Posts Tagged MMORPG

Guild Wars 2 [Review] – War in heaven?

It’s hard to find a place to begin when you’re dealing with something of Guild Wars 2‘s scale.

By Tim McDonald | 7 Sep 2012 | 2

Paragon Studios shut down, City of Heroes to end this year

Sadly, it’s time for all the superheroes in City of Heroes to hang up their capes.

By Peter Parrish | 31 Aug 2012 | 2

ArenaNet statement on Guild Wars 2 ‘overflow’ bug

If you’ve been playing Guild Wars 2, as both Paul and Tim have over the past few days (click their names for early impression pieces), you’ll most likely have noticed problems with the game’s ‘overflow’ feature.

By Peter Parrish | 28 Aug 2012 | Comments Off

Another 24 hours in Guild Wars 2 [Feature] – World vs. World

I spent the first three hours creating my character.
That’s not an exaggeration: the first time I logged into Guild Wars 2, I was so overwhelmed by options I alt-tabbed to Skype and cried.

By Tim McDonald | 28 Aug 2012 | Comments Off

RaiderZ developer diary #3 [Video]

The third dev diary from Perfect World of the monster hunting MMO RaiderZ is a mixed bag of combat, crafting, weapons, killing big monsters and even guitar smashing.

By Paul Younger | 21 Aug 2012 | Comments Off

Latest World of Warcraft patch will make all races playable

When Blizzard releases forthcoming patch 5.0.4 for World of Warcraft, race choices will no longer be restricted by which expansions you own.

By Peter Parrish | 17 Aug 2012 | 5

Greg Zeschuk ended BioWare Austin role in May

Rumours have been circulating today that BioWare co-founder Greg Zeschuk had left the company.

By Peter Parrish | 10 Aug 2012 | Comments Off

The Secret World [Review] – Revealed

The biggest problem with reviewing an MMO is that, within three days, it’s entirely possible that most of the issues I note will have been fixed.

By Tim McDonald | 13 Jul 2012 | 9

The Secret World [Preview] – Conspiracy Theories

Every now and then, there’s a game that you feel might be made for you.

By Tim McDonald | 15 Jun 2012 | 1

The Secret World Beta Weekend 3 Key Giveaway

IncGamers has teamed-up with Funcom and EA to bring you Beta keys for this weekend’s The Secret World Beta test which adds new content  including the Dragon and Illuminati starter zone experience, the  Hell Rising Dungeon,  and the Savage Coast zone will also open up for the first time.

By Paul Younger | 12 Jun 2012 | 2

Runes of Magic Chapter V live – Now with added Dwarves

Frogster has finally launched Chapter V of their F2P MMORPG Runes of Magic.

By Paul Younger | 12 Jun 2012 | Comments Off

The Secret World Beta #3 starts 15 June

Funcom will be kicking off the third beta weekend for their upcoming MMO The Secret World on 15 June at 9AM PDT.

By Paul Younger | 12 Jun 2012 | 3

Defiance E3 media shows more MMO sci-fi destruction

Due for release next year,  TRION’s MMO TV tie-in looks to be shaping up rather nicely.

By Paul Younger | 8 Jun 2012 | Comments Off

BioWare talks forthcoming Star Wars: The Old Republic features

BioWare’s Ray Muzyka spoke to the audience at EA’s E3 conference about a mass of forthcoming features for Star Wars: The Old Republic.

By Tim McDonald | 4 Jun 2012 | 1

RIFT expands with Storm Legion

TRION have been brilliant at releasing new content for RIFT and this autumn they plan to roll out the game’s first expansion.

By Paul Younger | 1 Jun 2012 | 1

MMO Weekly 21/07/09

Ahoy there, my fellow game-heads, and welcome to the very latest edition of MMO Weekly.  Over the past two weeks, I’ve been whacking away at a bees nest, going after the untouchable sacred cow and, in general, upsetting all the Blizzard fanbois and fangurls by suggesting that WoW, because their endgame content is based largely upon doing work, was in the long, slow process of committing suicide. 
My argument in part 1 was that WoW was based primarily on two older MMOs.  The first was Everquest, and the second was Dark Age of Camelot.  Both games, I argued, grew because they followed the well-established dungeon crawl model invented by Gary Gygax and Dave Arneson in Dungeons and Dragons.  Their style of play based itself on the idea of small group of friends having a fun adventure.  That might take the form of, say, exploring an abandoned tomb, discovering a secret or two, and fighting a slew of baddies.  However, there was a lot of variety in the D&D adventures (both the official modules and many unofficial, but publicly available knock offs), and D&D fully encouraged this kind of creativity by DMs.  Play sessions were full of battles, races against time, traps, survival challenges, rescues, mysteries, and  all manner of swashbuckling.  Both EQ and DAoC captured the feel of this kind of content extremely well. 
Inexplicably, at the endgame, the developers of both EQ and DAoC decided to change the very basis of gameplay, and they introduced very difficult, grind-heavy content.  This content (primarily raids in EQ, and large scale, grind-heavy PvP in DAoC) rewarded players with both loot and skill unlocks unavailable to normal players.  What’s worse, willing players were rewarded not primarily for their skill or creativity, but instead for spending endless amounts of time in the game, participating in this artificially hard endgame content.  In a moment of extraordinary maturity, I referred to this endgame content as DICC: Difficult and Increasingly time Consuming Content. 
This approach, I argued, slowly alienated normal players.  It essentially made them less-powerful, second class citizens, simply because they were unwilling to participate in the endless grind.  By emphasising DICC, and thus alienating the average player, both the DAoC and EQ developers were slowly killing their own games.  They simply made their respective games a lot less fun, and therefore vulnerable.  The moment a viable alternative/replacement MMO came along – one that made playing fun again – players bolted, leaving both the EQ and DAoC subscriber base shadows of what they once had been.  That game was WoW.

By Paul Younger | 21 Jul 2009 | Comments Off