Browsing all posts tagged with lotro.
The guilded age
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The guilded age

Karen Bryan, Massively’s wonderfully level-headed guild and family columnist, recently wrote about the problem of absent guild leaders in modern MMOs. I certainly have no plans to quibble with her conclusion; she is absolutely correct when she says that modern MMOs have created complicated systems of ranks and privileges and achievements for guilds without also […]

We can go home again
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We can go home again

I want to go home again, and I’m not alone. When Ultima Online launched in 1997, its housing system was both wonderful and terrible, like much of the rest of the game. If your keys were stolen or lost, your house was compromised forever. Homes didn’t decay if abandoned, so they took up space and […]

The monetization of Middle-earth
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The monetization of Middle-earth

Lord of the Rings Online is one of my favorite MMOs. Hobbits rule. I love my pony; I love farming (real farming) and crafting dyes and weapons and food things that actually sell on the auction hall. I have a lovely house at 1 Wending Way, Pearbridge, The Shire. I counseled Frodo and took a […]

Five things I hate about ‘free-to-play’ games
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Five things I hate about ‘free-to-play’ games

I want free-to-play games to succeed. The F2P model allows small, untried, risky game companies to produce small, untried, risky games, widening and introducing new ideas and challengers to a market otherwise dominated by slow, lumbering AAA titles that have little incentive to change the system. They also allow players to sample the game before […]

The trouble with RIFT
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The trouble with RIFT

The finished version of RIFT (as finished as an MMO ever is) confirms most of my published pre-launch perceptions: It’s a strong MMO, perhaps even the strongest of the third-gen MMOs. Perhaps it’s even a transitionary fossil, a link between the WoW-era and the incoming SWTOR and GW2. I find it impossible to judge a […]