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	<title>Marcus' MMO Musings</title>
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	<description>Comments on MMO gaming that hopefully will be thought provoking</description>
	<pubDate>Mon, 24 Mar 2008 20:08:44 +0000</pubDate>
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		<title>Character customization and advancement</title>
		<link>http://marcusmuse.wordpress.com/2008/03/24/character-customization-and-advancement/</link>
		<comments>http://marcusmuse.wordpress.com/2008/03/24/character-customization-and-advancement/#comments</comments>
		<pubDate>Mon, 24 Mar 2008 20:08:44 +0000</pubDate>
		<dc:creator>marcusvarrus</dc:creator>
		
		<category><![CDATA[Age Of Conan]]></category>

		<category><![CDATA[Lord of the Rings]]></category>

		<category><![CDATA[MMO]]></category>

		<category><![CDATA[gaming]]></category>

		<category><![CDATA[online gaming]]></category>

		<guid isPermaLink="false">http://marcusmuse.wordpress.com/2008/03/24/character-customization-and-advancement/</guid>
		<description><![CDATA[It is arguable that the character is the single most important element to an MMO. I personally believe a game is mostly judged by how well it ties the player to the character he plays. The more empathy the player feels for his digital avatar the more he will enjoy the game experience.City of Heroes [...]]]></description>
			<content:encoded><![CDATA[<div class='snap_preview'><br /><p><span style="font-size:10pt;font-family:'Arial','sans-serif';">It is arguable that the character is the single most important element to an MMO. I personally believe a game is mostly judged by how well it ties the player to the character he plays. The more empathy the player feels for his digital avatar the more he will enjoy the game experience.</span><span style="font-size:10pt;font-family:'Arial','sans-serif';">City of Heroes is a prime example of this idea; the game at best is an average game when looked at from a world, quest or game mechanic viewpoint. It still has a loyal following in my view almost solely on its excellent character creation process and how it ties the player to their character.</span><span style="font-size:10pt;font-family:'Arial','sans-serif';">The character creation process is very important. It is the first experience every player will confront. Character model assets are the hardest to get right and the worst to get wrong in a game. A beautiful world is wasted if the players do not feel like they are being properly represented within it. I believe this is one of the failures of EVE; the lack of being able to visually customize your avatar (ship).</span><span style="font-size:10pt;font-family:'Arial','sans-serif';">There are not a magical number of types of hair, nose, or lip models; or any other editable model component but it will be noticeable if there are not enough. There should be a wide variety of options. Many current generation games give the slider option to edit facial or body models but going from one extreme to the other has little noticeable difference. Body size and style should be widely editable as well. I think it is also important to add in models that are not of some physical ideal only. I think a great deal of flavor could be added by being able to make an &#8220;ugly&#8221; character.</span><span style="font-size:10pt;font-family:'Arial','sans-serif';">The clothing and item models need to be numerous and dyeable at a minimum in current games and with the addition of the costume mechanic added by EQ2 and LOTRO where what you wear is not tied to the items equipped for bonuses I believe this feature is becoming a new standard as well. One note on wearable items I feel needs to be mentioned is that the styles available in any certain game should remain true to the established lore of the game. I am not a fan of Christmas hats or other holiday items that do not fit the game universe. LOTRO has done well in this regard with their seasonal events tying into the lore itself but poorly in adding the pirate themed outfits recently.</span><span style="font-size:10pt;font-family:'Arial','sans-serif';">Players want two main things for their characters, first and foremost is to be able to distinguish them as individual and not a copy of another. Secondly they want their actions to matter within the game universe. I will comment of character actions in another post and focus on their individuality.</span><span style="font-size:10pt;font-family:'Arial','sans-serif';">Classes limit individuality be shoe-horning a character’s choices into a preset structure as well most class based games further limit player choice by making each character within a given class functionally the same. Guild Wars did about as well with a class system as has been done by giving a wide selection of individual skills and limiting the numbers that can be used at any one time.</span><span style="font-size:10pt;font-family:'Arial','sans-serif';">A skills only system I feel is too open by giving players too many choices it is difficult for players to define their roles as well as it becomes very hard for developers to balance a skills only system.</span><span style="font-size:10pt;font-family:'Arial','sans-serif';">I personally think a hybrid of the two may be the best answer. Classes help players know their purpose. I think each class should have a set of available attributes with a defined set of skills assigned to each. Give each player an option to assign values to the selected attributes that effect the entire set of skills also give the player skill points to assign to individual skills to personalize their character further. Assign a possible maximum allocation to each skill that shifts higher as the player advances.</span><span style="font-size:10pt;font-family:'Arial','sans-serif';">Also as a player advances and levels their character; not only would they gain health and power reserves but allow them to gain extra skill points to assign. In addition as skills reach a certain value allow that to open advanced skills as well.</span><span style="font-size:10pt;font-family:'Arial','sans-serif';">This system can be complex and opens the possibility for the players to make mistakes. I would allow players to respec their skill points at each level of advancement, this would give them the ability to change their selections but not do it whenever they choose. Perhaps allow characters to not respec points below a point if advanced skills have been opened with an allocation but allow those advanced points to be re-speced.</span><span style="font-size:10pt;font-family:'Arial','sans-serif';">I think that would allow for both a sense of direction to a character as well as a sense of individuality and accomplishment as any given character advances. With having multiples types of advancement options I would also suggest to have the individual levels advance fairly quickly each giving a very small increase in power and health with the larger skill points to come at greater intervals. To those that have pen and paper experience my notice I borrowed heavily from Dungeon and Dragons and several of the better current MMO offering, I really feel a combination of what has already been created could be the perfect fit if just all the right pieces were put together.</span></p>
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		<title>Some thoughts on World enviroments</title>
		<link>http://marcusmuse.wordpress.com/2008/03/19/some-thoughts-on-world-enviroments/</link>
		<comments>http://marcusmuse.wordpress.com/2008/03/19/some-thoughts-on-world-enviroments/#comments</comments>
		<pubDate>Wed, 19 Mar 2008 18:51:18 +0000</pubDate>
		<dc:creator>marcusvarrus</dc:creator>
		
