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<generator>Blogsmith http://www.blogsmith.com/</generator><item><title><![CDATA[EVE Evolved: Risk vs. reward in lowsec]]></title><link>http://massively.joystiq.com/2012/05/13/eve-evolved-risk-vs-reward-in-lowsec/</link><guid isPermaLink="true">http://massively.joystiq.com/2012/05/13/eve-evolved-risk-vs-reward-in-lowsec/</guid><comments>http://massively.joystiq.com/2012/05/13/eve-evolved-risk-vs-reward-in-lowsec/#comments</comments><description><![CDATA[<p>Filed under: <a href="http://massively.joystiq.com/category/sci-fi/" rel="tag">Sci-fi</a>, <a href="http://massively.joystiq.com/category/eve-online/" rel="tag">EVE Online</a>, <a href="http://massively.joystiq.com/category/culture/" rel="tag">Culture</a>, <a href="http://massively.joystiq.com/category/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/professions/" rel="tag">Professions</a>, <a href="http://massively.joystiq.com/category/pvp/" rel="tag">PvP</a>, <a href="http://massively.joystiq.com/category/opinion/" rel="tag">Opinion</a>, <a href="http://massively.joystiq.com/category/eve-evolved/" rel="tag">EVE Evolved</a>, <a href="http://massively.joystiq.com/category/sandbox/" rel="tag">Sandbox</a></p><div style="text-align: center">
	<a href="http://massively.joystiq.com/2012/05/13/eve-evolved-risk-vs-reward-in-lowsec/"><img alt="EVE Evolved title image" src="http://www.blogcdn.com/massively.joystiq.com/media/2012/05/riskreward.jpg" style="border-bottom: 0px solid; border-left: 0px solid; margin: 4px; border-top: 0px solid; border-right: 0px solid" /></a></div>
In <a href="http://www.eve-online.com/"><em>EVE Online</em></a>'s early years, one of its core design philosophies was adherence to a strict risk vs. reward balance scheme. There were riches out there to be found, but to get them, you had to put yourself in the firing line. Police ships patrolled high-security space to keep players safe from piracy, but the only resources available there were low-bounty frigate NPCs and inexpensive ores like Veldspar, Scordite and Omber. In the lawless far-reaches of nullsec, huge NPC bounties and rare ores containing Megacyte and Zydrine tempted hundreds of pilots to head out and make their fortunes.<br />
<br />
Nullsec offered absolutely no protection against player attacks, and the only safety to be found was in sheer military force. The biggest and best corporations hoarded these gold mines for themselves, locking down the few entrances into the regions and patrolling the skies <a href="http://massively.joystiq.com/2010/05/30/eve-evolved-ratting-part-2-flying-safe/">for unwanted visitors</a>. Low-security space offered a middle-ground between these two extremes, a place where the everyday pilot could enjoy increased income and pirates were easier to spot. At some time in the past nine years, lowsec lost its place in the game and became simply not worth the effort. But how did that happen, and what can be done to fix it?<br />
<br />
In this week's <a href="http://massively.joystiq.com/category/eve-evolved/">EVE Evolved</a>, I look at why lowsec systems are now ghost towns and suggest an alternative design philosophy that I think could revitalise these under-used areas.<p><a href="http://massively.joystiq.com/2012/05/13/eve-evolved-risk-vs-reward-in-lowsec/" rel="bookmark">Continue reading <em>EVE Evolved: Risk vs. reward in lowsec</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/2012/05/13/eve-evolved-risk-vs-reward-in-lowsec/">EVE Evolved: Risk vs. reward in lowsec</a> originally appeared on <a href="http://massively.joystiq.com">Massively</a> on Sun, 13 May 2012 18:00:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href="http://massively.joystiq.com/2012/05/13/eve-evolved-risk-vs-reward-in-lowsec/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/forward/20236460/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/2012/05/13/eve-evolved-risk-vs-reward-in-lowsec/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>balance</category><category>blast-mining</category><category>booster-manufacturing</category><category>boosters</category><category>ccp</category><category>ccp-games</category><category>concord</category><category>criminal</category><category>criminality</category><category>drug-manufacturing</category><category>drugs</category><category>eve</category><category>eve-evolved</category><category>eve-online</category><category>featured</category><category>highsec</category><category>illegal</category><category>lowsec</category><category>mission-running</category><category>missions</category><category>nullsec</category><category>opinion</category><category>reward</category><category>risk</category><category>risk-vs-reward</category><category>sandbox</category><category>sci-fi</category><category>smuggler</category><category>smuggling</category><dc:creator><![CDATA[Brendan Drain]]></dc:creator><pubDate>Sun, 13 May 2012 18:00:00 EST</pubDate></item><item><title><![CDATA[Hands-on with End of Nations]]></title><link>http://massively.joystiq.com/2012/02/29/hands-on-with-end-of-nations/</link><guid isPermaLink="true">http://massively.joystiq.com/2012/02/29/hands-on-with-end-of-nations/</guid><comments>http://massively.joystiq.com/2012/02/29/hands-on-with-end-of-nations/#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/events-real-world/" rel="tag">Events, real-world</a>, <a href="http://massively.joystiq.com/category/game-mechanics/" rel="tag">Game mechanics</a>, <a href="http://massively.joystiq.com/category/new-titles/" rel="tag">New titles</a>, <a href="http://massively.joystiq.com/category/previews/" rel="tag">Previews</a>, <a href="http://massively.joystiq.com/category/opinion/" rel="tag">Opinion</a>, <a href="http://massively.joystiq.com/category/war/" rel="tag">War</a>, <a href="http://massively.joystiq.com/category/free-to-play/" rel="tag">Free-to-play</a>, <a href="http://massively.joystiq.com/category/hands-on/" rel="tag">Hands-on</a>, <a href="http://massively.joystiq.com/category/mmorts/" rel="tag">MMORTS</a>, <a href="http://massively.joystiq.com/category/massively-hands-on/" rel="tag">Massively Hands-on</a>, <a href="http://massively.joystiq.com/category/massively-event-coverage/" rel="tag">Massively Event Coverage</a>, <a href="http://massively.joystiq.com/category/misc/" rel="tag">Miscellaneous</a></p><div style="text-align: center;">
	<img alt="End of Nations" src="http://www.blogcdn.com/massively.joystiq.com/media/2012/02/eonpresstourlscom315.jpg" /></div>
Real-time strategy games aren't exactly in vogue at the moment. The genre is far from dead, but modern RTS games, with the notable exception of <em><a href="http://massively.joystiq.com/tag/StarCraft/">StarCraft</a></em>, don't tend to appeal to as broad an audience as do MMOs. <a href="http://massively.joystiq.com/tag/Trion-Worlds/">Trion Worlds</a> and <a href="http://massively.joystiq.com/tag/Petroglyph/">Petroglyph's</a> proposed answer to genre stagnation is the upcoming MMORTS <em><a href="http://massively.joystiq.com/tag/End-of-Nations/">End of Nations</a></em>. In fact, Trion thinks that what's really lacking in the RTS genre is a persistent world, one filled with robots and post-apocalyptic fascism.<br />
<br />
The team behind <em>End of Nations</em> has some serious industry cred. Publisher Trion Worlds is notable for its remarkably smooth-launching MMO, <em><a href="http://massively.joystiq.com/category/RIFT/">RIFT</a></em>. Developer Petroglyph's pedigree is no less respectable (if a little dated), with titles like 1992's <em>Dune II</em> (widely credited for having inspired the <em>Warcraft</em> series of RTS games) and the original 1995 <em>Command and Conquer</em> under its belt.<br />
<br />
My time with this game was spent during the alpha testing phase, and many things might change between now and launch. Still, the bones of the game were there, and I'm happy to share my findings with you, discerning readers. From what I saw and experienced, <em>End of Nations</em> just might have what it takes to become the first "triple-A" MMORTS.<div class="postgallery"><p><strong>Gallery: <a href="http://massively.joystiq.com/photos/end-of-nations-0/">End of Nations</a></strong></p><a href="http://massively.joystiq.com/photos/end-of-nations-0/#4851889"><img src="http://www.blogcdn.com/massively.joystiq.com/media/2012/02/eonpresstourdhcom102_thumbnail.jpg" alt="" title="" /></a><a href="http://massively.joystiq.com/photos/end-of-nations-0/#4851890"><img src="http://www.blogcdn.com/massively.joystiq.com/media/2012/02/eonpresstourdhcom106_thumbnail.jpg" alt="" title="" /></a><a href="http://massively.joystiq.com/photos/end-of-nations-0/#4851891"><img src="http://www.blogcdn.com/massively.joystiq.com/media/2012/02/eonpresstourdhcom203_thumbnail.jpg" alt="" title="" /></a><a href="http://massively.joystiq.com/photos/end-of-nations-0/#4851896"><img src="http://www.blogcdn.com/massively.joystiq.com/media/2012/02/eonpresstourdhcom208b_thumbnail.jpg" alt="" title="" /></a><a href="http://massively.joystiq.com/photos/end-of-nations-0/#4851897"><img src="http://www.blogcdn.com/massively.joystiq.com/media/2012/02/eonpresstourdhcom301_thumbnail.jpg" alt="" title="" /></a></div><p><a href="http://massively.joystiq.com/2012/02/29/hands-on-with-end-of-nations/" rel="bookmark">Continue reading <em>Hands-on with End of Nations</em></a></p><p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://massively.joystiq.com"><img src="http://massively.joystiq.com/media/feedlogo.gif" alt="Massively" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://massively.joystiq.com/2012/02/29/hands-on-with-end-of-nations/">Hands-on with End of Nations</a> originally appeared on <a href="http://massively.joystiq.com">Massively</a> on Wed, 29 Feb 2012 