EVE Online player breaks 100 million skillpoints
Filed under: Sci-fi, EVE Online, Forums, Opinion
One of the oldest characters in EVE Online, NTRabbit, made a fairly rare appearance on the game’s official forums, reflecting back on the experience of having racked up over 100 million skillpoints. In EVE, hitting nine digits in skills imparts some serious bragging rights. In fact, those skills plus his years of experience lead NTRabbit to proclaim, “I am close to, if not the, premier combat character in the game.” He sheds some light on the path he’s taken through New Eden, and in the process tells us what the game used to be like in the early days. For most of us newer players, it’s an…
EVE Online player breaks 100 million skillpoints originally appeared on Massively on Tue, 06 Jan 2009 10:00:00 EST. Please see our terms for use of feeds.
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Investing wisely in massively multiplayer online games
Filed under: Business models, MMO industry, Opinion
Even a cursory look back on the last year in massively multiplayer online games reveals a number of titles that, despite their promise (and some promises), ultimately failed. Factor in the high costs of creating and publishing an MMO title these days and the mistakes still being made in the industry, and perhaps it’s time for a primer on how not to lose money when making an MMO to be widely disseminated. Adam Martin over at T=Machine has written just that. In the first of a two-part series, Martin provides insightful analysis of some glaring mistakes made in the MMO industry, and how some of…
Investing wisely in massively multiplayer online games originally appeared on Massively on Mon, 05 Jan 2009 19:00:00 EST. Please see our terms for use of feeds.
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Item Farming, Why?

We’ve all done it, doing the same raid over and over again hoping to get that kick ass item everyone is desperately trying to get. My questions is not why we do it, that’s pretty simple, it’s because we want that damn item. The question is why are MMORPGs setup like this to begin with? The whole point of a quest, raid or big boss fight is the challenge of completing it. Finally completing a raid or killing a boss that’s challenging is a great feeling, but only seconds after victory you’re presented with a slap in the face as the item you were hoping to get wasn’t dropped or worse yet someone else got it. So what now? Well we all know what’s next, time to run it again and again and again until hopefully one day we’re lucky enough to finally get the item.
No matter what quest your doing, after running it a dozen or so times you can’t help but start hating it. And lets hope you’re not in a small guild and have to run it with a random group, cause you know there’s going to be one guy that f@cks it up wasting 2 hrs of your time.
What I’d like to see are raids that are meant to only be completed once. Once completed everyone in the group gets the item they wanted, preferably class specific. I think this would help put a stop to item farming, which you know you hate doing and puts more emphasis on the challenge of the game. I know when I complete a raid or big boss fight, even if I don’t get the item I was looking for, I don’t want to have to do it again. Why should I? I already beat it, there’s no replay value in fighting the same guy again. Sure if someone in my guild hasn’t completed it yet, I’ll help out, but aside from that I don’t want to have to do it again. I want to move on to the next challenge.
Consider a MMORPG where there are 12 (arbitrary number) raids. Each raid is extremely challenging and in order to get all your epic items you need to complete all 12 raids. Compare that to most MMORPGS today where you first find out which raids/areas drop the item you want, then run those 5-6 raids over and over again until you have all the items. I’d much rather have to do 12 where once I complete it I’m done and can move on, instead of doing the same 5-6, completing each one a dozen times hoping to get a favorable drop.
For me I’d like to see the repetative aspects of MMORPGs removed and concentrate more on the challenge of the game. The fact that item farming is such a big part of MMOs is one of the main reasons why I end up quiting a game once I reach the level cap. There’s only so much I can take and when that time comes I’d rather quit playing then have to do the same quest/raid again.
Item Farming, Why?

We’ve all done it, doing the same raid over and over again hoping to get that kick ass item everyone is desperately trying to get. My questions is not why we do it, that’s pretty simple, it’s because we want that damn item. The question is why are MMORPGs setup like this to begin with? The whole point of a quest, raid or big boss fight is the challenge of completing it. Finally completing a raid or killing a boss that’s challenging is a great feeling, but only seconds after victory you’re presented with a slap in the face as the item you were hoping to get wasn’t dropped or worse yet someone else got it. So what now? Well we all know what’s next, time to run it again and again and again until hopefully one day we’re lucky enough to finally get the item.