		<category><![CDATA[Age Of Conan]]></category>

		<category><![CDATA[MMO]]></category>

		<category><![CDATA[gaming]]></category>

		<category><![CDATA[online gaming]]></category>

		<guid isPermaLink="false">http://marcusmuse.wordpress.com/2008/03/19/some-thoughts-on-world-enviroments/</guid>
		<description><![CDATA[My thoughts begin with the game environment overall. Mechanics and gameplay are crucial but are only a part of the whole. A MMO requires a strong IP, that almost goes without saying. The main failing I have seen is that having just the nuts and bolts of a world are not enough. Even in a [...]]]></description>
			<content:encoded><![CDATA[<div class='snap_preview'><br /><p><span style="font-size:10pt;font-family:'Arial','sans-serif';">My thoughts begin with the game environment overall. Mechanics and gameplay are crucial but are only a part of the whole. A MMO requires a strong IP, that almost goes without saying. The main failing I have seen is that having just the nuts and bolts of a world are not enough. Even in a Science Fiction or Fantasy setting there has to be a sense of permanence. I think that is why book driven IPs are so strong in the marketplace. The places within the game have backstory. An author can not write a compelling story without a believable framework to reference his story against I feel a good MMO IP has the same requirement.</span><span style="font-size:10pt;font-family:'Arial','sans-serif';">The cities and locations within a world have to have reasons why they are as they are, not only in the present game environment but they need to have plausible sustainability and a believable way they came into being. Too many game worlds have locations that would not last a day against the hordes of unfriendlies mere yards from where they sit. Permanent locations need to have a visible means to protect themselves. This could be shown through a mechanic as well. By having an occasional random mobs pathing have it come into the aggro range of a location&#8217;s defenses helps in two ways, the world emulates having a life of its own and NPC areas show the players they defend themselves. Cities or stations or whatever the central player hubs are in a game should be populated. A large city with no defenders on the walls and only a few quest givers standing around are one of the fastest ways to cut into the immersion factor of an area. I think large locations should be capable of defeating large player attacks let alone random mobs.</span><span style="font-size:10pt;font-family:'Arial','sans-serif';">Beyond locations, regions that claim to be semi-peaceful should be. Villages may not have defenses capable of protecting themselves alone per se but should have a means to accomplish that. I like the idea of regular patrols that would follow the main lines of trade throughout the regions as well as static caravans to represent the interaction between smaller villages and the main cities.</span><span style="font-size:10pt;font-family:'Arial','sans-serif';">Game worlds need to feel like they function without the direct interaction of the player characters. The players should be the foremost catalyst for change within the world but not the only one. Worlds should change but most change is can actually be circular. For example; have the static route caravans stop at predetermined spots daily for several hours and have vendor npcs available during and only during the stops. Almost like a floating rest camp with static locations where it will make camp. The random patrols mentioned earlier could follow roughly the same route. Providing the plausible extra defense force needed for the villages as well as caravan protection. I have fleshed out my ideas on resources for crafting and construction in an earlier post. I also emailed it to the guys over at Channel Massive as well and have to admit they has some good insights on the feasibility of some of my thoughts. The resource placement in the environment does need to be logical but perhaps without a cumbersome re-spawn mechanic. Although I do like the finite ore node idea representing veins in the mountains but also wood should only be forested areas, ore in mountainous areas, farming only available on cultivated fields. Maybe allow player housing to come with a bound cultivation field attached.</span><span style="font-size:10pt;font-family:'Arial','sans-serif';">I am eagerly awaiting the guild fortified town idea in AOC to see how many of my wanted items are going to be satisfied, So far it looks very promising.</span></p>
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			<media:title type="html">marcusvarrus</media:title>
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		<title>Ideas on my &#8220;wish list&#8221;</title>
		<link>http://marcusmuse.wordpress.com/2008/03/17/ideas-on-my-wish-list/</link>
		<comments>http://marcusmuse.wordpress.com/2008/03/17/ideas-on-my-wish-list/#comments</comments>
		<pubDate>Mon, 17 Mar 2008 20:46:03 +0000</pubDate>
		<dc:creator>marcusvarrus</dc:creator>
		