09:00:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href="http://massively.joystiq.com/2012/02/29/hands-on-with-end-of-nations/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/forward/20179479/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/2012/02/29/hands-on-with-end-of-nations/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>alpha</category><category>beta</category><category>betas</category><category>Command-and-Conquer</category><category>end-of-nations</category><category>eon</category><category>exclusive</category><category>f2p</category><category>featured</category><category>free-to-play</category><category>hands-on</category><category>impressions</category><category>mmorts</category><category>order-of-nations</category><category>patriot</category><category>petroglyph</category><category>Petroglyph-Games</category><category>preview</category><category>previews</category><category>risk</category><category>rts</category><category>starcraft</category><category>trion</category><category>trion-worlds</category><category>voice-chat</category><category>voip</category><dc:creator><![CDATA[Emil Vazquez]]></dc:creator><pubDate>Wed, 29 Feb 2012 09:00:00 EST</pubDate></item><item><title><![CDATA[The Soapbox: Applying Neal Stephenson's Innovation Starvation to MMOs]]></title><link>http://massively.joystiq.com/2011/10/25/the-soapbox-applying-neal-stephensons-innovation-starvation-to/</link><guid isPermaLink="true">http://massively.joystiq.com/2011/10/25/the-soapbox-applying-neal-stephensons-innovation-starvation-to/</guid><comments>http://massively.joystiq.com/2011/10/25/the-soapbox-applying-neal-stephensons-innovation-starvation-to/#comments</comments><description><![CDATA[<p>Filed under: <a href="http://massively.joystiq.com/category/fantasy/" rel="tag">Fantasy</a>, <a href="http://massively.joystiq.com/category/sci-fi/" rel="tag">Sci-fi</a>, <a href="http://massively.joystiq.com/category/culture/" rel="tag">Culture</a>, <a href="http://massively.joystiq.com/category/game-mechanics/" rel="tag">Game mechanics</a>, <a href="http://massively.joystiq.com/category/mmo-industry/" rel="tag">MMO industry</a>, <a href="http://massively.joystiq.com/category/opinion/" rel="tag">Opinion</a>, <a href="http://massively.joystiq.com/category/the-soapbox/" rel="tag">The Soapbox</a>, <a href="http://massively.joystiq.com/category/misc/" rel="tag">Miscellaneous</a>, <a href="http://massively.joystiq.com/category/sandbox/" rel="tag">Sandbox</a></p><div style="text-align: center;">
	<a href="http://massively.joystiq.com/2011/10/25/the-soapbox-applying-neal-stephensons-innovation-starvation-to/"><img alt="Rocket launch failure" src="http://www.blogcdn.com/massively.joystiq.com/media/2011/10/indian-rocket-explodes-after-launch.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 />
You've probably heard of <a href="http://en.wikipedia.org/wiki/Neal_Stephenson">Neal Stephenson</a>. The celebrated sci-fi author recently released his 13th novel, Reamde, and while it treads a little closer to traditional thriller territory than some of his more cerebral efforts, it still packs a futurist punch (and even led the author to comment on MMOs, virtual worlds, and <a href="http://worldofwarcraft.com"><em>World of Warcraft</em></a> in a <a href="http://massively.joystiq.com/2011/09/21/neal-stephenson-talks-mmorpgs-and-virtual-economies/">recent interview</a>).<br />
<br />
In addition to speculative fiction, Stephenson is also prone to the occasional essay, the latest of which found its way onto the intarwebs a few weeks ago. While not directly related to the gaming or massively multiplayer industries, the piece does feature some interesting observations about the stagnant creative culture to be found in contemporary corporate America, and Stephenson also offers plenty of food for thought that can be applied to the current state of the MMO space.<p><a href="http://massively.joystiq.com/2011/10/25/the-soapbox-applying-neal-stephensons-innovation-starvation-to/" rel="bookmark">Continue reading <em>The Soapbox: Applying Neal Stephenson's Innovation Starvation to MMOs</em></a></p><p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://massively.joystiq.com"><img src="http://massively.joystiq.com/media/feedlogo.gif" alt="Massively" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://massively.joystiq.com/2011/10/25/the-soapbox-applying-neal-stephensons-innovation-starvation-to/">The Soapbox: Applying Neal Stephenson's Innovation Starvation to MMOs</a> originally appeared on <a href="http://massively.joystiq.com">Massively</a> on Tue, 25 Oct 2011 17:00:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href="http://massively.joystiq.com/2011/10/25/the-soapbox-applying-neal-stephensons-innovation-starvation-to/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/forward/20083588/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/2011/10/25/the-soapbox-applying-neal-stephensons-innovation-starvation-to/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>bioware</category><category>craig-morrison</category><category>culture</category><category>david-brevik</category><category>design</category><category>design-rut</category><category>featured</category><category>funcom</category><category>innovation</category><category>innovation-starvation</category><category>Miscellaneous</category><category>mmo-design</category><category>mmo-design-rut</category><category>mmo-industry</category><category>mmo-innovation-starvation</category><category>neal-stephenson</category><category>opinion</category><category>polish</category><category>polishing-a-turd</category><category>risk</category><category>risk-aversion</category><category>sandbox</category><category>soapbox</category><category>soapbox-jef-reahard</category><category>star-wars-galaxies</category><category>star-wars-the-old-republic</category><category>swtor</category><category>the-soapbox</category><category>themepark</category><dc:creator><![CDATA[Jef Reahard]]></dc:creator><pubDate>Tue, 25 Oct 2011 17:00:00 EST</pubDate></item><item><title><![CDATA[Massively conquers two Empire and State developers]]></title><link>http://massively.joystiq.com/2011/04/25/massively-conquers-two-empire-and-state-developers/</link><guid isPermaLink="true">http://massively.joystiq.com/2011/04/25/massively-conquers-two-empire-and-state-developers/</guid><comments>http://massively.joystiq.com/2011/04/25/massively-conquers-two-empire-and-state-developers/#comments</comments><description><![CDATA[<p>Filed under: <a href="http://massively.joystiq.com/category/screenshots/" rel="tag">Screenshots</a>, <a href="http://massively.joystiq.com/category/interviews/" rel="tag">Interviews</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/pvp/" rel="tag">PvP</a>, <a href="http://massively.joystiq.com/category/free-to-play/" rel="tag">Free-to-play</a>, <a href="http://massively.joystiq.com/category/browser/" rel="tag">Browser</a>, <a href="http://massively.joystiq.com/category/hands-on/" rel="tag">Hands-on</a>, <a href="http://massively.joystiq.com/category/casual/" rel="tag">Casual</a>, <a href="http://massively.joystiq.com/category/mmorts/" rel="tag">MMORTS</a>, <a href="http://massively.joystiq.com/category/massively-interviews/" rel="tag">Massively Interviews</a></p><div style="text-align: center; ">
	<a href="http://massively.joystiq.com/tag/empire-and-state/"><img border="1" hspace="4" src="http://www.blogcdn.com/massively.joystiq.com/media/2011/04/empire-1.jpg" vspace="4" /></a></div>
Massively sat down with <a href="http://empireandstate.com/"><em>Empire and State</em></a> developer <a href="http://www.massively.com/tag/toby-ragaini">Toby Ragaini</a> <a href="http://massively.joystiq.com/2011/01/21/massively-gets-the-scoop-on-empire-and-state-a-new-political-mmo/">not so long ago</a>, and we were excited to see exactly how the team's promised game of political intrigue and power-grabbing would play -- so excited that we nabbed a second interview not only with Toby, Director of Game Development at <a href="http://www.novelincorporated.com/">Novel Inc</a>, but also with <a href="http://www.massively.com/tag/mike-marr">Mike Marr</a>, the company's Creative Director. Both of them offer a combined experience from MMOs like <a href="http://ac.turbine.com/"><em>Asheron's Call</em></a> and RTS games like <a href="http://www.gaspowered.com/scuniverse/"><em>Supreme Commander</em></a>.<br />
<br />
We were able to get our hands on the game, as well, and were pretty surprised at what we found. If you are familiar with many browser games, you will not be shocked at how the game is delivered to you. What <em>will</em> catch you off guard is how the game plays and feels, as it combines a lot of different elements from some very popular genres and game styles.<br />
<br />
