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February 27, 2001
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March 01, 2001

Editorial



Latest Biting the Hand March 01, 2001
By: Mystery  
In what is always a good piece of journalism, Happy Puppy's Jessica Mulligan has posted the latest Biting the Hand. This issue deals with the emerging Asian market for MMOGs.


MM Memories February 28, 2001
By: Mystery  
T Liam from Computer Gaming World tells all as he recounts his Massively Multiplayer Memories. I think he's way off base, here, however, by somehow equating Doom LAN play with the MM revolution. He mentions MUDs, but only in passing, completely missing the point.


Not Quite Perfect February 27, 2001
By: Mystery  
In an exposition worthy of the great one, Eldin over at Lum the Mad has a thing or two to say about Turbine's "no-ban" policy with Asheron's Call. You can read it here or go directly to the discussion groups to flame him.


Online World Fees in Korea February 27, 2001
By: Mystery  
In a special feature on RPG Vault, staff writer Richard Aihoshi examines how much it costs to play MMORPGs in Korea.


Duck! February 27, 2001
By: Mystery  
Michael, over at Shadowbane Vault has posted an editorial called What Women and PKs have in Common. I'm assuming here that Michael is not, in fact, married.


Roleplaying Tips Issue #63 February 27, 2001
By: Mystery  
A new guide called Roleplaying Tips has just released Issue #63. In this issue, you'll find a lot of information dealing with large multiplayer situations, like priority of attention and multitasking.


Remember Meridian February 26, 2001
By: Mystery  
Zocks.DE has just posted an editorial on guilds in Meridian 59, the MMORPG released in 1995 as a graphical front-end for a MUD.


New OWE February 23, 2001
By: Mystery  
The latest edition of the Otherworld Express has been released (issue #162). As usual, you can find humor, activities, and a nice coloring area for all of your online entertainment needs.


Death by Design February 23, 2001
By: Mystery  
Richard Bartle, MUD Creator and editorial writer for Edge Online, takes a good look at PermaDeath (PD) in online worlds:

Verant recently stopped eBay from selling characters from EQ on their service, but gave no public explanation as to why. Was it because they felt the practice impinged on their intellectual property? Because they were worried their players were being defrauded? Because they wanted to sell characters themselves? No. It was because players complained bitterly that it gave an unfair advantage to a select few. Your level-40 character doesn’t seem quite so impressive if anyone with dollars to spare can buy a level-50 one off the shelf. In a game with PD it wouldn’t do the buyer any good, because without the skill to run the character they’d lose it the first time they put it at risk. If all that happens is you drop a bit of kit and maybe lose a few points, who cares?

Unfortunately, the players don’t see it that way until it’s too late. Their attitude to PD is akin to the general public’s attitude to public transport: if only everyone else did it, my life would be so much better. There’s not a lot you can do in the face of that!

Here's the rest of the article. Props to my man JC for the link.



Hit Points: The Death of Volunteering in Dereth February 21, 2001
By: Mystery  
On the eve of Volunteerism in Dereth (well, the week after, really), Daily Radar has posted a very insightful column about the killing of the Volunteer effort in Asheron's Call. Here's a sample:

As part of the latest update, Microsoft is also introducing a new emote "so any player who wants to help another can alert players in a local area." Whether people will use it remains to be seen, but Microsoft is hoping the spirit of goodwill that drove players to become volunteers will continue, but at the grassroots level by individuals and allegiances. The satisfaction of helping people will have to be reward enough.



MMORPG Feedback February 21, 2001
By: Mystery  
Feedback from RPG Planet's recent feature MMORPG Explosion was just recently posted to their site. It covers a good deal of information, and the readers make some excellent points that I think RPG Planet completely missed when they posted the original feature. For example:

I think you already answered your own question. Anyone who buys a MMORPG has to ask themselves: "I am willing to shell out $60 + 12 * $10 = $180 + tax to play this game for a year?"

If they are, they are more than likely going to give up any other MMORPG they're playing. Why, for instance, would an average gamer have the time or money to spend $540 on 3 MMORPGs per year, let alone $900 for 5.

You can read the rest of the feature here.



Play together, Stay Together February 21, 2001
By: Mystery  
On the heels of all the news about how EQ can split a couple apart, here's a nice piece from PC IGN about how games can bring two people together. Awwwww.


Calandryll on Banning February 16, 2001
By: Mystery  
In the ongoing debate about Banning from MMORPGs in the various forums across this great Cyberscape that we call the....sheesh, I sicken myself sometimes.

Anyway, Calandryll posted a great essay on Banning over on Lum the Mad today. Here's a sample of what he had to say:

Just because some players (and remember, bug abusers and exploiters represent a very small minority of players) will abuse bugs does not mean in any way that we should allow it. We don’t catch them all, but show me any system that catches every offender. Again, simply because we may not be able to catch every offender does not mean we should not try...and in so trying, catch as many as we can.

You can read the rest of the essay here.



MMORPG Explosion February 16, 2001
By: Mystery  
RPG Planet has just written a piece asking the question that we all need to ask: What's the market cap on Massively Multiplayer titles. Games like Diablo II did well because the Multiplayer component wasn't required in order to play. Since the MM titles do require this feature, is there a point where the market simply can't handle more MM titles?

You can read the article for yourself here.


Birth of a True MP RPG February 15, 2001
By: Mystery  
Neverwinter Vault's editor Childe Roland posted an interesting article about the nature of Multiplayer play and Persistant worlds in Neverwinter Nights. Here's some of what he had to say:

These problems are formed by the very formula that MMORPG must always follow. A MMORPG must always be online and must always be available to the maximum number of players allowed. These two factors mean the chances are when you log onto a shard or server you'll probably run into someone you've never met; someone that is only interested in powerleveling and "getting wicked, cool stuff".

However, Black Isle Studios apparently realized the crux of the situation before they started work on Neverwinter Nights. In giving us the freedom to DM as we see fit, in giving us the ability to say who will or will not join the server, they have ensured that there will be a place, indeed many places for the roleplayers. The potential is there in Neverwinter Nights.

You can read the rest of the article here.



What makes a MMOG February 14, 2001
By: Mystery  
Mako, over at Lum the Mad has drawn out what he believes to be the minimum requirements to define 'What is a MMOG?'. This comes after he mistakenly labeled Phantasy Star Online a 4 person game only.


New Employment Opp February 14, 2001
By: Mystery  
Ever wonder what it would be like to work for one of the premiere MM title companies in the business? Well, apparently Verant (EverQuest, Sovereign, Planetside) is hiring. The only catch is: You may have to work in Texas...