		<category><![CDATA[MMO]]></category>

		<category><![CDATA[gaming]]></category>

		<category><![CDATA[online gaming]]></category>

		<guid isPermaLink="false">http://marcusmuse.wordpress.com/2008/03/17/ideas-on-my-wish-list/</guid>
		<description><![CDATA[Recently I commented on the coming trends to MMO design that seem to be driving the &#8220;next &#8221; generation on games. In the later part of the comment I began to get a bit beyond the topic and wrote down some of the ideas I would like to see in the future.With the fact that [...]]]></description>
			<content:encoded><![CDATA[<div class='snap_preview'><br /><p><span style="font-size:10pt;font-family:'Arial','sans-serif';">Recently I commented on the coming trends to MMO design that seem to be driving the &#8220;next &#8221; generation on games. In the later part of the comment I began to get a bit beyond the topic and wrote down some of the ideas I would like to see in the future.</span><span style="font-size:10pt;font-family:'Arial','sans-serif';">With the fact that I really write these for myself to keep my thoughts on MMOs in general basically to be able to look back to see how they change over time; I re-read it several times even posted it ino ther places to see if anyone would comment on it. As the week went by my thoughts on what I personally would like to see became more and more fleshed out. </span><span style="font-size:10pt;font-family:'Arial','sans-serif';">As presumpteous as it is I wanted to get my thoughts written down completely on the subject so I have decided to write a series of posts to get them all down as my own personal gauge on how any certain game is meeting my &#8220;ideals&#8221; I would like to see.</span><span style="font-size:10pt;font-family:'Arial','sans-serif';">I really don&#8217;t know how many posts it will total before it is done as think on it I am going to try to divide it into areas of game components. They will all refernece each other some as well and probably will not be intended to be read seperate from the other pieces.</span><span style="font-size:10pt;font-family:'Arial','sans-serif';">Well I read the paragraphs above and think to myself. &#8220;Who would really care about your thoughts on this, really.&#8221; Maybe no one but I have hit a level in my gaming life where no game is going ot meet all my needs. I am ok with that fact. The marketing of today&#8217;s AAA titles is becomes better and better. Having a complete set to reference against will be helpful for me.</span></p>
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			<media:title type="html">marcusvarrus</media:title>
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		<title>Call of Duty 4</title>
		<link>http://marcusmuse.wordpress.com/2008/03/13/call-of-duty-4/</link>
		<comments>http://marcusmuse.wordpress.com/2008/03/13/call-of-duty-4/#comments</comments>
		<pubDate>Thu, 13 Mar 2008 19:02:08 +0000</pubDate>
		<dc:creator>marcusvarrus</dc:creator>
		
