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<generator>Blogsmith http://www.blogsmith.com/</generator><item><title><![CDATA[More information on Final Fantasy XIV's retainers]]></title><link>http://massively.joystiq.com/2010/07/05/more-information-on-final-fantasy-xivs-retainers/</link><guid isPermaLink="true">http://massively.joystiq.com/2010/07/05/more-information-on-final-fantasy-xivs-retainers/</guid><comments>http://massively.joystiq.com/2010/07/05/more-information-on-final-fantasy-xivs-retainers/#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/game-mechanics/" rel="tag">Game mechanics</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/final-fantasy-xiv/" rel="tag">Final Fantasy XIV</a></p><div style="text-align: center;"><a href="http://www.ffxivcore.com/topic/7456-find-the-right-retainer-for-you/?s=3c871159f2089b642955dfca036ea4da"><img vspace="4" hspace="4" border="1" alt="" src="http://www.blogcdn.com/massively.joystiq.com/media/2010/07/ffxiv-retainers-epl-703.jpg" /></a></div>
With the announcement of <a href="http://www.finalfantasyxiv.com"><em>Final Fantasy XIV</em></a>'s <a href="http://massively.joystiq.com/2010/06/30/final-fantasy-xiv-announces-launch-date-and-pricing-model/">release date and some details on the pricing structure</a>, one of the concepts we've been introduced to is that of the retainers. Any veteran of <a href="http://www.playonline.com"><em>Final Fantasy XI</em></a> is all too familiar with the "mule" characters that would dot cities; they were all but required for serious players, used for additional storage, and parked as a never-closing bazaar whilst the player wasn't active. Rather than forcing players to pay for a second character, <a href="http://massively.joystiq.com/tag/Square-Enix/">Square-Enix</a> is apparently letting the practice be fully realized by the game in the form of your retainer.<br />
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A <a href="http://www.ffxivcore.com/topic/7456-find-the-right-retainer-for-you/?s=3c871159f2089b642955dfca036ea4da">new translated article</a> helps explain a little more about what a retainer's role will be. Adventurers will be allowed to choose one retainer for free, with the selection process running similar to <em><a href="http://massively.joystiq.com/category/Final-Fantasy-XI/">Final Fantasy XI</a></em>'s <a href="http://wiki.ffxiclopedia.org/wiki/Adventuring_Fellow_Guide">adventuring fellow</a>. Your retainer can be called at various points through use of a special item, and allows you to set up a storefront that will run while you're offline. A retainer will also provide extra storage, serving as combination mobile bank and assistant. Take a look at <a href="http://www.ffxivcore.com/topic/7456-find-the-right-retainer-for-you/?s=3c871159f2089b642955dfca036ea4da">the full article</a> for more details, as well as more shots of the beta client for <a href="http://massively.joystiq.com/category/Final-Fantasy-XIV/"><em>Final Fantasy XIV</em></a> in action.<p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://massively.joystiq.com"><img src="http://massively.joystiq.com/media/feedlogo.gif" alt="Massively" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://massively.joystiq.com/2010/07/05/more-information-on-final-fantasy-xivs-retainers/">More information on Final Fantasy XIV's retainers</a> originally appeared on <a href="http://massively.joystiq.com">Massively</a> on Mon, 05 Jul 2010 10:00:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href=http://www.ffxivcore.com/topic/7456-find-the-right-retainer-for-you/?s=3c871159f2089b642955dfca036ea4da>Read</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/2010/07/05/more-information-on-final-fantasy-xivs-retainers/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/forward/19541231/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/2010/07/05/more-information-on-final-fantasy-xivs-retainers/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>bazaar</category><category>betas</category><category>companion</category><category>fellow</category><category>ff</category><category>ff11</category><category>ff14</category><category>ffxi</category><category>ffxiv</category><category>final-fantasy-11</category><category>final-fantasy-14</category><category>final-fantasy-xi</category><category>final-fantasy-xiv</category><category>mule</category><category>npcs</category><category>player-stores</category><category>retainer</category><category>shops</category><category>square</category><category>square-enix</category><category>storage</category><category>upcoming-titles</category><dc:creator><![CDATA[Eliot Lefebvre]]></dc:creator><pubDate>Mon, 05 Jul 2010 10:00:00 EST</pubDate></item><item><title><![CDATA[Anti-Aliased: You don't need PvP to be successful, honest pt. 2]]></title><link>http://massively.joystiq.com/2009/04/15/anti-aliased-you-dont-need-pvp-to-be-successful-honest-pt-2/</link><guid isPermaLink="true">http://massively.joystiq.com/2009/04/15/anti-aliased-you-dont-need-pvp-to-be-successful-honest-pt-2/</guid><comments>http://massively.joystiq.com/2009/04/15/anti-aliased-you-dont-need-pvp-to-be-successful-honest-pt-2/#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/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/pvp/" rel="tag">PvP</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"><a href="http://massively.joystiq.com/category/anti-aliased"><img vspace="4" hspace="4" border="1" src="http://www.blogcdn.com/massively.joystiq.com/media/2009/04/eveonlinepvppic.jpg"  alt="" /></a><br style="font-weight: bold;" /></div>
