Tag: sandbox

Rags to riches

MMORPGs have a rags-to-riches problem. It’s one found in the roots of the pen-and-paper games that inspired the MUDs before them. Life for characters in these games is a progression ladder. They start as young, skilless, penniless adventurers, over and over. They’re told to climb that ladder to improve their skills and fortunes and fame. Get experience. Level up. Practice….

Designed downtime

Pantheon: Rise of the Fallen is going to be a terrible game, and I hope it gets made. I’ve heard this same phrase echoed around the Massively virtual offices a lot over the past week. I’ve uttered it myself, even though I’ve also taken to calling the game’s lead Brad “Designed Downtime” McQuaid because he’s touted that exact term as…

Ignots 4 sell

Last Sunday, I partied with colleagues Eliot and Matt in Allods Online, which refused to cooperate with our simple desire to group. We were complaining over Skype about petty annoyances like not being able to team up on the newbie island and having to roll off for dropped quest items when in Allods’ defense I argued how much better it…

Horizon gaming

Massively’s Mike Foster coined this lovely phrase last week. “EVE Online offers me many opportunities to engage [a] sense of curiosity and my love for ‘horizon gaming,’ which is my term for playing just to see what comes next,” he wrote. Not for gear. Not for levels. Not for ganks. Not for socializing or achievements or a fat gold purse….

We drop stuff

When Tiny Speck announced that it was closing its weird and beautiful browser MMO, Glitch, studio founder Stuart Butterfield famously blamed it at least in part on the game’s lack of guidance — there just wasn’t enough hand-holding. “A lot of people were just like, ‘I don’t know what the fuck I’m supposed to do,’” he lamented. “Some people took…

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 prevented others from placing, and…

Bully for you

I’m almost afraid to talk about EVE. And that makes me beyond livid. By now, everyone’s heard about Mittens’ apology, resignation, and temporary ban from EVE for comments he made during a drunken panel at last week’s Fanfest in Iceland. During the live event, “The Mittani,” leader of the the player-elected council that represents the playerbase to CCP Games, urged…

The sausage grievance

When I look over some of my past Daily Grind posts on Massively, I notice a recurring theme: I’m apparently subconsciously interested in the ways people try to influence the design of the games they play. I’ve asked about the efficacy of exit surveys, the dangers of player representatives, what sort of sub fee we’d pony up for an awesome…

It belongs in a museum!

Ultima Online wasn’t the greatest game of all time, and it’s not even my favorite, but because it was first, and because it’s so old, it’s had a long period of time to make mistakes and learn from them (or not). And because it’s a sandbox, it’s made those mistakes across a broad spectrum of MMO design, rather than being…

Shortcut to awesome

Ever hear the phrase “common sense isn’t very common”? It’s true. Arguments from common sense are logical fallacies because there’s really no such thing. We’re all terribly susceptible to the idea that the things we find obvious are obvious to our peers. After all, what sort of horrible person wouldn’t agree with me on something so basic and simple? If…