		<category><![CDATA[gaming]]></category>

		<guid isPermaLink="false">http://marcusmuse.wordpress.com/?p=11</guid>
		<description><![CDATA[I had friend of mine the other day receive a free copy of Call of Duty 4 with his new video card. With the fact he already had the title, bonus for me he just wanted it to be used by someone. I always liked the Call of Duty series and this new one finally [...]]]></description>
			<content:encoded><![CDATA[<div class='snap_preview'><br /><p style="margin:0 0 10pt;" class="MsoNormal"><font face="Calibri">I had friend of mine the other day receive a free copy of Call of Duty 4 with his new video card. With the fact he already had the title, bonus for me he just wanted it to be used by someone. I always liked the Call of Duty series and this new one finally getting away from WWII I believe might be the best one to date. I can see how it might give gulf vets flashbacks as some have reported.</font></p>
<p style="margin:0 0 10pt;" class="MsoNormal"><font face="Calibri">The single player mode on the game is the expected excellent level design and engaging missions but not anything truly innovative.<span>  </span>Although the SAS missions were all quite fun and I liked the plot changes throughout. <span> </span>The multiplayer portion of this title is about the best I have seen in a FPS.</font></p>
<p style="margin:0 0 10pt;" class="MsoNormal"><font face="Calibri">The challenges and ranks is just compelling enough to keep drawing you back in for just one more match. The maps are overall fairly well done some might be a little small for 32 man servers but you need a variety. </font></p>
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		<title>Pirates of the Smoldering lakes and Blank Tablets with no Pencil</title>
		<link>http://marcusmuse.wordpress.com/2008/03/05/pirates-of-the-smoldering-lakes-and-blank-tablets-with-no-pencil/</link>
		<comments>http://marcusmuse.wordpress.com/2008/03/05/pirates-of-the-smoldering-lakes-and-blank-tablets-with-no-pencil/#comments</comments>
		<pubDate>Wed, 05 Mar 2008 19:31:16 +0000</pubDate>
		<dc:creator>marcusvarrus</dc:creator>
		
		<category><![CDATA[Age Of Conan]]></category>

		<category><![CDATA[MMO]]></category>

		<category><![CDATA[gaming]]></category>

		<category><![CDATA[gaming news]]></category>

		<category><![CDATA[online gaming]]></category>

		<category><![CDATA[Pirates]]></category>

		<category><![CDATA[Tabula Rasa]]></category>

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		<description><![CDATA[Well with a month long hiatus out of the way I have several things to talk about. Two long posts in two days! I am going to call it a fluke for now.
  I was able to get in a few new game demos to see what they had to offer.  I guess I will go over [...]]]></description>
			<content:encoded><![CDATA[<div class='snap_preview'><br /><p style="margin:0 0 10pt;" class="MsoNormal"><font size="3" face="Calibri">Well with a month long hiatus out of the way I have several things to talk about. Two long posts in two days! I am going to call it a fluke for now.</font></p>
<p style="margin:0 0 10pt;" class="MsoNormal"><font size="3"><font face="Calibri"><span>  </span>I was able to get in a few new game demos to see what they had to offer.<span>  </span>I guess I will go over the bad one first. I got into the beta for Pirates of the Burning Sea just prior to its launch; from the start this one was a painful experience. As many others did I got the key from Eurogamer then downloaded the huge three part installation from fileplanet. To my disappointment after installing, the game would not completely update. After several hours I finally had to delete it. During the process of attempting to get some information on my problem I did find the posting on an alternate installer on PoTBS’ website, a smaller initial download but a longer patch process. I downloaded it and let the patcher do its thing. This time success! I launch the game and built out a character and that process was pretty decent not great but not bad. The first half of the introduction was the avatar combat, I have read several places that this was the weak spot of the game so I was prepared to be underwhelmed. I was but not to the extent I was dreading.<span>  </span>The second half was the ship combat portion and contrary to most opinions out there I just didn’t like it. I at first brushed it off as maybe I was not getting the “feel” for it yet. </font></font></p>
<p style="margin:0 0 10pt;" class="MsoNormal"><font size="3" face="Calibri">So the intro is completed and I’m off to the first town, running around it and the first two missions I picked up were enough to tell me I would not like the game but something else kept nagging me. Then it hit me - <span> </span>the problem I had was <span> </span>the whole experience felt like an updated MMO version of Age of Pirates which if any of you have played it knows that is not a good thing.</font></p>
<p style="margin:0 0 10pt;" class="MsoNormal"><font size="3" face="Calibri">The crafting is supposed to be very in depth but for me the comparison to EVE on that front left me not looking forward to suffering the rest of the game to really look too deep with the time commitment to get into it.</font></p>
<p style="margin:0 0 10pt;" class="MsoNormal"><font size="3" face="Calibri">There may be a good game here and I wanted to like this one but alas I was almost immediately turned off by it.</font></p>
<p><font size="3" face="Calibri"></font></p>
<p style="margin:0 0 10pt;" class="MsoNormal"><font size="3" face="Calibri">The other I played was the 3 day Demo of Tabula Rasa as this is a somewhat a dated post it was prior to the doom and gloom web rumors floating around about the title. It was fun for those three days, the character creation was somewhat bland and uninspiring compared to other titles but the game was fun stating off. Well the good is out of the way.</font></p>
<p style="margin:0 0 10pt;" class="MsoNormal"><font size="3" face="Calibri">Now the not so good, by the end of the third day I could see the issue with the game while fun I could tell within a month or two I would be tried of the game sort of like a really cute new girlfriend that after the first few dates you realize she just doesn’t have that spark that will kindle any long term interest. I have to agree with everyone else their crafting system is useless which to me is a big negative.</font></p>
<p style="margin:0 0 10pt;" class="MsoNormal"><font size="3" face="Calibri">The combat is fun and I liked the dropship spawning on the map as opposed to the standard magical pop up of mobs. The outpost attacks were really the best part of the whole experience but I am afraid it was just not enough.</font></p>
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		<title>Trends Emerging in the Next Generation of MMOs</title>
		<link>http://marcusmuse.wordpress.com/2008/03/04/trends-emerging-in-the-next-generation-of-mmos/</link>
		<comments>http://marcusmuse.wordpress.com/2008/03/04/trends-emerging-in-the-next-generation-of-mmos/#comments</comments>
		<pubDate>Tue, 04 Mar 2008 21:32:16 +0000</pubDate>
		<dc:creator>marcusvarrus</dc:creator>
		