<span style="font-weight: bold;">Screw PvP combat, we need PvP conflict</span><br /> <br /> The minute you hear about PvP, you know what it is.  It's groups of people bashing each other in the face like cavemen.  While that's all well and good, combat is only one part of a spectrum of player vs. player activities.  We need to stop focusing solely on the idea of PvP combat and perhaps look towards the larger picture of PvP conflict.  <em>Final Fantasy XI</em> proves this point through the use of the conquest system.  Players weren't bashing each other's face in, yet were participating in a conflict that changed how the game played and simultaneously provided rewards.<br /> <br /> On the other side of the galaxy, <a href="http://massively.joystiq.com/category/eve-online"><em>EVE Online</em></a> has become notorious for "trader combat."  Where players go against one another in order to get goods out to the market and make a profit.  Above those acts come social combat, where players make alliances and enemies as they participate in the other aspects of the game.  Exploration could even go in this category, as players race through uncharted space to find caches of resources.<br /> <br /> These ideas aren't unheard of, but they are unexplored.  One of the best examples of how we don't make full use of our genres is the infamous rogue class.  Rogues, by definition, are stealthy, thieving, and full of trickery.  Their original portrayal in the genre is mostly through non-combat actions, like stealing.  Yet, rogues never steal in our online games.  Even if they do steal, it's almost always from monsters and not players.<br /> <br />
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            <h2><strong>"</strong>Once we evolve how we approach PvP, we can start truly integrating the system into our designs, rather than continually tacking on battlegrounds and combat objectives and applauding them as elegant design.<strong>"</strong></h2>
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So why not include pickpocketing?  Is it because we don't want to limit it to one class or cause an uproar when one player can steal your stuff?  Why not let all players have the option, and actually have a pickpocketing mini-game.  Why not expand the concept of "illegal activities" and actually start to develop a justice system, where players can become guards and other players can attempt to get away with small crimes?  Of course, we'll get to see an example of how well this will work when Realtime Worlds launches <a href="http://www.apb.com/"><em>All Points Bulletin</em></a>, but it is something to think about for our current line of MMOs.<br /> <br /> Past the legal system, there are other methods of conflict.  Card games, price haggling at player run shops, even running an actual shop or a locale can give players a brand new perspective of conflict and simultaneously provide another sink for virtual cash in the economy.<br /> <br /> <span style="font-weight: bold;">The synopsis</span><br /> <br /> Don't feel that a game needs to have PvP in order to be viable.  Games that can level their challenges (like <em>Final Fantasy'</em>s level capped bosses, which make them eternally challenging) and can also present strong, solid methods of entertainment (like <a href="http://www.2kgames.com/bioshock/"><em>Bioshock</em></a>'s emphasis on storytelling and single-player objectives, rather than splitting resources between single-player and multi-player.)<br /> <br /> But PvP as a concept needs to perhaps become broader, centering more on areas of dynamic conflict rather than stagnant combat situations.  Even facerolling on your keyboard against someone else facerolling on their keyboard becomes old -- especially when gear differences lock out true, meaningful engagements.<br /> <br /> Once we evolve how we approach PvP, we can start truly integrating the system into our designs, rather than continually tacking on battlegrounds and combat objectives and applauding them as elegant design.<br /> <br />  <em><br /></em>  <hr /><img vspace="4" hspace="4" border="1" align="left" src="http://www.blogcdn.com/massively.joystiq.com/media/2008/04/colinswoop.jpg" alt="" /> <em>Colin Brennan is the weekly writer of Anti-Aliased who knows people will scream about how much of a carebare he is in the comment boxes, just because they didn't read the whole article. When he's not writing here for Massively, he's rambling on his personal blog, <a href="http://experiencecurve.wordpress.com/">The Experience Curve</a>. If you want to message him, send him an e-mail at colin.brennan AT weblogsinc DOT com. You can also follow him on Twitter through <a href="http://twitter.com/massively">Massively</a>, or through his <a href="http://twitter.com/sera_brennan">personal feed</a>.