Click past the cut to check out some of the details from our interview!<p><a href="http://massively.joystiq.com/2011/04/25/massively-conquers-two-empire-and-state-developers/" rel="bookmark">Continue reading <em>Massively conquers two Empire and State developers</em></a></p><p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://massively.joystiq.com"><img src="http://massively.joystiq.com/media/feedlogo.gif" alt="Massively" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://massively.joystiq.com/2011/04/25/massively-conquers-two-empire-and-state-developers/">Massively conquers two Empire and State developers</a> originally appeared on <a href="http://massively.joystiq.com">Massively</a> on Mon, 25 Apr 2011 11:00:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href="http://massively.joystiq.com/2011/04/25/massively-conquers-two-empire-and-state-developers/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/forward/19921882/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/2011/04/25/massively-conquers-two-empire-and-state-developers/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>beau-hindman</category><category>browser</category><category>civilization</category><category>empire-and-state</category><category>es</category><category>f2p</category><category>featured</category><category>free-to-play</category><category>ftp</category><category>mike-marr</category><category>mmorts</category><category>novel-inc</category><category>risk</category><category>strategy</category><category>toby-ragaini</category><dc:creator><![CDATA[Beau Hindman]]></dc:creator><pubDate>Mon, 25 Apr 2011 11:00:00 EST</pubDate></item><item><title><![CDATA[The Daily Grind: The consequence of PvP]]></title><link>http://massively.joystiq.com/2010/05/30/the-daily-grind-the-consequence-of-pvp/</link><guid isPermaLink="true">http://massively.joystiq.com/2010/05/30/the-daily-grind-the-consequence-of-pvp/</guid><comments>http://massively.joystiq.com/2010/05/30/the-daily-grind-the-consequence-of-pvp/#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></p><div style="text-align: center;"><a href="http://www.worldofwarcraft.com"><img vspace="4" hspace="4" border="1" alt="" src="http://www.blogcdn.com/massively.joystiq.com/media/2010/05/wow-pvp-epl-526.jpg" /></a></div>
<a href="http://massively.joystiq.com/category/PvP/">PvP</a> has been an important part of the MMO genre right from the start, but it hasn't stayed the same in any way. The earliest implementation in <a href="http://www.uoherald.com"><em>Ultima Online</em></a> made PvP completely non-consensual and wholly one-sided: you could be killed at any time, and the victor gets to take everything on your person with impunity. <br />
<br />
At this point, the "default" standard is closer to <a href="http://www.worldofwarcraft.com"><em>World of Warcraft</em></a>, in which the victor is rewarded, the loser inconvenienced at worst, and no real lasting damage is done. Of course, there are players who prefer the older style, where PvP has lasting consequences, and games such as <a href="http://www.darkfallonline.com"><em>Darkfall</em></a> are specifically designed to cater to the older style. But there are PvP focused games such as <a href="http://www.warhammeronline.com"><em>Warhammer Online</em></a> which stilll follow the low-impact model, with goodies for the winner but no huge penalty to the defeated. <br />
<br />
So what are your thoughts on the gradual erosion of high-stakes PvP from the mainstream? Is it a good way to keep more casual players from being annhilated needlessly, or does it remove too much of the game's excitement and unpredictability? What do you think is a fair penalty for getting killed, if indeed there is one?<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/2010/05/30/the-daily-grind-the-consequence-of-pvp/">The Daily Grind: The consequence of PvP</a> originally appeared on <a href="http://massively.joystiq.com">Massively</a> on Sun, 30 May 2010 08:00:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href="http://massively.joystiq.com/2010/05/30/the-daily-grind-the-consequence-of-pvp/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/forward/19491954/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/2010/05/30/the-daily-grind-the-consequence-of-pvp/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>consensual-pvp</category><category>consequence</category><category>danger</category><category>darkfall</category><category>opinion</category><category>penalties</category><category>pvp</category><category>rewards</category><category>risk</category><category>tdg</category><category>the-daily-grind</category><category>ultima-online</category><category>uo</category><category>war</category><category>warhammer-online</category><category>world-of-warcraft</category><category>wow</category><dc:creator><![CDATA[Eliot Lefebvre]]></dc:creator><pubDate>Sun, 30 May 2010 08:00:00 EST</pubDate></item><item><title><![CDATA[Wormhole exploration hearkens back to EVE Online's early days]]></title><link>http://massively.joystiq.com/2009/03/19/wormhole-exploration-hearkens-back-to-eve-onlines-early-days/</link><guid isPermaLink="true">http://massively.joystiq.com/2009/03/19/wormhole-exploration-hearkens-back-to-eve-onlines-early-days/</guid><comments>http://massively.joystiq.com/2009/03/19/wormhole-exploration-hearkens-back-to-eve-onlines-early-days/#comments</comments><description><![CDATA[<p>Filed under: <a href="http://massively.joystiq.com/category/sci-fi/" rel="tag">Sci-fi</a>, <a href="http://massively.joystiq.com/category/eve-online/" rel="tag">EVE Online</a>, <a href="http://massively.joystiq.com/category/expansions/" rel="tag">Expansions</a>, <a href="http://massively.joystiq.com/category/game-mechanics/" rel="tag">Game mechanics</a>, <a href="http://massively.joystiq.com/category/opinion/" rel="tag">Opinion</a></p><a href="http://massively.joystiq.com/2009/03/02/eve-evolved-apocrypha-expansion-preview/"><img vspace="4" hspace="4" border="1" align="middle" alt="" src="http://www.blogcdn.com/massively.joystiq.com/media/2009/03/wormholeredat425.jpg" /></a><br /><a href="http://www.eveonline.com"><em>EVE Online</em></a>'s latest <a href="http://massively.joystiq.com/2009/03/06/massivelys-eve-online-apocrypha-expansion-hands-on/"><em>Apocrypha</em> expansion</a> has elevated the exploration profession to new heights. The addition of roughly 2500 new and uncharted solar systems, expanding the game's <a href="http://massively.joystiq.com/2008/08/29/eve-visual-guide-the-birth-of-new-eden/"><em>galaxy of New Eden</em></a> to over 7500 solar systems in total, brings what can honestly be called '<a href="http://massively.joystiq.com/2009/03/06/massivelys-apocrypha-expansion-hands-on-true-exploration/">true exploration</a>' to the sci-fi MMO. <br /><br />Territoriality is a major aspect of <a href="http://massively.joystiq.com/category/eve-online"><em>EVE</em></a> and wormholes allow players to emerge in far flung regions of New Eden -- sometimes places they're not supposed to be -- leading to all sorts of unexpected near-death experiences. Players have already reported emerging from wormholes and finding themselves hunted by the local territorial powers (player alliances claiming those regions of the galaxy) or by the NPC authorities, in those cases where players are involved in factional warfare. Some pilots have found themselves deep within enemy faction territory, leading to <a href="http://www.eveonline.com/ingameboard.asp?a=topic&amp;threadID=1022703&amp;page=1#4">all kinds of insane chases across the galaxy</a>.<p><a href="http://massively.joystiq.com/2009/03/19/wormhole-exploration-hearkens-back-to-eve-onlines-early-days/" rel="bookmark">Continue reading <em>Wormhole exploration hearkens back to EVE Online's early days</em></a></p><p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://massively.joystiq.com"><img src="http://massively.joystiq.com/media/feedlogo.gif" alt="Massively" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://massively.joystiq.com/2009/03/19/wormhole-exploration-hearkens-back-to-eve-onlines-early-days/">Wormhole exploration hearkens back to EVE Online's early days</a> originally appeared on <a href="http://massively.joystiq.com">Massively</a> on Thu, 19 Mar 2009 19:00:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href=http://www.warcry.com/articles/view/editorials/5863-Crazy-Disjointed-Wormhole-Romp-Deluxe>Read</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/2009/03/19/wormhole-exploration-hearkens-back-to-eve-onlines-early-days/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/forward/1492912/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/2009/03/19/wormhole-exploration-hearkens-back-to-eve-onlines-early-days/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>apocrypha</category><category>ccp-games</category><category>eve</category><category>eve-online</category><category>expansions</category><category>factional-warfare</category><category>game-mechanics</category><category>new-eden</category><category>opinion</category><category>rewards</category><category>risk</category><category>risks</category><category>sci-fi</category><category>sovereignty</category><category>steven-croop</category><category>territorial-control</category><category>true-exploration</category><category>warcry</category><category>wormhole</category><category>wormhole-exploration</category><category>wormholes</category><dc:creator><![CDATA[James Egan]]></dc:creator><pubDate>Thu, 19 Mar 2009 19:00:00 EST</pubDate></item><item><title><![CDATA[The Daily Grind: How difficult do you like your crafting?]]></title><link>http://massively.joystiq.com/2009/03/17/the-daily-grind-should-you-risk-materials-while-crafting/</link><guid isPermaLink="true">http://massively.joystiq.com/2009/03/17/the-daily-grind-should-you-risk-materials-while-crafting/</guid><comments>http://massively.joystiq.com/2009/03/17/the-daily-grind-should-you-risk-materials-while-crafting/#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/crafting/" rel="tag">Crafting</a>, <a href="http://massively.joystiq.com/category/opinion/" rel="tag">Opinion</a>, <a href="http://massively.joystiq.com/category/the-daily-grind/" rel="tag">The Daily Grind</a></p><div align="center"><a href="http://massively.joystiq.com/category/everquest-ii"><img alt="" src="http://www.blogcdn.com/massively.joystiq.com/media/2008/12/whyyoueq2craftheader.jpg" /></a><br /></div>