		<category><![CDATA[MMO]]></category>

		<category><![CDATA[gaming]]></category>

		<category><![CDATA[gaming news]]></category>

		<category><![CDATA[online gaming]]></category>

		<category><![CDATA[Age Of Conan]]></category>

		<guid isPermaLink="false">http://marcusmuse.wordpress.com/2008/03/04/trends-emerging-in-the-next-generation-of-mmos/</guid>
		<description><![CDATA[Several trends for next generation MMO features have begun to emerge in most lists we have seen. The three that show the most promise I feel consist of the more interactive combat model, i.e. the evolution away from point and click; the ability of player factions to affect the game environment either through map control [...]]]></description>
			<content:encoded><![CDATA[<div class='snap_preview'><br /><p style="margin:0 0 10pt;" class="MsoNormal"><font size="3" face="Calibri">Several trends for next generation MMO features have begun to emerge in most lists we have seen. The three that show the most promise I feel consist of the more interactive combat model, i.e. the evolution away from point and click; the ability of player factions to affect the game environment either through map control or semi-permanent environment changes and finally player-made content.</font></p>
<p style="margin:0 0 10pt;" class="MsoNormal"><font size="3" face="Calibri">All three have been presented in various forms in prior games some very successfully. The interactive combat model from reports will be taking a huge leap forward with Age of Conan due to be released in May. EVE it can be argued has very successfully perfected the ability of player factions controlling territory and creating semi permanent environment content which also to me is player made content in the form of stations or in the case of Star Wars Galaxies the player made cities. Galaxies fault was in not allowing these structures to naturally decay leaving the infamous “ghost” towns on so many of their servers.</font></p>
<p style="margin:0 0 10pt;" class="MsoNormal"><font size="3" face="Calibri">The player made content I feel has to have some limits to fit well within the MMO game. Though many don’t comment on this aspect but sadly most player-made content isn’t very good in my opinion. Games are fun because they have a set of limitations and shared rules. This to me is what makes them different from say Second Life which by most is admitted is interesting but not really a game at all.</font></p>
<p style="margin:0 0 10pt;" class="MsoNormal"><font size="3" face="Calibri">I believe this next generation of games may see the first true innovation in the genre in quite a while. Any progress in these areas is to be encouraged; I for one would like to see even more. Many of us have our own ideas in these areas and I am looking for feedback on some of mine.</font></p>
<p style="margin:0 0 10pt;" class="MsoNormal"><font size="3" face="Calibri">I really see the new combat mechanic in AOC to become a “must have” in future releases, as well as collision detection (where character models has mass and can physically block) both open up so many more tactical gameplay elements that they are hard to ignore. Collision detection has been successfully implemented in the past most notably in Guild Wars. The interactive elements of the enhancements help extend the enjoyment of the combat in-game. <span> </span>The timer based wait and repeat the sequence in current combat mechanics are very repetitive and if the mechanic itself was more entertaining and required more player interaction that alone would reduce the amount of “grind” a player feels while playing through somewhat repetitive content. That is with us to stay because it has the long gameplay life to programming time required; the very definition of win-win to a developer.</font></p>
<p style="margin:0 0 10pt;" class="MsoNormal"><font size="3" face="Calibri">I also believe the same principle could and should be applied to player crafting as well. I am intrigued by AOC’s approach to attempting to eliminate the crafting xxx to level grind by implementing a questing route we will have to see how successful it is but I believe it could be further enhanced with a change in the mechanics as well; applying the same non point and click features to creating items. It could also be enhanced by incorporating one of the other trends mentioned; semi-permanent environment changes such as forests that can be cut down that re-spawn in stages to reflect new growth even so far as if not allowed to re-spawn to full “health” or “age” they would produce less resources if harvested early. Stone or metals could have the same effect only have veins with a finite supply of material and have nodes randomly re-spawn to reflect new finds within any given terrain, such stone and ore nodes should only being found in mountainous areas or even dungeons, etc. One aspect of LOTRO I think was implemented very well was their farming mechanic although the crafting output itself was not implemented into the game overall very well. I thought it would have been much