No matter what quest your doing, after running it a dozen or so times you can’t help but start hating it. And lets hope you’re not in a small guild and have to run it with a random group, cause you know there’s going to be one guy that f@cks it up wasting 2 hrs of your time.
What I’d like to see are raids that are meant to only be completed once. Once completed everyone in the group gets the item they wanted, preferably class specific. I think this would help put a stop to item farming, which you know you hate doing and puts more emphasis on the challenge of the game. I know when I complete a raid or big boss fight, even if I don’t get the item I was looking for, I don’t want to have to do it again. Why should I? I already beat it, there’s no replay value in fighting the same guy again. Sure if someone in my guild hasn’t completed it yet, I’ll help out, but aside from that I don’t want to have to do it again. I want to move on to the next challenge.
Consider a MMORPG where there are 12 (arbitrary number) raids. Each raid is extremely challenging and in order to get all your epic items you need to complete all 12 raids. Compare that to most MMORPGS today where you first find out which raids/areas drop the item you want, then run those 5-6 raids over and over again until you have all the items. I’d much rather have to do 12 where once I complete it I’m done and can move on, instead of doing the same 5-6, completing each one a dozen times hoping to get a favorable drop.
For me I’d like to see the repetative aspects of MMORPGs removed and concentrate more on the challenge of the game. The fact that item farming is such a big part of MMOs is one of the main reasons why I end up quiting a game once I reach the level cap. There’s only so much I can take and when that time comes I’d rather quit playing then have to do the same quest/raid again.
The death of Lively and some lessons about complexity
Filed under: Game mechanics, Opinion, Second Life, Virtual worlds, Lively
Google’s Lively presents us with an interesting scenario. It was literally a checklist of what critics have been saying that virtual environments such as Linden Lab’s Second Life absolutely must have in order to make it.
A simplified user-interface, embedded in the Web-browser, content designed by professionals rather than (mostly) amateurs, a ‘room’ (or contained space) model rather than a widespread world. While it was touted as having no requirement for a separate downloadable client, that wasn’t actually true — it did actually have one, though it was relatively painless to download and…
Continue reading The death of Lively and some lessons about complexity
The death of Lively and some lessons about complexity originally appeared on Massively on Fri, 02 Jan 2009 15:00:00 EST. Please see our terms for use of feeds.
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Teenager arrested for making suicide threat to Blizzard rep
Filed under: World of Warcraft, News items, Opinion
In a sad bit of news to start the new year, it would appear that a teenager in Fairfield Township, Ohio, was taken into custody yesterday for falsely claiming that he would commit suicide if a Blizzard support representative did not give in to his request. The young man, who remains nameless due to being underage, was arrested for “inducing panic” which carries a first-degree misdemeanor charge according to the Middletown Journal.
The young man was chatting with a Blizzard rep and made the statement that he was “suicidal and that the game was the only thing that he had to live for.” Whether or not this was World of Warcraft or a Battle.net account was not disclosed, but even still, it has raised the question in a few circles if Blizzard was beyond the bounds in bringing the police into this situation - or why the police might arrest someone for it.
Continue reading Teenager arrested for making suicide threat to Blizzard rep
Teenager arrested for making suicide threat to Blizzard rep originally appeared on Massively on Thu, 01 Jan 2009 16:00:00 EST. Please see our terms for use of feeds.
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Home’s virtual items rake in more than movies
Filed under: Economy, News items, Opinion, Home
While Sony’s virtual-environment multiplayer matchmaker and social space Home (presently in open beta) is getting something of a padding by the media, it’s mostly a case of the dog being paddled for not being a cat. Most of the criticisms seem to revolve around Home not being something it wasn’t designed or intended to be.
Despite all of this, the reported exploits, assorted bad user behavior, concomitant censorship and complaints about the advertising, virtual item sales — clothing and accessories for avatars — are reportedly going quite strongly, particularly when compared to the sales of…
Continue reading Home’s virtual items rake in more than movies
Home’s virtual items rake in more than movies originally appeared on Massively on Wed, 31 Dec 2008 10:00:00 EST. Please see our terms for use of feeds.
