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<generator>Blogsmith http://www.blogsmith.com/</generator><item><title><![CDATA[The Daily Grind: Long treks and earned mounts, or easy fast travel?]]></title><link>http://massively.joystiq.com/2008/08/22/the-daily-grind-long-treks-and-earned-mounts-or-easy-fast-trav/</link><guid isPermaLink="true">http://massively.joystiq.com/2008/08/22/the-daily-grind-long-treks-and-earned-mounts-or-easy-fast-trav/</guid><comments>http://massively.joystiq.com/2008/08/22/the-daily-grind-long-treks-and-earned-mounts-or-easy-fast-trav/#comments</comments><description><![CDATA[<p>Filed under: <a href="http://massively.joystiq.com/category/the-daily-grind/" rel="tag">The Daily Grind</a></p><a href="http://www.coh.com"><img hspace="4" border="1" align="right" vspace="4" src="http://www.blogcdn.com/massively.joystiq.com/media/2008/08/flyingscotsman.jpg" alt="" /></a>Long overland quests are a fantasy staple which migrated into the MMO genre. This blogger remembers when <em><a href="http://www.worldofwarcraft.com">World of Warcraft</a> </em>was first nicknamed World of Walking. It may not have been the first MMORPG to use the model, but it's the most famous: have a huge world that players begin by walking around in, eventually giving them the ability to use mounts to travel much faster. <a href="http://www.ageofconan.com"><em>Age of Conan</em></a> follows the trend, providing glorious landscapes and not allowing players to use horses until around level 40, a full half way through the leveling progression. Even sprinting in <a href="http://massively.joystiq.com/category/age-of-conan"><em>Age of Conan</em></a> can only be done in short bursts.<br /><br /><a href="http://www.coh.com"><em>City of Heroes</em></a> took a radically different approach. (It could hardly <em>not</em> do so, what with comic book heroes superspeeding and flying all over the place.) The individual zones were much smaller, and characters could take 'travel powers' at level 14, which would get them from place to place in a fraction of the time it would take to run. Later issues introduced temporary travel powers given out as rewards for Mayhem and Safeguard missions, which allowed characters to fly as early as level 5. The flipside is that the game world feels a lot smaller, with no sense of the long trek into the unknown, far from home.<br /><br />Should games still adhere to the familiar format of walking a long way, taking in the sights, then earning your mount and really appreciating it? Or should characters be able to skip trekking from an early level, and just get to go where they want to go, at risk of missing out on the scenery? Is walking a tiresome chore, or a valid way to ensure players see the world the designers created?<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/2008/08/22/the-daily-grind-long-treks-and-earned-mounts-or-easy-fast-trav/">The Daily Grind: Long treks and earned mounts, or easy fast travel?</a> originally appeared on <a href="http://massively.joystiq.com">Massively</a> on Fri, 22 Aug 2008 08:00:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href="http://massively.joystiq.com/2008/08/22/the-daily-grind-long-treks-and-earned-mounts-or-easy-fast-trav/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/forward/1291353/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/2008/08/22/the-daily-grind-long-treks-and-earned-mounts-or-easy-fast-trav/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>age-of-conan</category><category>city-of-heroes</category><category>coh</category><category>mount</category><category>the-daily-grind</category><category>travel</category><category>travel-powers</category><category>walking</category><category>world-of-warcraft</category><dc:creator><![CDATA[Adrian Bott]]></dc:creator><pubDate>Fri, 22 Aug 2008 08:00:00 EST</pubDate></item><item><title><![CDATA[Collision detection in WAR's PvP]]></title><link>http://massively.joystiq.com/2008/02/06/collision-detection-in-wars-pvp/</link><guid isPermaLink="true">http://massively.joystiq.com/2008/02/06/collision-detection-in-wars-pvp/</guid><comments>http://massively.joystiq.com/2008/02/06/collision-detection-in-wars-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/warhammer-online/" rel="tag">Warhammer Online</a></p><img vspace="4" hspace="4" border="1" align="right" src="http://www.blogcdn.com/massively.joystiq.com/media/2008/02/warhammer-online-2.jpg"  alt="" />I hadn't heard that <a href="http://massively.joystiq.com/category/warhammer-online"><em>WAR</em></a> would have <a href="http://en.wikipedia.org/wiki/Collision_detection">collision detection</a> (it must be in the whole game, right?  can't only be in PvP, can it?), but <a href="http://syncaine.wordpress.com/2008/02/05/collision-detection-a-key-to-smart-pvp/">Hardcore Casual did</a>, and just like him, I'm very interested in the possibilities.  He cites it as a problem of premades and PuGs-- premades will know much better how to deal with line-of-sight and positioning and formation problems, while PuGs will trip over themselves trying to get past someone else.  Me, I see it more as a problem of pranks and griefing.  In <a href="http://massively.joystiq.com/category/world-of-warcraft"><em>World of Warcraft</em></a>, where Blizzard hasn't implemented collision detection, they're <a href="http://www.wowinsider.com/2008/01/21/fixing-battlemaster-blocking/">already having issues</a>-- giving players the ability to block space in large numbers just opens up a whole world of griefing.<br /><br />But as HC says, it's all in the implementation-- it may be that some things need line-of-sight, while others (spells and such) don't, and any blockage depends on just where the hitboxes are-- if characters can sneak past each other, or are able to push each other out of the way, then that would change any plans.<br /><br />It'll be interesting to see how it all pans out, however.  Collision detection is a minefield for developers, but can definitely lend itself to new types of gameplay.  While most MMOs have avoided the issue entirely, we'll have to see if <em>WAR</em> is willing to hit the issue (so to speak) head-on.<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/2008/02/06/collision-detection-in-wars-pvp/">Collision detection in WAR's PvP</a> originally appeared on <a href="http://massively.joystiq.com">Massively</a> on Wed, 06 Feb 2008 23:00:00 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://syncaine.wordpress.com/2008/02/05/collision-detection-a-key-to-smart-pvp/>Read</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/2008/02/06/collision-detection-in-wars-pvp/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/forward/1108596/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/2008/02/06/collision-detection-in-wars-pvp/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>collision-detection</category><category>formation</category><category>hit-sphere</category><category>objects</category><category>premades</category><category>pugs</category><category>pvp</category><category>through</category><category>walking</category><category>war</category><category>warhammer</category><category>warhammer-online</category><dc:creator><![CDATA[Mike Schramm]]></dc:creator><pubDate>Wed, 06 Feb 2008 23:00:00 EST</pubDate></item></channel></rss>