</em><p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://massively.joystiq.com"><img src="http://massively.joystiq.com/media/feedlogo.gif" alt="Massively" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://massively.joystiq.com/2009/04/15/anti-aliased-you-dont-need-pvp-to-be-successful-honest-pt-2/">Anti-Aliased: You don't need PvP to be successful, honest pt. 2</a> originally appeared on <a href="http://massively.joystiq.com">Massively</a> on Wed, 15 Apr 2009 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/2009/04/15/anti-aliased-you-dont-need-pvp-to-be-successful-honest-pt-2/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/forward/1518277/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/2009/04/15/anti-aliased-you-dont-need-pvp-to-be-successful-honest-pt-2/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>2k-games</category><category>all-points-bulletin</category><category>anti-aliased</category><category>apb</category><category>bioshock</category><category>ccp</category><category>combat</category><category>conflict</category><category>economy</category><category>eve</category><category>eve-online</category><category>player-conflict</category><category>player-vs-player</category><category>pve</category><category>pvp</category><category>realtime-worlds</category><category>shops</category><category>social-conflict</category><category>trading</category><dc:creator><![CDATA[Seraphina Brennan]]></dc:creator><pubDate>Wed, 15 Apr 2009 16:30:00 EST</pubDate></item><item><title><![CDATA[Huxley video expands on non-combat areas]]></title><link>http://massively.joystiq.com/2008/06/25/huxley-video-expands-on-non-combat-areas/</link><guid isPermaLink="true">http://massively.joystiq.com/2008/06/25/huxley-video-expands-on-non-combat-areas/</guid><comments>http://massively.joystiq.com/2008/06/25/huxley-video-expands-on-non-combat-areas/#comments</comments><description><![CDATA[<p>Filed under: <a href="http://massively.joystiq.com/category/video/" rel="tag">Video</a>, <a href="http://massively.joystiq.com/category/huxley/" rel="tag">Huxley</a>, <a href="http://massively.joystiq.com/category/mmofps/" rel="tag">MMOFPS</a></p><div style="text-align: center;"><a href="http://www.huxleygame.com/huxley_screenshots.php"><img vspace="4" hspace="4" border="1" alt="" src="http://www.blogcdn.com/massively.joystiq.com/media/2008/06/huxleycityscape_cc425.jpg" /></a><br /></div>
We have to concede, we were not terribly impressed when we got wind of some of <a href="http://huxley.webzen.com/"><em>Huxley's</em></a> non-combat areas as long as four months go. Chalk it up to the editing, we suppose, but the ten consecutive minutes of <a href="http://massively.joystiq.com/2008/02/02/unofficial-huxley-videos-leak-feature-lots-of-running/">clomping around a barren cityscape</a> left us barely able to keep our heads up. We were much more impressed with <a href="http://massively.joystiq.com/2008/06/23/impressive-huxley-cinematic-trailer-surfaces/">the recent cinematic trailer for the game</a>, but it did little in the way of explaining how <a href="http://massively.joystiq.com/category/huxley"><em>Huxley</em></a> was going to change the way we play MMOs.<br /><br />Well a new video has surfaced with better editing, the removal of that incessant clomping sound of walking on pavement, and some looks at non-static NPCs, shops, and the games' train system. We realize that <span style="font-style: italic;">Huxley's</span> success probably hinges more on whether the FPS action is up to current standards, but for MMO junkies like ourselves, the little things like shops and quest hubs can have a much greater influence on whether we choose to play the game or not. Check out the new video after the jump.<p><a href="http://massively.joystiq.com/2008/06/25/huxley-video-expands-on-non-combat-areas/" rel="bookmark">Continue reading <em>Huxley video expands on non-combat areas</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/2008/06/25/huxley-video-expands-on-non-combat-areas/">Huxley video expands on non-combat areas</a> originally appeared on <a href="http://massively.joystiq.com">Massively</a> on Wed, 25 Jun 2008 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/2008/06/25/huxley-video-expands-on-non-combat-areas/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/forward/1236161/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/2008/06/25/huxley-video-expands-on-non-combat-areas/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>city</category><category>huxley</category><category>npcs</category><category>shops</category><category>trailer</category><category>train</category><category>video</category><category>webzen</category><dc:creator><![CDATA[Chris Chester]]></dc:creator><pubDate>Wed, 25 Jun 2008 15:30:00 EST</pubDate></item></channel></rss>