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The patent that stole Christmas
Filed under: MMO industry, News items, Opinion, Legal, Virtual worlds
As you probably know by now, Worlds.com has filed suit against NCsoft for infringement of one of two key patents that it holds. We talked about those patents and Worlds.com’s securing the services of General Patent Corporation for the purposes of enforcement earlier this month.
We can learn a few things from the suit against NCsoft, including (we think) how Worlds.com/General Patent sees its own position with respect to these claims (they don’t seem to think it’s as firm as it could be). You might also be wondering about prior art (which is abundant). Well prior art, in and of itself, is…
Continue reading The patent that stole Christmas
The patent that stole Christmas originally appeared on Massively on Tue, 30 Dec 2008 10:00:00 EST. Please see our terms for use of feeds.
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News flash: MMOs rule
Filed under: World of Warcraft, Fantasy, MMO industry, Warhammer Online, Opinion

Rumors of the impending death of PC gaming have been greatly exaggerated, at least if you take the word of Christopher T. Fong, who writes the Playing Games column at SFGate (San Francisco Chronicle). Fong’s latest piece “Year in review: MMOs rule. PC gaming lives.” is a very brief look at the state of play on the PC, notably the MMOs and expansions that arrived on the scene in 2008.
Not surprisingly, Fong focuses on the W’s — Warhammer Online and World of Warcraft — with a few boxing references worked in. While we all know that, in terms of subscribers, World of Warcraft is the reigning champ, it’s clear that Warhammer Online won’t be throwing in the towel anytime soon. (See what I did there?) In this writer’s opinion, each offers something the other does not. The clash between players of each respective title might not ever be fully resolved, but as Fong also states — they’re both solid titles in their own right. That being said, please feel free to boldly proclaim which game is better and why.
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News flash: MMOs rule originally appeared on Massively on Sun, 28 Dec 2008 12:00:00 EST. Please see our terms for use of feeds.
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“Game Management Systems”
Hello, everyone, and happy holidays! It’s been a while since I’ve written anything here, and most of you are probably thinking “thank god I haven’t had to read any hateful posts from this asshole,” but who couldn’t do with a little holiday negativity? No, no, I’m not here to bash the countless holiday events that game companies host in their virtual worlds. I’m not even here to post a subjective evaluation of a game I’ve played for only 10 minutes a la my Atlantica Online review. Today we’re going to take a look at Game Management Systems, and a couple in specific: PlayOnline, and Steam. If you’ve never heard of PlayOnline, all you need to know is that it currently stands as the best example of how to not build a game management system.
What the hell is a “Game Management System”?
Truth be told, it’s just a term I use to describe applications that handle digital content to make it easier for the users to
obtain, play, and keep their virtual assets up-to-date; it’s a way to juggle many games at once. The most prominent example of such an utility is Steam. Like in the days of old, not every person had imaginary encounters with minotaurs, dragons, or angels but most people knew what they were; much in the same way everyone knows what Steam is supposed to do, even if they’ve never used it. These utilities promise a reliable, and most importantly, safe way to acquire games for yourself or others. Not only that, they’ll keep your games organized, so that all you really have to do is run that application, then pick whatever game you feel like playing. Wait, it gets even better. This tool will even keep track of your friends, what games they’re playing, and even allow you to join your friend’s game through the utility’s friend interface. The application even provides you with an in-game overlay you can use to talk to your friends, change the application settings, etc. It promises the ability to use all your favorite applications while in-game. That is, unless PLAYXPERT beats them to it(hurry up with those 64-bit versions, slackers!). Sounds great so far, right?
Well, hold on, I’m not done yet.
Everyone benefits from the existence and support of these applications. Developers can make their games available to an international audience without having to ship boxes there, thanks to digital distribution. Additionally, it promises the potential to reduce the price of games. How can it do this? Think of Wal-mart. They can sell goods at a much cheaper price because they sell a broader array of goods. Wal-mart also keeps low prices on goods by reducing the cost to make them; irrelevant when it comes to what we’re talking about, though, as there is virtually no cost in digital distribution(no box, CD, etc). By having so many games under one roof, and completely eliminating cost of shipping, cardboard, plastic, and media, games can be made available to the public much more cheaply. These companies can even bundle a bunch of games together, and sell them at a very affordable price. Hey, who wouldn’t want to buy over a dozen games for only $75USD[1]?