Once, long ago, when you wanted to craft in <a href="http://everquest.station.sony.com"><em>EverQuest</em></a>, you had to know precisely what it was you wanted to put into your crafting box/bag/spit/etc. - or you could sit there swapping things in and out in combination for hours. Once you'd hit upon a combination that would create something, you then had the potential chance to lose your materials if you didn't manage to craft it. While this wasn't such a big deal when you were sitting around cranking out <a href="http://www.eqtraders.com/items/show_item.php?item=2127">Batwing Crunchies</a>, if you were making items that required hard to get materials, you can imagine the frustration when your combine whiffed. <br /><br />On the opposite side of things, we have the extreme ease of <a href="http://www.worldofwarcraft.com"><em>World of Warcraft</em></a>, which allows you to pop to the auction house, buy everything if you have enough gold, and then craft piles and piles of items with those mats by pressing one button on a handy menu that shows you everything you can make. The crafting system there has no failures, nor does it have the chance of making a greater or lesser item; all of the items are exactly the same on the basic level. While many felt this was a great improvement, some others prefer at least some small risk for reward - making it <a href="http://massively.joystiq.com/2008/12/04/why-you-should-be-playing-everquest-ii-crafting/">more like a mini-game</a> - and thus we still have at least marginally harder crafting scenarios in several MMOs. <br /><br />This morning we thought we'd ask you; do you feel that crafting should be easy, guaranteeing a successful combination every single time? Do you think there's something to be said for slightly harder crafting, where you may risk commonly-gathered materials, but not rare ones? Do you think we need a return to extremely hard crafting? Or do you just not really care, and would rather pay someone else gold to craft things for you?<p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://massively.joystiq.com"><img src="http://massively.joystiq.com/media/feedlogo.gif" alt="Massively" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://massively.joystiq.com/2009/03/17/the-daily-grind-should-you-risk-materials-while-crafting/">The Daily Grind: How difficult do you like your crafting?</a> originally appeared on <a href="http://massively.joystiq.com">Massively</a> on Tue, 17 Mar 2009 08:00:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href="http://massively.joystiq.com/2009/03/17/the-daily-grind-should-you-risk-materials-while-crafting/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/forward/1490224/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/2009/03/17/the-daily-grind-should-you-risk-materials-while-crafting/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>crafting</category><category>difficulty</category><category>difficulty-level</category><category>everquest</category><category>everquest-2</category><category>mini-game</category><category>risk</category><category>tdg</category><category>the-daily-grind</category><category>world-of-warcraft</category><dc:creator><![CDATA[Krystalle Voecks]]></dc:creator><pubDate>Tue, 17 Mar 2009 08:00:00 EST</pubDate></item><item><title><![CDATA[Skirmish warfare coming to Pirates of the Burning Sea]]></title><link>http://massively.joystiq.com/2009/02/20/skirmish-warfare-coming-to-pirates-of-the-burning-sea/</link><guid isPermaLink="true">http://massively.joystiq.com/2009/02/20/skirmish-warfare-coming-to-pirates-of-the-burning-sea/</guid><comments>http://massively.joystiq.com/2009/02/20/skirmish-warfare-coming-to-pirates-of-the-burning-sea/#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/pirates-of-the-burning-sea/" rel="tag">Pirates of the Burning Sea</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/pvp/" rel="tag">PvP</a>, <a href="http://massively.joystiq.com/category/news-items/" rel="tag">News items</a></p><a href="http://massively.joystiq.com/category/pirates-of-the-burning-sea"><img vspace="4" hspace="4" border="1" align="middle" src="http://www.blogcdn.com/massively.joystiq.com/media/2009/02/potbsskirmishwarfareat425.jpg" alt="" /></a><br />The <a href="http://massively.joystiq.com/tag/flying-lab-software">Flying Lab Software</a> developers working on <a href="http://www.burningsea.com"><em>Pirates of the Burning Sea</em></a> have done a lot of writing about the avatar combat changes of late, but it's clear that they're still aiming to improve ship-based PvP on the high seas. <a href="http://massively.joystiq.com/category/pirates-of-the-burning-sea"><em>Pirates of the Burning Sea</em></a> is going to get a major new feature as of patch 1.4: skirmish warfare, which is essentially a PvP environment where players can experiment risk free with various setups and tactics. <br /><br />The latest developer log on <em>PotBS</em> is "Enter the Skirmish", which breaks down what this new feature is and what it will offer players: <em>"PvP action is the hottest part of our game, but the difficulty of 'swimming with the sharks' in the open sea has made for a significant barrier to entry. Skirmish gives players the change to learn how to PvP without facing all the dangers involved with conquest. Societies and veterans can use the skirmish system to teach newer players the ropes in a risk-free environment, which means more people who'll be prepared for port conquest and open sea PvP." </em><br /><br />For more on this upcoming feature, you'll want to read the "<a href="http://www.burningsea.com/page/news/article&amp;article_id=11142">Enter the Skirmish</a>" developer log on the <em>Pirates of the Burning Sea</em> website.<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/2009/02/20/skirmish-warfare-coming-to-pirates-of-the-burning-sea/">Skirmish warfare coming to Pirates of the Burning Sea</a> originally appeared on <a href="http://massively.joystiq.com">Massively</a> on Fri, 20 Feb 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://www.burningsea.com/page/news/article&amp;article_id=11142>Read</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/2009/02/20/skirmish-warfare-coming-to-pirates-of-the-burning-sea/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/forward/1466132/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/2009/02/20/skirmish-warfare-coming-to-pirates-of-the-burning-sea/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>combat</category><category>fantasy</category><category>flying-lab-software</category><category>game-mechanics</category><category>learning</category><category>patches</category><category>pirates</category><category>pirates-of-the-burning-sea</category><category>potbs</category><category>pvp</category><category>risk</category><category>skirmish-warfare</category><category>teaching</category><dc:creator><![CDATA[James Egan]]></dc:creator><pubDate>Fri, 20 Feb 2009 11:00:00 EST</pubDate></item><item><title><![CDATA[Anti-Aliased: The Darkfall prophecies pt. 2]]></title><link>http://massively.joystiq.com/2009/01/21/anti-aliased-the-darkfall-prophecies-pt-2/</link><guid isPermaLink="true">http://massively.joystiq.com/2009/01/21/anti-aliased-the-darkfall-prophecies-pt-2/</guid><comments>http://massively.joystiq.com/2009/01/21/anti-aliased-the-darkfall-prophecies-pt-2/#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/darkfall/" rel="tag">Darkfall</a>, <a href="http://massively.joystiq.com/category/opinion/" rel="tag">Opinion</a>, <a href="http://massively.joystiq.com/category/anti-aliased/" rel="tag">Anti-Aliased</a></p><div align="center"><span style="font-weight: bold;"></span><a href="http://massively.joystiq.com/category/anti-aliased"><img hspace="4" border="1" vspace="4" src="http://www.blogcdn.com/massively.joystiq.com/media/2009/01/darkfallpt2.jpg" alt="" /></a><br /></div>
The double-edged sword to this is that the player is going to require a time investment. It's going to take more than stats and big numbers to win battles in these parts, and those things take time to learn. Knowing the environments, knowing how to gauge enemies, and knowing where to go in case of emergency are going to be things that are learned through use and not by giant pointing arrows or help boxes.<br /><br />But, when you do learn them, you'll probably find that you'll enjoy this game more than other games on the market. Once again, talk to any <a href="http://massively.joystiq.com/category/eve-online"><span style="font-style: italic;">EVE</span></a> player who's ever killed another player or destroyed a player-owned station, or done anything of note. They'll talk excitedly and smile the entire time they tell you the story.<br /><br /><span style="font-weight: bold;">Epic is more than just purple text, it's a philosophy</span><br /><br /><img hspace="4" border="1" align="right" vspace="4" src="http://www.blogcdn.com/massively.joystiq.com/media/2009/01/darkfallmage.jpg" alt="" />The number one reason to get your hands on <span style="font-style: italic;">Darkfall</span> seems to be the environment itself. Exploration is finally a viable option, as exploring can lead you to some amazing discoveries and treasures. Cities seem to be well designed and crafted from the limited view we've been presented with. And, of course, some of the scenes are amazingly gorgeous and worthy of a fantasy novel.<br /><br />All of this is heightened by the tension that an ambush can happen at any moment. Things could go from blissfully calm to deadly in a heartbeat. Player action is the root of the game, and not an incidental item left outside of the menu. The design is set up so that players drive what the game has to offer, a page taken directly from <span style="font-style: italic;">EVE Online</span>'s book of plays.<br /><br />Games should stop telling their players that things are epic, and instead make players feel like things are epic. <span style="font-style: italic;">Darkfall</span> seems to understand this, and incorporates it into as many aspects of their design as possible.<br /><br style="font-weight: bold;" /><span style="font-weight: bold;">So, what's the final word?