more attractive if they had made some foods have similar effects like health potions to increase their desirability. Also farming could be tied into the forest re-spawn as well by allowing players on a limited basis to convert a fully cut section of forest to be converted into a farmable field area. I say limited so this conversion would not be really permanent but only last while the field in being actively used. If the field was left unutilized for a set time the forest re-spawn would reset. <span> </span>Possibly allow player made structures to increase output of these areas as well thus organically growing the content in a realistic manner. A granary could allow greater crop yield of adjacent fields, a smelter could increase the possible ore output or nearby nodes.</font></p>
<p style="margin:0 0 10pt;" class="MsoNormal"><font size="3" face="Calibri">Some of the same principles could work for player structures as well. I think the guild structures proposed in the AOC are a good first step. Terrain in any one map could also be laid out in a way that could dictate where player-made structures could be constructed and would follow the same “degradation” as other non-upkept content.<span>  </span>For example stone towers, castles, or resource enhancement structures could have several levels or decay instead of complete wipe if upkeep is not maintained and the map would only have limited areas large enough to allow their construction. I also believe the upkeep would require monetary amounts of game currency as well as harvested materials. Taken one step further if the upkeep was not maintained, allow the structure to “degrade” to a ruin. At this point the ruin would not be usable by the players any longer but could become a random mob spawn point allowing to a limited extend for players to change the PVE encounters of a certain area.</font></p>
<p style="margin:0 0 10pt;" class="MsoNormal"><font size="3" face="Calibri">The entire map would not have to be available for such player interaction you could have scripted NPC mechanics that accomplish the same routines in the new player areas and areas where the game lore dictated having permanent features that could maintain more concrete environments such as teams of wood cutters harvesting forests on static NPC mining the would reflect the presence of the permanent resource harvesting needed to maintain permanent NPC structures.</font></p>
<p style="margin:0 0 10pt;" class="MsoNormal"><font size="3" face="Calibri">One flaw I see in current MMO world environment is the static nature of the NPC faction content. If the principles above were applied during development, the worlds would become more interactive and stay fresh. It could be taken so far and have NPC factions contesting certain areas of the map with either player controlled or other NPC controlled factions. If the same construction principles were applied to both the AI as well as players in these areas and we allow both to occupy constructed features of the map that would take the world one more step closer to a place that feels more immersive and editable to the players. </font></p>
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		<title>Mass Effect Comments</title>
		<link>http://marcusmuse.wordpress.com/2008/02/04/mass-effect-comments/</link>
		<comments>http://marcusmuse.wordpress.com/2008/02/04/mass-effect-comments/#comments</comments>
		<pubDate>Mon, 04 Feb 2008 23:30:12 +0000</pubDate>
		<dc:creator>marcusvarrus</dc:creator>
		
		<category><![CDATA[gaming]]></category>

		<category><![CDATA[gaming news]]></category>

		<category><![CDATA[xbox360]]></category>

		<guid isPermaLink="false">http://marcusmuse.wordpress.com/?p=8</guid>
		<description><![CDATA[Well I got the game for Christmas and yes it is already Feburary. I work IT for an accounting firm so work is crazy now through April. I just love Bioware, I have yet to be diappointed with one of their products. In computer gaming that is a huge statement. The story was engrossing and [...]]]></description>
			<content:encoded><![CDATA[<div class='snap_preview'><br /><p>Well I got the game for Christmas and yes it is already Feburary. I work IT for an accounting firm so work is crazy now through April. I just love Bioware, I have yet to be diappointed with one of their products. In computer gaming that is a huge statement. The story was engrossing and really well done the only option I wish they had included was the ability to skip through some of the diaglog replies to exit the conversations not the cut scenes themselves but the others could get long. It is one of those games you really will not play through twice but it was a most excellent journey through the first time around.</p>
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		<title>LOTRO musings</title>
		<link>http://marcusmuse.wordpress.com/2007/12/21/lotro-musings/</link>
		<comments>http://marcusmuse.wordpress.com/2007/12/21/lotro-musings/#comments</comments>
		<pubDate>Fri, 21 Dec 2007 18:30:02 +0000</pubDate>
		<dc:creator>marcusvarrus</dc:creator>
		