There’s more. These management systems can prevent piracy. By making game activation possible only to those who have the application, and only allowing people who have legit serial keys to play on legit servers, you can successfully prevent piracy. Arguably, anyone determined enough to crack a game will eventually find a way to play it for free. If the effort and time comes out to be worth less than the 50 bucks , then great. You must be some sort of game-cracking prodigy. Unfortunately, you’ll still miss out on having the most up-to-date version of the game, and any mod developed by communities of people who paid for the game.
So that’s it. This form of content delivery:
- Is user-friendly.
- Saves a ton of time spent on organizing games with your friends, and gives you more time to actually play with them.
- Allows more people to purchase the games and encourages more companies to offer digital distribution to reach an international audience.
- Can ultimately make games cheaper, as the companies running these applications have more games to sell, and can often bundle them for an amazing price.
- Prevents piracy.
Good night, everyone!
Wait. There’s more in this article?! Damn it.
I’m sorry. I can’t go an article without some negativity. If I skipped this next part, I might lose some “street cred” and then no one would like me anymore. Corporate executives know that if you need to point out an employee’s shortcomings when speaking to them, you start with something good, then point out where that person can improve. I’m taking a similar approach. You’ve seen the benefits of such a system, now let’s take a look at a system that may not be as popular or well-known. For damn good reasons. Square-Enix manages and distributes some of their games digitally through a system called PlayOnline. The most popular game obtainable through the system is perhaps Final Fantasy XI. Some of the game’s expansions are even available for purchase through PlayOnline itself!
If PlayOnline had been the only system ever made to manage digital content, then it would have also been the last. It shits all over the idea of game evolution and progress. It makes it more difficult for players to get to the game they want to play, can cost you more money than buying the games at the store, and can drive you to set yourself on fire and jump off a bridge. The only thing it can do in comparison to the previously-mentioned system is prevent piracy. Seriously, though, who owns a cracked copy of Final Fantasy XI, World of Warcraft, or Lord of the Rings: Online? I don’t know why I even mentioned this point.
PlayOnline will assume from the moment you start your registration that you’re an idiot. It may be right, but it’s no reason to punish the rest of us. PlayOnline will assign you a username, consisting of four letters and four numbers. I guess it prevents people from exploiting the fact that some morons make their account name the same as their character name in-game. Of course, this safety measure can often prevent the same morons from accessing their own account, if they forgot to write down the random gibberish that is their user ID. You also get registered for a sweet e-mail address that you should give to all of your friends. Mine is x261610402427@pol.com. I’m not fucking kidding. There’s user-friendliness for you.
Note: Only e-mail me if you’re the chick with three boobs from Total Recall.
If you’re not a moron, but you move a lot like I do, and you lost the booklet where you kept your user ID, then good luck to you. Square-Enix’s customer service is the worst when it comes to account recovery. Well, actually, their customer service can’t even usually solve a simple problem. We’ll save that for another post, though.
The client offered potential. Five years ago.
I’m going to be fair here. I liked PlayOnline when I first started playing Final Fantasy XI, back in 2003. It seemed like a pretty cool way to organize your games, and keep all the people you play with on a separate friend list than the people you talk to on AIM, for example. So you could organize everything you wanted to do in-game with your friends without having to talk to them on AIM/MSN/TeamSpeak.
Its one downfall, perhaps, is that it is now limited by outdated technology. Because this system is used across two other platforms: the Xbox 360, and the PlayStation 2, it is limited by the technology of the latter. That means if they invented a PCI card to serve the purpose of telepathic communication online, then PlayOnline would never support it. Consoles like the PS2 are not updated. Ever. At least not anymore. So PlayOnline is stuck in the past. Maybe forever.
Let’s go back to hating it real quick.
We’ve talked about how these game management systems can help you keep your games up-to-date either through downloading patches or purchasing expansions. PlayOnline does that absolutely flawlessly. Wait, I think I used the wrong word. Yeah, I meant absolutely shittily. As far as keeping your game up-to-date through content patches, why even discuss that? Every MMO does it. It’s not complicated technology. Final Fantasy XI has four expansions, though. These are: Rise of the Zilart, Chains of Promathia, Treasures of Aht Urghan, and Wings of the Goddess. Rise of the Zilart came bundled with FFXI as far as I can remember. I think the only place it wasn’t bundled with FFXI at release was probably in Japan. Still, they offer registration keys for Rise of the Zilart through PlayOnline for … $9.99? What the hell?! In fact, they offer every key except the one for their latest expansion[2].