</span><br /><br /><img hspace="4" border="1" align="right" vspace="4" src="http://www.blogcdn.com/massively.joystiq.com/media/2009/01/darkfallknight.jpg" alt="" />Even with all of these good things in store, even with the looks we have of the game, I'm going to be bluntly honest. <span style="font-style: italic;">Darkfall</span>'s hype is bigger than it's bite. We're not looking at the savior of MMOs or anything like that. Players are going to walk away feeling disappointed not because <span style="font-style: italic;">Darkfall</span> is a bad game, but because they may not understand what they're getting into.<br /><br /><span style="font-style: italic;">Darkfall</span> will be a good, solid game that will follow up on amazing concepts, but those concepts are not made for the general population of players. Let me stress that this is not a bad thing. <span style="font-style: italic;">Darkfall</span> will certainly have a home amongst the well made games of our time. But players who are buying into the hype and not researching what they're getting into may find that this may not be the game for them.<br /><br />Players with backgrounds in <a href="http://www.lineage2.com/"><span style="font-style: italic;">Lineage II</span></a>, <span style="font-style: italic;">EVE Online</span>, and <a href="http://www.uoherald.com/"><span style="font-style: italic;">Ultima Online</span></a> will find things to love here. But players with more modern MMO experience, like <a href="http://www.worldofwarcraft.com"><span style="font-style: italic;">World of Warcraft</span></a> or <a href="http://www.lotro.com"><span style="font-style: italic;">Lord of the Rings Online</span></a>, may find that the game world is too harsh and unforgiving.<br /><br />But if you can get through that harshness and stick it out, you're going to find experiences in this game that you will be completely unable to find in other games. You will walk away from <span style="font-style: italic;">Darkfall</span> with tales to tell your friends, I guarantee it.<br /> <em><br /></em> <hr /><img hspace="4" border="1" align="left" vspace="4" src="http://www.blogcdn.com/massively.joystiq.com/media/2008/04/colinswoop.jpg" alt="" /> <em><a href="http://experiencecurve.wordpress.com/">Colin Brennan</a> is the weekly writer of Anti-Aliased who is interested, yet cautious, about Darkfall Online. When he's not writing here for Massively, he's over running <a href="http://www.epiclootforall.com/">Epic Loot For All!</a> with his insane friends. If you want to message him, send him an e-mail at colin.brennan AT weblogsinc DOT com.</em><p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://massively.joystiq.com"><img src="http://massively.joystiq.com/media/feedlogo.gif" alt="Massively" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://massively.joystiq.com/2009/01/21/anti-aliased-the-darkfall-prophecies-pt-2/">Anti-Aliased: The Darkfall prophecies pt. 2</a> originally appeared on <a href="http://massively.joystiq.com">Massively</a> on Wed, 21 Jan 2009 17:00:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href="http://massively.joystiq.com/2009/01/21/anti-aliased-the-darkfall-prophecies-pt-2/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/forward/1436638/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/2009/01/21/anti-aliased-the-darkfall-prophecies-pt-2/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>aventurine</category><category>darkfall</category><category>epic</category><category>hype</category><category>opinion</category><category>pvp</category><category>reward</category><category>risk</category><dc:creator><![CDATA[Seraphina Brennan]]></dc:creator><pubDate>Wed, 21 Jan 2009 17:00:00 EST</pubDate></item><item><title><![CDATA[Anti-Aliased: The Darkfall prophecies]]></title><link>http://massively.joystiq.com/2009/01/21/anti-aliased-the-darkfall-prophecies/</link><guid isPermaLink="true">http://massively.joystiq.com/2009/01/21/anti-aliased-the-darkfall-prophecies/</guid><comments>http://massively.joystiq.com/2009/01/21/anti-aliased-the-darkfall-prophecies/#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/darkfall/" rel="tag">Darkfall</a>, <a href="http://massively.joystiq.com/category/opinion/" rel="tag">Opinion</a>, <a href="http://massively.joystiq.com/category/anti-aliased/" rel="tag">Anti-Aliased</a></p><div style="text-align: center;"><a href="http://massively.joystiq.com/category/anti-aliased"><img hspace="4" border="1" vspace="4" alt="" src="http://www.blogcdn.com/massively.joystiq.com/media/2009/01/darkfallaliased.jpg" /></a><br /><span style="float: right; margin-left: 10px; margin-top: 7px;"> <script> var digg_url = 'http://digg.com/pc_games/Anti_Aliased_The_Darkfall_prophecies'; </script> <script src="http://digg.com/api/diggthis.js"></script></span></div>
<a href="http://www.darkfallonline.com/"><span style="font-style: italic;">Darkfall</span></a>. Everyone talks about it. Our mailboxes get flooded with requests about it. Comments regarding the game are both frothingly energetic and intensely angry. Just writing a piece about it can get a writer wacked.<br /><br />So, let me paint a giant target on my back, cover myself in delicious meat, and walk right into the lion's den of MMOs. This column is dedicated to <a href="http://massively.joystiq.com/category/darkfall"><span style="font-style: italic;">Darkfall</span></a>'s gameplay mechanics; presenting an analysis of what we know so far from released beta tester announcements and gameplay footage. This is, by no means, a comprehensive analysis of everything <span style="font-style: italic;">Darkfall</span> has to offer. This is just one man's opinion column at work, looking at the ups and downs of what <span style="font-style: italic;">Darkfall</span> might bring to the table.<br /><br />I'm doing all of this to answer one eerily simple yet dastardly complex question: Can <span style="font-style: italic;">Darkfall</span> live up to the hype around it?<p><a href="http://massively.joystiq.com/2009/01/21/anti-aliased-the-darkfall-prophecies/" rel="bookmark">Continue reading <em>Anti-Aliased: The Darkfall prophecies</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/2009/01/21/anti-aliased-the-darkfall-prophecies/">Anti-Aliased: The Darkfall prophecies</a> originally appeared on <a href="http://massively.joystiq.com">Massively</a> on Wed, 21 Jan 2009 17:00:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href="http://massively.joystiq.com/2009/01/21/anti-aliased-the-darkfall-prophecies/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/forward/1435782/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/2009/01/21/anti-aliased-the-darkfall-prophecies/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>anti-aliased</category><category>aventurine</category><category>cities</category><category>city-building</category><category>city-siege</category><category>darkfall</category><category>darkfall-online</category><category>epic</category><category>featured</category><category>joystiqfeatures</category><category>opinion</category><category>pvp</category><category>quests</category><category>raid</category><category>reward</category><category>risk</category><dc:creator><![CDATA[Seraphina Brennan]]></dc:creator><pubDate>Wed, 21 Jan 2009 17:00:00 EST</pubDate></item><item><title><![CDATA[Mark Jacobs on changes to WAR's open RvR]]></title><link>http://massively.joystiq.com/2008/11/25/mark-jacobs-on-changes-to-wars-open-rvr/</link><guid isPermaLink="true">http://massively.joystiq.com/2008/11/25/mark-jacobs-on-changes-to-wars-open-rvr/</guid><comments>http://massively.joystiq.com/2008/11/25/mark-jacobs-on-changes-to-wars-open-rvr/#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/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/mmo-industry/" rel="tag">MMO industry</a>, <a href="http://massively.joystiq.com/category/pvp/" rel="tag">PvP</a>, <a href="http://massively.joystiq.com/category/warhammer-online/" rel="tag">Warhammer Online</a>, <a href="http://massively.joystiq.com/category/news-items/" rel="tag">News items</a></p><a href="http://massively.joystiq.com/category/warhammer-online"><img vspace="4" hspace="4" border="1" align="middle" alt="" src="http://www.blogcdn.com/massively.joystiq.com/media/2008/11/waropenrvrupdateat425.jpg" /></a><br />Mythic Entertainment's <a href="http://massively.joystiq.com/tag/mark-jacobs">Mark Jacobs</a> posted a <a href="http://www.warhammeronline.com"><em>Warhammer Online</em></a> dev blog today, titled "Open RvR Update" which maps out the future of open realm-vs-realm in the game. Jacobs writes that the coming months will bring some changes and additions to <a href="http://massively.joystiq.com/category/warhammer-online"><em>WAR</em></a>:<br />
<ul>
    <li>An RvR Influence system. <em>"This system is designed to reward our oRvR players with lots of new stuff that you can only get through oRvR,"</em> he says. </li>
</ul>
<ul>
    <li>Increased visibility of open RvR, made possible through numerous improvements such as improved maps and travel systems, second bind points, a campaign HUD, and tier-wide messaging about the status of battlefield objectives and keeps. </li>
</ul>
<ul>
    <li>Greater incentives for oRvR participation, namely through keep quests, 'Daily Event Quests,' and chained RvR missions. </li>
</ul>
<ul>
    <li>Better rewards for guilds that take and control keeps, and a system of keep upgrades. </li>
</ul>
<ul>
    <li> Allowing characters to gain oRvR "Fame", linked to the <a href="http://massively.joystiq.com/tag/tome-of-knowledge">Tome of Knowledge</a> and thus rewards, titles, and experience that come with oRvR success. </li>
</ul>
Jacobs cautions though, <em>"Please keep in mind that these changes/systems apply to oRvR only and not to scenarios. This is not all we are working on but these do reflect the majority of oRvR additions that we are currently working on/planning for the next few months."</em> Jacobs hopes that open RvR enhancements will inject more risk and challenge into this aspect of the game, and ultimately more rewards. Check out <a href="http://herald.warhammeronline.com/warherald/NewsArticle.war?id=472">his dev blog</a> where he outlines the changes to open RvR and let us know, do you think <a href="http://massively.joystiq.com/tag/mythic-entertainment">Mythic</a> is headed in the right direction with this system revamp?<hr />