		<category><![CDATA[Lord of the Rings]]></category>

		<category><![CDATA[MMO]]></category>

		<category><![CDATA[online gaming]]></category>

		<guid isPermaLink="false">http://marcusmuse.wordpress.com/2007/12/21/lotro-musings/</guid>
		<description><![CDATA[If you may or may not be aware my current MMO is Lord of the Rings Online or LOTRO as it’s web alias. I continue to be somewhat surprised with the level of talk or lack thereof on this title. It’s really a decent game. I know it’s bashed everywhere as a WoW clone but [...]]]></description>
			<content:encoded><![CDATA[<div class='snap_preview'><br /><p style="margin:0 0 10pt;" class="MsoNormal"><font size="3" face="Calibri">If you may or may not be aware my current MMO is Lord of the Rings Online or LOTRO as it’s web alias. I continue to be somewhat surprised with the level of talk or lack thereof on this title. It’s really a decent game. I know it’s bashed everywhere as a WoW clone but that in and of itself can’t explain the lack of “chatter”. I think Turbine has been doing a pretty decent job on this one with their level of updates especially the Evendim area that addressed one common complaint of the lack of 30-40 range quests and content editions such as player housing. The crafting system is beginning to grow on me. I am interested in crafting as a light gaming pastime and not a crash course in economics that many other games have turned it into. The few subtle changes they have made has in my opinion enhanced this feature very quietly with the change to the shard elite drop option to make single use recipes more accessible and adding the different races lower level recipe items added a lot of need diversity as well as expanding the player made jeweler options. In any MMO I play I tend to be alt heavy which makes the crafting in LTORO much more palatable with the interdependence model. I have also found contrary to other’s comments that every profession has useful crafting items including cooks. As a mostly solo player the bonuses food offers I feel are too often overlooked. I do like the inclusion of the reputation system even though it is a grind pure and simple it is a grind catered towards solo and small group players which is a niche I fall into with the time commitment of raiding not being an option for me and the inclusion of crafting rep items also I thought was a good idea. </font></p>
<p style="margin:0 0 10pt;" class="MsoNormal"><font size="3" face="Calibri">I have to differ as well on what many people feel is the weak point in this game. I am the first to admit I am not a hardcore pvper but I have been in the past so I do speak from experience. The Monster play option is just fun and an excellent way to add pvp as an option without breaking the story canon. The most complaints on this front I believe come those that relish the intensity a pvp world can add to their game experience, that’s not a bad thing but it also doesn’t fit in this game.</font></p>
<p style="margin:0 0 10pt;" class="MsoNormal"><font size="3" face="Calibri">I had a bit of a hiatus recently due to some RL commitments but I also had the opportunity to play the beta for PoTBS and went through the 3 day trial for Tabula Rasa so I have something for my next update</font></p>
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		<title>Mass Effect</title>
		<link>http://marcusmuse.wordpress.com/2007/11/29/mass-effect/</link>
		<comments>http://marcusmuse.wordpress.com/2007/11/29/mass-effect/#comments</comments>
		<pubDate>Thu, 29 Nov 2007 22:02:21 +0000</pubDate>
		<dc:creator>marcusvarrus</dc:creator>
		