Let’s pretend for a moment that some stores sell just Final Fantasy XI, no expansion. $9.99 would be a reasonable price, but let’s put it down to $4.99. You go home, install it, and you want to buy the expansions through PlayOnline since you weren’t even told at the store they existed. Possible scenario, happens with some games.
- Theoretical cost of Final Fantasy XI alone: $4.99
- Rise of the Zilart: $9.99
- Chains of Promathia: $9.99
- Treasures of Aht Urghan: $14.99
- Total: $39.96(no taxes)
So you get the game, and three expansions for about 40 bucks. You don’t get the last expansion, though. Sorry. Not available through PlayOnline. On the other hand, they offer the game with all expansions at every store and Direct2Drive for…20 bucks? Wait, so the company sells keys for expansions that no one will ever buy, because they come bundled with the original game for a lot less money. Isn’t the purpose of digital distribution to save the users valuable time and money? And let’s remember, it’s Square-Enix selling their own games, through their own system, for more money than retailers. What is going on here?!
You might be thinking “man, you’re a dick,” but you’re also wondering “Wouldn’t returning players who didn’t purchase the third expansion want to buy it through PlayOnline? They don’t need a whole new copy of the game.” Actually, they don’t benefit, either. The third expansion(Aht Urghan) is sold through PlayOnline for $14.99. If you spend just 5 bucks more, you get that expansion, and the latest one. As well as a few extra keys you can burn or keep for when you lose your user ID and have to make a new account.
So, if you’re keeping score:
- PlayOnline is not user-friendly. You’re forced to write down or remember gibberish user IDs. You don’t need to type it in every time you log in, of course, but if you need account support(god forbid) or anything else, you’ll be asked for this information. Oh, you’ll also be asked for your registration keys. I guess the fact that you need support for their game is not enough proof that you bought it…What?
- PlayOnline does not save the user money. Buying just two of their expansions through PlayOnline would turn out as expensive as buying the original game and all four expansions at the store.
- PlayOnline stops running when a game launches. So you don’t get a sweet overlay, or anything like that to help you mess with settings while in-game.
Oh, and:
- PlayOnline helps prevent piracy.
It’s okay. I’m full of shit, too.
Look, my arguments are not that great. It’s possible that Square-Enix had no intention of producing a system to manage their games effectively, like Valve did with Steam. Maybe Square-Enix just wanted to have a way to handle billing for Final Fantasy XI without having to do it via browser. Wait. Shit, it doesn’t even do that better than paying via browser. My street address has a “.” character. You know, like “Apt. 4.” Couple of weeks ago, I wanted to renew my subscription and so I hop on, and put in my credit card information. It gets declined about 3 times before I contact customer service. Since in PlayOnline you cannot type special characters, like “.” their brilliant staff suggested I call my bank to tell them to remove the damn period from my address so I could pay for the game. I digress. Like I said, let’s leave their customer service for another post. We’re going to have fun with that one, too. There’ll be public notaries and calls to the FDIC…I know, I know. I can’t wait, either.
Getting back on track.
I have high hopes for game management systems. Even PlayOnline. With a few updates it could become the bullet-train of digital content and distribution systems. I really think that in the right hands, utilities such as these can save users a ton of time and money. The video game industry rapidly advances. Some think it’s going down the wrong path, and that developers no longer care about gamers. According to these people, it’s all about the money. They may or may not be right, I mean, it is a business and they want to make money; game companies are not charities.
One thing I am sure of is that the future of video games, and MMOs lie within these systems. Much like retail has moved from tiny mom and pop stores to Wal-Mart, Target, and other big box retailers. Hell, no one can argue that you can’t find quality goods at any of those stores. I believe the same will happen with video games. How will it affect MMOs? Just look at the Station Pass SOE offers. You can play a ton of games for one monthly subscription fee. Sure, most of them suck, but you have to start somewhere. Eventually someone might bundle good games under one subscription fee. I don’t know why you’d want to, but maybe we’re not far off from paying one low monthly fee to play Lord of the Rings: Online, World of Warcraft, and Final Fantasy XI all together.