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            <td><em>Did you enjoy this? Make sure to check out our <a href="http://massively.joystiq.com/category/warhammer-online"><em>Warhammer</em></a> guides: <a href="http://massively.joystiq.com/2008/09/18/massivelys-warhammer-online-character-creation-guide/">Massively's Character Creation Guide</a> and our <a href="http://massively.joystiq.com/2008/09/09/a-world-of-warcraft-players-guide-to-warhammer-online/">WoW Player's Guide to Warhammer</a>. Plus, don't miss any of our ongoing coverage as <a href="http://massively.joystiq.com/massively-goes-to-war">Massively goes to WAR</a>!</em> </td>
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</table><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/2008/11/25/mark-jacobs-on-changes-to-wars-open-rvr/">Mark Jacobs on changes to WAR's open RvR</a> originally appeared on <a href="http://massively.joystiq.com">Massively</a> on Tue, 25 Nov 2008 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://herald.warhammeronline.com/warherald/NewsArticle.war?id=472>Read</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/2008/11/25/mark-jacobs-on-changes-to-wars-open-rvr/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/forward/1382961/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/2008/11/25/mark-jacobs-on-changes-to-wars-open-rvr/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>achievements</category><category>breaking</category><category>dev-blog</category><category>experience</category><category>fame</category><category>fantasy</category><category>game-mechanics</category><category>guilds</category><category>mark-jacobs</category><category>mmo-industry</category><category>mythic</category><category>mythic-entertainment</category><category>open-rvr</category><category>pvp</category><category>quests</category><category>realm-vs-realm</category><category>reward</category><category>risk</category><category>rvr</category><category>titles</category><category>tome-of-knowledge</category><category>war</category><category>warhammer-online</category><dc:creator><![CDATA[James Egan]]></dc:creator><pubDate>Tue, 25 Nov 2008 14:30:00 EST</pubDate></item><item><title><![CDATA[What draws players to EVE while keeping others away?]]></title><link>http://massively.joystiq.com/2008/08/17/what-draws-players-to-eve-while-keeping-others-away/</link><guid isPermaLink="true">http://massively.joystiq.com/2008/08/17/what-draws-players-to-eve-while-keeping-others-away/</guid><comments>http://massively.joystiq.com/2008/08/17/what-draws-players-to-eve-while-keeping-others-away/#comments</comments><description><![CDATA[<p>Filed under: <a href="http://massively.joystiq.com/category/sci-fi/" rel="tag">Sci-fi</a>, <a href="http://massively.joystiq.com/category/eve-online/" rel="tag">EVE Online</a>, <a href="http://massively.joystiq.com/category/opinion/" rel="tag">Opinion</a></p><a href="http://www.crazykinux.com"><img vspace="4" hspace="4" border="1" align="middle" alt="" src="http://www.blogcdn.com/massively.joystiq.com/media/2008/08/cksvexor425.jpg" /></a><br /><a href="http://www.eve-online.com"><em>EVE Online</em></a> is the type of game that doesn't have the broad appeal of fantasy that titles like <a href="http://www.worldofwarcraft.com"><em>World of Warcraft.</em></a> Certainly, it attracts a number of players who are looking for <a href="http://massively.joystiq.com/2008/08/15/the-7-deadly-sins-of-eve-online/">an edgier game experience</a> where actions have consequences. For some, the consequences can be steep, causing those gamers to shy away from <a href="http://massively.joystiq.com/category/eve-online"><em>EVE.</em></a> Being wary of your fellow pilots is always a good idea, but it's not all piracy and <a href="http://massively.joystiq.com/2008/07/21/eve-evolved-suicide-ganking-investigated/">suicide ganks.</a> The game offers freedom to do what you want in the sandbox, but most <em>EVE</em> pilots stay on the right side of the law. <br /><br />Sam Guss is a writer at <a href="http://www.eve-mag.com">EVE-Mag.com,</a> an up and coming site that focuses on <em>EVE Online,</em> who wrote a piece that caught our eye at Massively. His article is titled <a href="http://www.eve-mag.com/archives/33">"Is <em>EVE</em> for You?"</a> and looks at what the attraction to the game is for him, and speculates about the wider appeal of <em>EVE</em> to other dedicated players. If you're an <em>EVE</em> fan, what is it that sets the game apart from other MMOs? And for those that don't play <em>EVE Online,</em> what aspects of the game keep you away?<p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://massively.joystiq.com"><img src="http://massively.joystiq.com/media/feedlogo.gif" alt="Massively" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://massively.joystiq.com/2008/08/17/what-draws-players-to-eve-while-keeping-others-away/">What draws players to EVE while keeping others away?</a> originally appeared on <a href="http://massively.joystiq.com">Massively</a> on Sun, 17 Aug 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://www.eve-mag.com/archives/33>Read</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/2008/08/17/what-draws-players-to-eve-while-keeping-others-away/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/forward/1277420/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/2008/08/17/what-draws-players-to-eve-while-keeping-others-away/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>capsuleer</category><category>carebear</category><category>carebears</category><category>ccp</category><category>ccp-games</category><category>consequences</category><category>eve</category><category>eve-mag</category><category>eve-online</category><category>gank</category><category>hardcore</category><category>highsec</category><category>lowsec</category><category>opinion</category><category>pilot</category><category>piracy</category><category>pirate</category><category>reward</category><category>rewards</category><category>risk</category><category>risks</category><category>sam-guss</category><category>sandbox</category><category>sci-fi</category><category>suicide-gank</category><dc:creator><![CDATA[James Egan]]></dc:creator><pubDate>Sun, 17 Aug 2008 15:00:00 EST</pubDate></item><item><title><![CDATA[EVE Online player establishes new profession]]></title><link>http://massively.joystiq.com/2008/08/14/eve-online-player-establishes-new-profession/</link><guid isPermaLink="true">http://massively.joystiq.com/2008/08/14/eve-online-player-establishes-new-profession/</guid><comments>http://massively.joystiq.com/2008/08/14/eve-online-player-establishes-new-profession/#comments</comments><description><![CDATA[<p>Filed under: <a href="http://massively.joystiq.com/category/sci-fi/" rel="tag">Sci-fi</a>, <a href="http://massively.joystiq.com/category/eve-online/" rel="tag">EVE Online</a>, <a href="http://massively.joystiq.com/category/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/crafting/" rel="tag">Crafting</a>, <a href="http://massively.joystiq.com/category/professions/" rel="tag">Professions</a>, <a href="http://massively.joystiq.com/category/news-items/" rel="tag">News items</a></p><img vspace="4" hspace="4" border="1" align="right" alt="" src="http://www.blogcdn.com/massively.joystiq.com/media/2008/08/outpost225.jpg" />Players in <a href="http://www.eve-online.com"><em>EVE Online</em></a> pursue a wide variety of professions or careers, but <a href="http://massively.joystiq.com/2008/07/14/eve-evolved-freeform-professions/">are not locked into any given role</a> at character creation. This flexibility allows a character to change their play style over time, or to capitalize on niches no one else has filled. This is the case with Dylon Xavier, an enterprising Caldari pilot with <a href="http://www.assti.net/forum/index.php">Ascendant Strategies, Inc.</a><br /><br /><a href="http://massively.joystiq.com/2008/05/20/new-edens-virtual-reporters/">ISD Magnus Balteus</a> reports that Xavier <em>"has decided to try something different; create a product that is both time and resource consuming to build, and offer it for auction to the alliance that has the funds and space to deploy it." </em>The niche item in this case is an <a href="http://www.eve-wiki.net/index.php?title=Outpost">Outpost Platform.