Friday, March 8, 2013

MMO Updates

MMO Updates


Learning to Livestream: Aesthetics

Posted: 08 Mar 2013 09:00 AM PST

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Learning to Livestream Aesthetics
We hear the phrase "you never get a second chance to make a first impression" all the time, right? Unfortunately, our first streams always seem to be the most buggy and give us the most trouble. I know if I had it my way, I'd rather have my audience catch my stream now rather than when I first started. Of course, we don't have that luxury all the time. What can we do to give that first impression an extra boost?

In past Learning to Livestream articles, I've addressed the issues regarding the quality of the stream itself. I won't rehash that. Instead, I will talk about one of my favorite subjects: graphics. The first part of my college and professional career was in graphic design -- mostly for print -- but in today's market, graphic designers cannot help but at least dabble in web and television graphics. It should come as no surprise that I did the same. Before you go thinking that you have to have some outlandish art degree to create graphics for your stream, finish reading the rest of this article. I'll show you a few tips to better your stream's first impression.

Continue reading Learning to Livestream: Aesthetics

MassivelyLearning to Livestream: Aesthetics originally appeared on Massively on Fri, 08 Mar 2013 12:00:00 EST. Please see our terms for use of feeds.

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    Garriott kickstarting Shroud of the Avatar multiplayer RPG

    Posted: 08 Mar 2013 08:30 AM PST

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    Garriott kickstarting Shroud of the Avatar multiplayer RPG
    Richard Garriott is officially returning to his RPG roots with a new project called Shroud of the Avatar. Lord British has launched a Kickstarter project, and while the FAQ reveals that the new title isn't an MMO, it will have some sort of co-op/multiplayer component. As you might expect, it's a fantasy world with a heavy emphasis on sandbox elements, exploration, combat, and storytelling.

    Shroud of the Avatar is currently planned only for the PC, though the game's website does allow for possible mobile functionality via stretch-goal funding. Currently, Garriott is looking to raise $1 million over the next four weeks. You can watch his pitch video after the cut. He's also livestreaming at LordBritishPresents.com.

    Continue reading Garriott kickstarting Shroud of the Avatar multiplayer RPG

    MassivelyGarriott kickstarting Shroud of the Avatar multiplayer RPG originally appeared on Massively on Fri, 08 Mar 2013 11:30:00 EST. Please see our terms for use of feeds.

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    MMObility: Google's Ingress shines light on the good and bad of ARGs

    Posted: 08 Mar 2013 08:00 AM PST

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    Ingress screenshot
    If you're turned on by augmented reality gaming or games that occur at least in some part within the real world, then you have probably heard about Google's latest experiment, Ingress. Google has been in the MMO game before. Years ago the company created a sort of social sandbox called Google Lively. It was a very interesting project, but its disappearance did not exactly fill me with confidence that Google could pull off another one. Still, this is one of the country's largest experimentation-driven companies with some of the smartest people and greatest access to information, so an ARG might just be the perfect fit.

    I was just given access to the current stage of the game; be aware that everything I talk about or show you is most likely going to change over time.

    Continue reading MMObility: Google's Ingress shines light on the good and bad of ARGs

    MassivelyMMObility: Google's Ingress shines light on the good and bad of ARGs originally appeared on Massively on Fri, 08 Mar 2013 11:00:00 EST. Please see our terms for use of feeds.

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      Storyboard: Working with mechanics

      Posted: 08 Mar 2013 07:00 AM PST

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      If you look closely, there is a hidden meta tale.
      One of the points I've harped on in the past is the idea that game mechanics don't encompass your entire character. They can't, almost by definition. Mechanics are in place to ensure that everyone plays by the rules and works according to a standardized system, while individual characters are meant to have their own unique traits and abilities. So no matter what, when you create a character in an MMO, you're creating the best possible approximation rather than an absolute copy.

      The odd thing is that as I recreate one of my favorite characters yet again, I find that she's a lot easier to build and understand as a result of the limitations of many games. While there's a definite case to be made for the awkwardness of fitting a character into a system, I think we give the limitations of most systems too little credit in terms of narrowing down character ability and making for a better environment. So let's talk about the benefits of having mechanical limitations.

      Continue reading Storyboard: Working with mechanics

      MassivelyStoryboard: Working with mechanics originally appeared on Massively on Fri, 08 Mar 2013 10:00:00 EST. Please see our terms for use of feeds.

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        Hands-on with the pre-launch Defiance demo

        Posted: 08 Mar 2013 06:00 AM PST

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        Handson with the prelaunch Defiance demo
        Defiance: It's a game, it's an MMO, it's an FPS, it's a TV show! Before attending this past week's Defiance pre-launch event in San Francisco, I was aware of only one place on earth where all of those elements have seemingly been mashed-up before in quite this order: South Korea. And even there, the TV portion was more in a standard game show format. It's a risky combination in the West.

