align="right" src="http://www.blogcdn.com/massively.joystiq.com/media/2009/02/teddylaughing242.jpg" alt="" /></a>Many MMOs with the "hardcore" PvP mentality are often argued as an experience that isn't for everyone -- something for a very set niche. Or in other words, these games aren't for people who prefer a little structure and intelligently crafted incentive to participate.<br /><br />Don't get me wrong, <a href="http://massively.joystiq.com/2009/02/06/massively-interviews-netdevil-on-pvp-and-more-in-jumpgate-evolut/">I love me some crunchy PvP snacks</a>. What I don't have any affection for is a system that promotes players being douchetards. Sure, we're going to get them regardless, but encouraging the behavior is just not smart at all and it makes for a terrible experience.<br /><br />Here's the problem: If these PvP-centric games aren't for "carebears", then who are they for? Griefers? Well when you design a game that only they want to play, then yes.<p><a href="http://massively.joystiq.com/2009/02/21/the-digital-continuum-is-free-for-all-pvp-really-for-nobody/" rel="bookmark">Continue reading <em>The Digital Continuum: Is free-for-all PvP really for nobody?</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/2009/02/21/the-digital-continuum-is-free-for-all-pvp-really-for-nobody/">The Digital Continuum: Is free-for-all PvP really for nobody?</a> originally appeared on <a href="http://massively.joystiq.com">Massively</a> on Sat, 21 Feb 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/2009/02/21/the-digital-continuum-is-free-for-all-pvp-really-for-nobody/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/forward/1467503/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/2009/02/21/the-digital-continuum-is-free-for-all-pvp-really-for-nobody/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>ccp</category><category>eve-online</category><category>featured</category><category>free-for-all</category><category>griefers</category><category>griefing</category><category>joystiqfeatures</category><category>open-pvp</category><category>open-world</category><category>opinion</category><category>pvp</category><category>scott-jennings</category><category>the-digital-continuum</category><dc:creator><![CDATA[Kyle Horner]]></dc:creator><pubDate>Sat, 21 Feb 2009 16:00:00 EST</pubDate></item><item><title><![CDATA[The Digital Continuum: WAR's secret PvP sauce]]></title><link>http://massively.joystiq.com/2008/09/20/the-digital-continuum-wars-secret-pvp-sauce/</link><guid isPermaLink="true">http://massively.joystiq.com/2008/09/20/the-digital-continuum-wars-secret-pvp-sauce/</guid><comments>http://massively.joystiq.com/2008/09/20/the-digital-continuum-wars-secret-pvp-sauce/#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/warhammer-online/" rel="tag">Warhammer Online</a>, <a href="http://massively.joystiq.com/category/opinion/" rel="tag">Opinion</a>, <a href="http://massively.joystiq.com/category/the-digital-continuum/" rel="tag">The Digital Continuum</a></p><div style="text-align: center;"><a href="http://massively.joystiq.com/category/the-digital-continuum/"><img hspace="4" vspace="4" border="1" alt="" src="http://www.blogcdn.com/massively.joystiq.com/media/2008/09/crubz^m_013511fge.jpg" /></a><br /></div>
Before the game's launch day came, a lot of people found themselves thinking there was a stigma that came with <a style="font-style: italic;" href="http://www.warhammeronline.com">Warhammer Online</a>. There was a concern that you couldn't play the game without having to participate in PvP or that the PvE content assumed a much smaller role within the game. People were just plain scared/worried/concerned about PvP in general. Today when I log in I'll find countless strangers and friends all participating in some form of PvP content during their play session. So just what is <a href="http://massively.joystiq.com/tag/mythic">Mythic's</a> apparently potent secret sauce?<p><a href="http://massively.joystiq.com/2008/09/20/the-digital-continuum-wars-secret-pvp-sauce/" rel="bookmark">Continue reading <em>The Digital Continuum: WAR's secret PvP sauce</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/2008/09/20/the-digital-continuum-wars-secret-pvp-sauce/">The Digital Continuum: WAR's secret PvP sauce</a> originally appeared on <a href="http://massively.joystiq.com">Massively</a> on Sat, 20 Sep 2008 15:00:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href="http://massively.joystiq.com/2008/09/20/the-digital-continuum-wars-secret-pvp-sauce/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/forward/1319740/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/2008/09/20/the-digital-continuum-wars-secret-pvp-sauce/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>ea</category><category>electronic-arts</category><category>featured</category><category>joystiqfeatures</category><category>mythic</category><category>mythic-entertainment</category><category>open-world</category><category>public-quests</category><category>pvp</category><category>scenarios</category><category>secret-sauce</category><category>war</category><category>warhammer-online</category><dc:creator><![CDATA[Kyle Horner]]></dc:creator><pubDate>Sat, 20 Sep 2008 15:00:00 EST</pubDate></item></channel></rss>