</a> When launched, it will create a space station for an alliance that can handle the minimum <a href="http://myeve.eve-online.com/ingameboard.asp?a=topic&amp;threadID=844263%00">20 billion isk bid</a> on his auctions. This substantial pricetag <a href="http://www.eveonlineships.com/eve-online-search-ships.php">includes a freighter</a> for transporting the Outpost Platform and materials, and turns what is normally a time-consuming collective effort into a (comparatively) rapid-deployment. He's also willing to have Chribba, perhaps <a href="http://massively.joystiq.com/2008/06/30/eve-online-community-spotlight-a-qanda-with-chribba/"><em>EVE's</em> most trusted player,</a> broker the transactions, mitigating the risk involved with such large amounts of currency. With the neverending ebb and flow of territorial control in New Eden, and if alliances continue to express interest in Xavier's venture, he may well have created a new and lucrative profession in <a href="http://massively.joystiq.com/category/eve-online"><em>EVE Online </em></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/2008/08/14/eve-online-player-establishes-new-profession/">EVE Online player establishes new profession</a> originally appeared on <a href="http://massively.joystiq.com">Massively</a> on Thu, 14 Aug 2008 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://myeve.eve-online.com/news.asp?a=single&amp;nid=2273&amp;tid=7>Read</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/2008/08/14/eve-online-player-establishes-new-profession/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/forward/1282760/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/2008/08/14/eve-online-player-establishes-new-profession/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>alliance</category><category>alliances</category><category>ascendant-strategies</category><category>ccp</category><category>ccp-games</category><category>charon</category><category>chribba</category><category>crafting</category><category>dylon-xavier</category><category>eve</category><category>eve-online</category><category>freighter</category><category>game-mechanics</category><category>guilds</category><category>interstellar-correspondents</category><category>isd</category><category>new-eden</category><category>niche</category><category>outpost</category><category>outpost-platform</category><category>professions</category><category>risk</category><category>sci-fi</category><category>sovereignty</category><category>space-station</category><category>territorial-control</category><dc:creator><![CDATA[James Egan]]></dc:creator><pubDate>Thu, 14 Aug 2008 09:00:00 EST</pubDate></item><item><title><![CDATA[The high price of trust in EVE]]></title><link>http://massively.joystiq.com/2008/08/10/the-high-price-of-trust-in-eve/</link><guid isPermaLink="true">http://massively.joystiq.com/2008/08/10/the-high-price-of-trust-in-eve/</guid><comments>http://massively.joystiq.com/2008/08/10/the-high-price-of-trust-in-eve/#comments</comments><description><![CDATA[<p>Filed under: <a href="http://massively.joystiq.com/category/sci-fi/" rel="tag">Sci-fi</a>, <a href="http://massively.joystiq.com/category/eve-online/" rel="tag">EVE Online</a>, <a href="http://massively.joystiq.com/category/culture/" rel="tag">Culture</a>, <a href="http://massively.joystiq.com/category/game-mechanics/" rel="tag">Game mechanics</a>, <a href="http://massively.joystiq.com/category/opinion/" rel="tag">Opinion</a>, <a href="http://massively.joystiq.com/category/politics/" rel="tag">Politics</a></p><a href="http://www.eve-online.com/background/potw/01-02-05.asp"><img vspace="4" hspace="4" border="1" align="middle" alt="" src="http://www.blogcdn.com/massively.joystiq.com/media/2008/08/bigfish425.jpg" /></a><br />Trust is a rare commodity in <a href="http://www.eve-online.com"><em>EVE Online,</em></a> and is one of those aspects of the game that makes it at once interesting and frustrating. That friendly person who offers you assistance in a mission, wants to sell you a faction module, or seeks to join your corporation may very well be waiting to backstab you when you least expect it. This might sound bad, but it's not necessarily a terrible thing in terms of enjoying the game. Indeed, some may feel that it adds to the risk inherent in <a href="http://massively.joystiq.com/category/eve-online"><span style="font-style: italic;">EVE,</span></a> and thus the thrill. The fact that players can manipulate trust within the rules of the game is one of the aspects of <em>EVE</em> that sets it apart from most other MMOs. <br /><br />The risk vs. reward stakes are raised when trust comes into play with groups of players. Collective action through corporations or alliances will, at some point in time, entail trust. It may be a CEO or director lifting restrictions on access to resources for a member of the corp, hoping that the faith placed in the recruit wasn't a bad move. In other scenarios, the situation is reversed -- a director decides to cut and run, <a href="http://massively.joystiq.com/2008/01/31/relive-the-exploits-of-legendary-eve-online-assassins/">seizing assets</a> and leaving the corporation shocked and understandably enraged.<p><a href="http://massively.joystiq.com/2008/08/10/the-high-price-of-trust-in-eve/" rel="bookmark">Continue reading <em>The high price of trust in EVE</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/2008/08/10/the-high-price-of-trust-in-eve/">The high price of trust in EVE</a> originally appeared on <a href="http://massively.joystiq.com">Massively</a> on Sun, 10 Aug 2008 11:00:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href=http://www.eve-mag.com/archives/36>Read</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/2008/08/10/the-high-price-of-trust-in-eve/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/forward/1280170/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/2008/08/10/the-high-price-of-trust-in-eve/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>alliance</category><category>betrayal</category><category>ccp</category><category>ccp-games</category><category>ceo</category><category>corp</category><category>corp-theft</category><category>corp-thief</category><category>corporation</category><category>crime</category><category>culture</category><category>director</category><category>eve</category><category>eve-mag</category><category>eve-online</category><category>game-mechanics</category><category>opinion</category><category>politics</category><category>reward</category><category>risk</category><category>sci-fi</category><category>soleramnus</category><category>trust</category><dc:creator><![CDATA[James Egan]]></dc:creator><pubDate>Sun, 10 Aug 2008 11:00:00 EST</pubDate></item><item><title><![CDATA[The freedom of living in EVE Online's lawless space]]></title><link>http://massively.joystiq.com/2008/08/10/the-freedom-of-living-in-eve-onlines-lawless-space/</link><guid isPermaLink="true">http://massively.joystiq.com/2008/08/10/the-freedom-of-living-in-eve-onlines-lawless-space/</guid><comments>http://massively.joystiq.com/2008/08/10/the-freedom-of-living-in-eve-onlines-lawless-space/#comments</comments><description><![CDATA[<p>Filed under: <a href="http://massively.joystiq.com/category/sci-fi/" rel="tag">Sci-fi</a>, <a href="http://massively.joystiq.com/category/eve-online/" rel="tag">EVE Online</a>, <a href="http://massively.joystiq.com/category/pvp/" rel="tag">PvP</a>, <a href="http://massively.joystiq.com/category/opinion/" rel="tag">Opinion</a></p><a href="http://xiphos83.wordpress.com/2008/07/07/living-the-good-life-in-00/"><img vspace="4" hspace="4" border="1" align="right" alt="" src="http://www.blogcdn.com/massively.joystiq.com/media/2008/08/coercer225.jpg" /></a>In <a href="http://www.eve-online.com"><em>EVE Online,</em></a> there are few things as feared by highsec dwellers as going into 0.0 space. These lawless tracts of New Eden do come with certain perils -- as <a href="http://massively.joystiq.com/2008/05/26/rogue-signal-where-can-concord-hear-you-scream/">CONCORD isn't there to protect you</a> -- but there are arguably more benefits to flying in 0.0 than there are drawbacks. Still, there will always be a dichotomy in <a href="http://massively.joystiq.com/category/eve-online"><em>EVE</em></a> between players who like the game for the freedom 0.0 offers, and those who prefer the safety of highsec. <br /><br />In 'Living the good life in 0.0,' <em>EVE</em> blogger Xiphos explains his choice to leave Empire space behind. <em>"In 0.0, you are free. Free of Concord, free of hundreds of players, and free to set your own destiny... it is the untamed wild west, where fortune, power, and glory are right for the taking and few have yet to reach out and grasp it,"</em> Xiphos writes. Of course, being a member of <a href="http://www.agony-unleashed.com/news.php ">Agony Unleashed,</a> an <em>EVE</em> corp that provides in-game PvP courses, doesn't hurt in terms of knowing how to handle yourself in 0.0. Have a look at <a href="http://xiphos83.wordpress.com/2008/07/07/living-the-good-life-in-00/">'Living the good life in 0.0'</a> and see Xiphos' take on the appeal of flying in lawless space. Do you agree with Xiphos' view of the game, and have you largely abandoned highsec in favor of 0.0 and all that comes with it, or simply to experience the most from the game? <br /><br /><a href="http://www.crazykinux.com">[Via CrazyKinux]</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/2008/08/10/the-freedom-of-living-in-eve-onlines-lawless-space/">The freedom of living in EVE Online's lawless space</a> originally appeared on <a href="http://massively.joystiq.com">Massively</a> on Sun, 10 Aug 2008 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://xiphos83.wordpress.com/2008/07/07/living-the-good-life-in-00/>Read</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/2008/08/10/the-freedom-of-living-in-eve-onlines-lawless-space/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/forward/1279803/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/2008/08/10/the-freedom-of-living-in-eve-onlines-lawless-space/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>0.0</category><category>agony-unleashed</category><category>blogger</category><category>carebear</category><category>ccp</category><category>ccp-games</category><category>concord</category><category>empire</category><category>eve</category><category>eve-online</category><category>highsec</category><category>lawless</category><category>lowsec</category><category>opinion</category><category>pvp</category><category>reward</category><category>risk</category><category>sci-fi</category><category>xiphos</category><dc:creator><![CDATA[James Egan]]></dc:creator><pubDate>Sun, 10 Aug 2008 09:30:00 EST</pubDate></item><item><title><![CDATA[Player vs. Everything: Fear is the missing ingredient]]></title><link>http://massively.joystiq.com/2008/05/14/player-vs-everything-fear-is-the-missing-ingredient/</link><guid isPermaLink="true">http://massively.joystiq.com/2008/05/14/player-vs-everything-fear-is-the-missing-ingredient/</guid><comments>http://massively.joystiq.com/2008/05/14/player-vs-everything-fear-is-the-missing-ingredient/#comments</comments><description><![CDATA[<p>Filed under: <a href="http://massively.joystiq.com/category/events-in-game/" rel="tag">Events, in-game</a>, <a href="http://massively.joystiq.com/category/game-mechanics/" rel="tag">Game mechanics</a>, <a href="http://massively.joystiq.com/category/opinion/" rel="tag">Opinion</a>, <a href="http://massively.joystiq.com/category/player-vs-everything/" rel="tag">Player vs. Everything</a></p><div align="center"><a href="http://www.despair.com/fear.html"><img vspace="4" hspace="4" border="1" src="http://www.blogcdn.com/massively.joystiq.com/media/2008/05/fearaltered.jpg" alt="" /></a> </div>