        Thus it was with trepidation and a hefty dose of skepticism that I attended the TV show pilot's screening, which itself was followed by some intense cooperative PvP gaming on the mainstream platform of my choice. The folks at Trion Worlds set up an impressive demo area, with PS3 and XBox systems trailing behind the PC platforms.

        Continue reading Hands-on with the pre-launch Defiance demo

        MassivelyHands-on with the pre-launch Defiance demo originally appeared on Massively on Fri, 08 Mar 2013 09:00:00 EST. Please see our terms for use of feeds.

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          The Daily Grind: Are /follow commands taboo?

          Posted: 08 Mar 2013 05:00 AM PST

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          Are follow commands taboo?
          Earlier this week, World of Warcraft patched out a surprising mechanic present in the game for a very long time: the /follow command in battlegrounds. Blizzard community guru Bashiok explained that the primary goal was to curb botting in PvP, although apparently the team isn't too sad about the detrimental effect the change will have on at-the-keyboard multiboxing, either. What Blizzard doesn't appear to have anticipated was the effect the tweak would have on visually impaired players who rely on /follow commands to kick butt.

          World of Warcraft isn't alone in shunning the /follow command; Guild Wars 1 famously limits following, and Guild Wars 2, to the delight of some players, omits it entirely, which is sort of a pain in the butt when I need to go AFK and can't just follow on my guildies for 30 seconds as we run to the next orangie. I'm annoyed at that, so I can only imagine how upset people awesome enough to PvP blind feel at having their lifeline to fun stripped away after so many years.

          So what do you guys think? Is this a good change for WoW and other MMOs? Do you think the potential for harm to blind players or legitimate AFKers should outweigh the potential for harm by botters and multiboxers?

          Every morning, the Massively bloggers probe the minds of their readers with deep, thought-provoking questions about that most serious of topics: massively online gaming. We crave your opinions, so grab your caffeinated beverage of choice and chime in on today's Daily Grind!

          MassivelyThe Daily Grind: Are /follow commands taboo? originally appeared on Massively on Fri, 08 Mar 2013 08:00:00 EST. Please see our terms for use of feeds.

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            Players, meet Albion Online. Albion, players.

            Posted: 07 Mar 2013 06:00 PM PST

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            Players, meet Albion Online  Albion, players
            Berlin-based Sandbox Games announced that it's working on a medieval sandbox MMO called Albion Online -- and it wants you to get to know the game a bit better. Albion Online is an isometric, stylized game that boasts a fully player-driven economy, a day/night system, PvP corpse looting, territory control, and make-your-own classes. The kicker? The studio says that this will be "the first true cross-platform" MMO of its type.

            Sandbox says that all items and buildings in the game will be player-created, with even the land up for sale or rent. The team stresses that it won't be pay-to-win nor will players be facing impossible zergs.

            The game will be made available for the iPad, Android tablets, Windows, Mac, and Linux. Albion Online is currently in alpha, will begin closed beta weekends this month, and hopes to release Q3 2013.

            MassivelyPlayers, meet Albion Online. Albion, players. originally appeared on Massively on Thu, 07 Mar 2013 21:00:00 EST. Please see our terms for use of feeds.

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            Star Wars: The Old Republic sets the stage for Makeb

            Posted: 07 Mar 2013 05:00 PM PST

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            There's just more of him to shoot.
            The war between the Empire and the Republic in Star Wars: The Old Republic has been two-sided thus far. Sure, there have been some minor incursions by other powers, but it's fundamentally been a conflict between those two sides. Makeb in Rise of the Hutt Cartel represents a major departure from that dynamic, and the latest development blog focuses on the changing face of the galactic conflict. And it's more complex than just the addition of the Hutts.

            The Hutts certainly play a major role, of course, but part of the reason for their presence is that the ongoing war makes open conflict seem more appealing to groups like the Hutt Cartel. Meanwhile, the Republic is finally in a position where it's not on the back foot compared to the Empire, meaning that the people in charge have to balance fighting the Hutts and maintaining the advantage. And amidst all of that, there's the planet Makeb itself, which is in the throes of severe ecological disaster. There's a lot going on in the expansion planet, enough to turn what seems like a two-sided conflict into a multi-faceted melee.

            MassivelyStar Wars: The Old Republic sets the stage for Makeb originally appeared on Massively on Thu, 07 Mar 2013 20:00:00 EST. Please see our terms for use of feeds.

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            Camelot Unchained is all about pride

            Posted: 07 Mar 2013 04:00 PM PST

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            U2.  And now the song is stuck in your head, too.
            When you play Camelot Unchained, Mark Jacobs wants you to be proud. Not just about your decision to play his game, but about every individual choice you made in playing that game. He wants you to have pride about your race, pride about your server, pride about your guild, possibly even pride about your choice of keyboard. That's the entire point of the latest development blog post: pride and the elements that build up to player pride.