		<category><![CDATA[Lord of the Rings]]></category>

		<category><![CDATA[MMO]]></category>

		<category><![CDATA[Uncategorized]]></category>

		<category><![CDATA[gaming]]></category>

		<category><![CDATA[gaming news]]></category>

		<category><![CDATA[online gaming]]></category>

		<category><![CDATA[xbox360]]></category>

		<guid isPermaLink="false">http://marcusmuse.wordpress.com/2007/11/29/mass-effect/</guid>
		<description><![CDATA[ The numerous reviews began to pour in all saying roughly the same thing. Mass Effect is Very Cherry. I really didn&#8217;t feel the hype machine on this one as much as for Assassin&#8217;s Creed which according to almost everyone really disappoints after an hour of the repetitive gameplay. You might think it rather odd that [...]]]></description>
			<content:encoded><![CDATA[<div class='snap_preview'><br /><p> The numerous reviews began to pour in all saying roughly the same thing. Mass Effect is Very Cherry. I really didn&#8217;t feel the hype machine on this one as much as for Assassin&#8217;s Creed which according to almost everyone really disappoints after an hour of the repetitive gameplay. You might think it rather odd that my post on a purported MMO blog would be about two console games but as like many others MMOs are not my only game of choice I truly love the consoles for their ease of gameplay and in most cases the lightness of the game and the fact that playing them not being a major investment of time at one sitting. I have always also liked EA&#8217;s sport offerings which you just can&#8217;t get on the PC. Mass Effect is one I will have to acquire, Assassin&#8217;s Creed will be a pass I&#8217;m afraid. I still have my hands full with the Complete Saga LEGO Star Wars which is just plain addictive.  Have to say if someone has never played this one it is a great deal and very fun.</p>
<p>On to the real meat - little background here, I tend to only play one MMO at a time. There really are several reasons; the subscription fees only play a limited role here. It really isn&#8217;t about not being able afford more than one at a time but when you pay for the monthly access you want to get some time out of the investment.  </p>
<p>I currently play Lord of the Rings Online and frankly I am quite surprised that there are less people commenting on this one. I have heard the usual WoW knockoff comments and the like but really not much else. I only played WoW for a month and quit solely on the fact that it was too cartoony for my tastes. I like LOTRO it does have the intangible fun factor that many games just never get. One nagging item is the skill system; I would really prefer if it was more in-depth.  I was a long time Guild Wars player and really loved its skills system with being able to have basically different &#8220;flavored&#8221; characters in every class. It does get tiresome running through the same skill sequence during every encounter.  It also tends to make every player per class roughly the same. It&#8217;s not bad I just wish it was better.</p>
<p>I want to try to keep these fairly short in length but post more frequently.</p>
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		<title>On the Road as Our Journey Begins</title>
		<link>http://marcusmuse.wordpress.com/2007/11/26/on-the-road-as-our-journey-begins/</link>
		<comments>http://marcusmuse.wordpress.com/2007/11/26/on-the-road-as-our-journey-begins/#comments</comments>
		<pubDate>Mon, 26 Nov 2007 22:51:45 +0000</pubDate>
		<dc:creator>marcusvarrus</dc:creator>
		
		<category><![CDATA[Lord of the Rings]]></category>

		<category><![CDATA[MMO]]></category>

		<category><![CDATA[gaming]]></category>

		<category><![CDATA[online gaming]]></category>

		<guid isPermaLink="false">http://marcusmuse.wordpress.com/2007/11/26/on-the-road-as-our-journey-begins/</guid>
		<description><![CDATA[Finding something worth saying seems to be the most important point of it all and I hope I am able to regularly accomplish that. Even if I end up being the only one that reads these. Lets get some of my background out of the way; I have had a fair amount of both console [...]]]></description>
			<content:encoded><![CDATA[<div class='snap_preview'><br /><p><ins dateTime="2007-11-26T22:46:19+00:00"></ins>Finding something worth saying seems to be the most important point of it all and I hope I am able to regularly accomplish that. Even if I end up being the only one that reads these. Lets get some of my background out of the way; I have had a fair amount of both console and pc gaming experience and know that my posts might range across the entire spectrum of computer gaming. Being in my mid thirties I have grown up with the evolution of computer  and console gaming. As they have developed I have become more drawn to games that immerse you into a story. Single player roleplaying games were the first to embrace the concept but they are seemed to fall short because even the best AI couldn&#8217;t react as well a real person. Then along comes the first Multiplayer Online game that really attempted to do this. The venerable Ultima Online, to my shame I only dabbled in it. I also didnt get involved with the true mother to modern MMO design, Everquest. I played only for a few months and quit mostly because of the age of my pc which at the time was not what it needed to be. So many bloggers out there seem to be from the early days  of MMOs or they at least imply that they were. I wanted to give a more middle of the road perspective and as I have gained experience in more MMOs I have started to wonder really how the shape of the future MMO market will look. Our median age of MMO players is rising, coupled with the fact that real life becomes more demanding as you get older until retirement I dont see how the &#8220;raid&#8221; content that is the current favorite end game model will survive. I know I can never dedicate the time required to get deeply involved in that type gameplay and while the fun is there for me and many others the effort involved is not worth the payoff. WoW had its sucess not from its raid content but from the engrossing and casual leveling. Guild Wars had no grid worth commenting of yet it held many players with their PvP. We might as well also get our terms out of the way here at the start. If a game has no single player and you log into a central server(s) to join up to play with or against a large group of other players it is a MMO. Guild Wars -MMO, Battlefield - Not MMO. Every time I have seen a game be questioned whether it is or not an MMO I have found it is in my opinion. Well nothing really of note here but as a first post not bad, hope to get it the swing of things as this becomes more comfortable for me.</p>
<p>Luck to you in your gaming,</p>
<p>Marcus</p>
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