<p>When I was playing <a target="_blank" mce_href="http://eqplayers.station.sony.com/" href="http://eqplayers.station.sony.com/"><em>EverQuest</em></a> in the <a target="_blank" mce_href="http://en.wikipedia.org/wiki/Ruins_of_Kunark" href="http://en.wikipedia.org/wiki/Ruins_of_Kunark">Kunark-era days</a> there was one item that stood head and shoulders above all the others for me: the <a target="_blank" mce_href="http://everquest.allakhazam.com/db/item.html?item=2036" href="http://everquest.allakhazam.com/db/item.html?item=2036">Fungus Covered Scale Tunic</a> (affectionately called "The Fungi"). It was the ultimate twink item, allowing you to regain your health at a rate unheard of in the days when long rest periods between each minor battle were the norm for solo players. The Fungi was something I lusted after, wished for, and dreamed of, but I was never able to actually lay hands on it during those days, due to the extreme difficulty of obtaining one. If you wanted one, you had to take a full party of maximum level characters into an exceedingly dangerous area, far from the reaches of civilization, and fight your way to a rare spawn deep in the ruined city of <a target="_blank" mce_href="http://everquest.allakhazam.com/db/zone.html?zstrat=89" href="http://everquest.allakhazam.com/db/zone.html?zstrat=89">Old Sebilis</a>. Very rarely, he would drop the prized Fungi, which you could then pass on to your low-level alts or sell on the open market for hundreds of thousands of platinum pieces.</p>
<p>Other than the fact that it was a fantastic twink item, what made the Fungi so compelling? It was that you really had to risk something to get it. <a target="_blank" mce_href="http://massively.joystiq.com/tag/everquest" href="http://massively.joystiq.com/tag/everquest"><em>EverQuest</em></a>, with it's naked corpse runs, experience loss on death, and horribly dangerous dungeons, made adventuring into a real adventure. Getting to Old Sebilis required traveling across several dangerous and hostile jungle zones in the <a target="_blank" mce_href="http://massively.joystiq.com/2007/11/05/the-massively-eq2-rise-of-kunark-beta-tour/" href="http://massively.joystiq.com/2007/11/05/the-massively-eq2-rise-of-kunark-beta-tour/">forgotten continent of Kunark</a>, far from the nearest hub of civilization. Dying in the depths of Old Sebilis was a sickeningly punishing experience in those days -- something you avoided at all costs. When a battle started going sour, you could feel your hackles rising, <a target="_blank" mce_href="http://massively.joystiq.com/2008/04/29/player-vs-everything-the-importance-of-morale/" href="http://massively.joystiq.com/2008/04/29/player-vs-everything-the-importance-of-morale/">panic setting in</a>, and a real sense of fear that made victory that much sweeter and death a soul-crushing experience. Is that sense of fear something we're missing out on in the modern MMOG?</p><p><a href="http://massively.joystiq.com/2008/05/14/player-vs-everything-fear-is-the-missing-ingredient/" rel="bookmark">Continue reading <em>Player vs. Everything: Fear is the missing ingredient</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/2008/05/14/player-vs-everything-fear-is-the-missing-ingredient/">Player vs. Everything: Fear is the missing ingredient</a> originally appeared on <a href="http://massively.joystiq.com">Massively</a> on Wed, 14 May 2008 16:30:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href="http://massively.joystiq.com/2008/05/14/player-vs-everything-fear-is-the-missing-ingredient/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/forward/1195687/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/2008/05/14/player-vs-everything-fear-is-the-missing-ingredient/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>adventure</category><category>death</category><category>death-penalty</category><category>everquest</category><category>exploration</category><category>fear</category><category>featured</category><category>game-design</category><category>player-vs-everything</category><category>risk</category><category>travel</category><category>world-of-warcraft</category><category>zones</category><dc:creator><![CDATA[Cameron Sorden]]></dc:creator><pubDate>Wed, 14 May 2008 16:30:00 EST</pubDate></item><item><title><![CDATA[O Death, where is thy sting?]]></title><link>http://massively.joystiq.com/2007/12/05/o-death-where-is-thy-sting/</link><guid isPermaLink="true">http://massively.joystiq.com/2007/12/05/o-death-where-is-thy-sting/</guid><comments>http://massively.joystiq.com/2007/12/05/o-death-where-is-thy-sting/#comments</comments><description><![CDATA[<p>Filed under: <a href="http://massively.joystiq.com/category/world-of-warcraft/" rel="tag">World of Warcraft</a>, <a href="http://massively.joystiq.com/category/real-life/" rel="tag">Real life</a>, <a href="http://massively.joystiq.com/category/anarchy-online/" rel="tag">Anarchy Online</a>, <a href="http://massively.joystiq.com/category/city-of-heroes/" rel="tag">City of Heroes</a>, <a href="http://massively.joystiq.com/category/flyff/" rel="tag">Flyff</a>, <a href="http://massively.joystiq.com/category/guild-wars/" rel="tag">Guild Wars</a>, <a href="http://massively.joystiq.com/category/lord-of-the-rings-online/" rel="tag">Lord of the Rings Online</a>, <a href="http://massively.joystiq.com/category/game-mechanics/" rel="tag">Game mechanics</a>, <a href="http://massively.joystiq.com/category/lore/" rel="tag">Lore</a>, <a href="http://massively.joystiq.com/category/mmo-industry/" rel="tag">MMO industry</a>, <a href="http://massively.joystiq.com/category/opinion/" rel="tag">Opinion</a>, <a href="http://massively.joystiq.com/category/second-life/" rel="tag">Second Life</a>, <a href="http://massively.joystiq.com/category/massively-meta/" rel="tag">Massively Meta</a>, <a href="http://massively.joystiq.com/category/roleplaying/" rel="tag">Roleplaying</a></p><img vspace="4" hspace="4" border="1" align="right" alt="" src="http://www.blogcdn.com/massively.joystiq.com/media/2007/12/quintessence.jpg" />What does your choice of playing a warrior say about you as a person? Probably not a lot, considering that you're likely to try many different classes during the course of your stay in any given MMO. Or, to turn it around: what can you tell about the person driving that warrior you just saw run by? Taken like that, the intent behind this question becomes more obvious. We've gotten the 'roleplaying' part down solid. You choose to play a particular role -- which in this case we might re-term 'function' -- and that gets some emotional response. We drive our avatars around with varying degrees of personal investiture in them, but sometimes it feels to me as though we're merely cogs in a great machine, bent toward the purpose of simply furthering gameplay, rather than participating in a greater story with far-reaching consequences. And if it isn't <a href="http://massively.joystiq.com/category/guild-wars"><span style="font-style: italic;">Guild Wars</span></a>, it's <a style="font-style: italic;" href="http://massively.joystiq.com/category/flyff">Flyff</a>. If it isn't <a style="font-style: italic;" href="http://massively.joystiq.com/category/city-of-heroes">City of Heroes</a>, it's <a style="font-style: italic;" href="http://massively.joystiq.com/category/anarchy-online">Anarchy Online</a>. The mechanisms are the same, the quests are similar. Visuals aside, where is the uniqueness? What's the point? Where is the purpose?<br /><br />What is it that makes watching a good movie so engaging, and why is that not inherent in MMO gameplay? Why is there so much more of an emotional investment in a good book than in your game of choice? No matter how much you may enjoy playing your character, there is an inherent element that's lacking. Is it the uniqueness of personality?<p><a href="http://massively.joystiq.com/2007/12/05/o-death-where-is-thy-sting/" rel="bookmark">Continue reading <em>O Death, where is thy sting?</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/2007/12/05/o-death-where-is-thy-sting/">O Death, where is thy sting?</a> originally appeared on <a href="http://massively.joystiq.com">Massively</a> on Wed, 05 Dec 2007 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/2007/12/05/o-death-where-is-thy-sting/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/forward/1054266/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/2007/12/05/o-death-where-is-thy-sting/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>anarchy-online</category><category>city-of-heroes</category><category>death</category><category>flyff</category><category>frodo</category><category>guild-wars</category><category>lord-of-the-rings-online</category><category>massively</category><category>mount-doom</category><category>risk</category><category>roleplaying</category><category>second-life</category><category>world-of-warcraft</category><dc:creator><![CDATA[Akela Talamasca]]></dc:creator><pubDate>Wed, 05 Dec 2007 09:30:00 EST</pubDate></item></channel></rss>