            Jacobs argues that there are two sides to making every part of a character a source of pride. In many cases, such as with races and factions, it's important that the lore be appealing and resonant with players. In other cases, such as classes, it's more important that each feels powerful and unique while still feeling as if it needs something more. The entry goes into detail on several points about pride, ranging from factions to servers, and if you're eyeing the game in anticipation, it's worth looking through the points of pride.

            MassivelyCamelot Unchained is all about pride originally appeared on Massively on Thu, 07 Mar 2013 19:00:00 EST. Please see our terms for use of feeds.

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            The Summoner's Guidebook: The little stories League of Legends creates

            Posted: 07 Mar 2013 03:00 PM PST

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            The Summoner's Guidebook The little stories League of Legends creates
            Recently, one of you guys asked to see more personal stories showcasing my experiences in League of Legends. Normally I'm not as fond of doing that sort of thing unless there's a moral in the story somewhere. I like teaching, so that is what the Guidebook does a lot of. The column's name is the Summoner's Guidebook for that reason, after all!

            However, I was thinking about it when I was playing last week, and I ended up playing a really great unranked, blind pick game. The outcome was very close, and the overall dynamics of the game were a firm reminder of why I play League of Legends. There was no "mid or feed." It began with good communication by our team and good sportsmanship by both teams at the end. In my mind, that makes this story one worth sharing with you.

            Continue reading The Summoner's Guidebook: The little stories League of Legends creates

            MassivelyThe Summoner's Guidebook: The little stories League of Legends creates originally appeared on Massively on Thu, 07 Mar 2013 18:00:00 EST. Please see our terms for use of feeds.

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              Funcom's Joel Bylos on the centralized TSW, AoC, and AO team

              Posted: 07 Mar 2013 02:30 PM PST

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              Massively Exclusive  Bylos expounds on the centralized team for AO, AoC, and TSW
              By now, most MMO gamers are pretty familiar with the fact that Funcom underwent restructuring. But what does that mean; what exactly did it entail? The term "restructuring" in itself signifies changes but does nothing to actually enlighten folks on what the changes are. Other than the fact that Joel Bylos was named creative director for all three of Funcom's titles -- Age of Conan, Anarchy Online, and The Secret World -- and that the team will be in one centralized in location, we know little of the details.

              How many developers survived the restructuring and relocated to remain on the team? Is this move foreshadowing one or more games slipping into maintenance mode? How will the coveted dev attention be divvied up? What does the future hold? Devoid of facts, players are left left wondering about how these changes will impact their favorite games.

              While chatting with Joel Bylos in an exclusive interview, I was able to ask some of these very questions.

              Continue reading Funcom's Joel Bylos on the centralized TSW, AoC, and AO team

              MassivelyFuncom's Joel Bylos on the centralized TSW, AoC, and AO team originally appeared on Massively on Thu, 07 Mar 2013 17:30:00 EST. Please see our terms for use of feeds.

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                The Missing Ink kickstarts for tablet versions

                Posted: 07 Mar 2013 02:00 PM PST

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                The Missing Ink kickstarts for tablet versions
                The Missing Ink is one of the most uniquely stylized MMOs that we've ever seen around these here parts, and our time with the game has made us crave it all the more. While the title is currently in open beta and preparing for a launch this year, RedBedlam has pulled the trigger on a Kickstarter fundraiser to bring The Missing Ink to iPad and Android tablets as well as help the studio self-publish the title.

                RedBedlam has a rough-working iPad version but could use the funds to help polish the user interface, advertise the game, and start work on an Android version. Past that, funds raised will be used for "content, content, content."

                At the least expensive sponsor level, players can not only contribute to the project but obtain a future copy of the iOS game at a discounted rate.

                [Thanks to Sounder for the tip!]

                MassivelyThe Missing Ink kickstarts for tablet versions originally appeared on Massively on Thu, 07 Mar 2013 17:00:00 EST. Please see our terms for use of feeds.

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                Ask Massively: How I mine for games journos

                Posted: 07 Mar 2013 01:00 PM PST

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                With apologies to Dungeons of Dredmor
                In the last few months, the Ask Massively inbox has received several letters about breaking into the games journalism industry and employment at Massively specifically. This first one came from a reader named Vernon:
                I rarely see current journalists write or blog about their own experiences of getting into the industry. I always told myself I would try to figure out how to make a go of writing about games if the opera thing did not work out. So, how did you get there (Editor in Chief), and how do you get there now?
                Short answer: the two skillsets rule.

                Continue reading Ask Massively: How I mine for games journos

                MassivelyAsk Massively: How I mine for games journos originally appeared on Massively on Thu, 07 Mar 2013 16:00:00 EST. Please see our terms for use of feeds.

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