If you are the sort that has ever looked at online game design and thought to yourself, "I could do so much better," then it's time to put your boasts to the test by checking out MyWorld. This software allows players to whip up their own action-RPG levels and then connect them with others to make a near-infinite sprawling patchwork quilt of worlds.
"At the heart of MyWorld is the ability to link worlds together, construct multiple level games and adventure through them with friends," a press statement said. "Via portals, game makers and game players can cross over into worlds created by other users and play the action RPG they've made to be discovered. Any game level can be linked to any other level and can be easily chained together to create a unique experience."
The software is currently 25% off at Steam. Get your first look at MyWorld after the break!
This week CCP Games
announced that some big changes are on the way for PLEX
in EVE Online
. The PLEX or "30-day Pilot's License EXtension" is a virtual item that represents 30 days of subscription time and can be bought for cash and then sold to other players for in-game ISK. This simple mechanic has proven to be one of the most important innovations in the subscription MMO business model over the years, allowing players with lots of in-game wealth to effectively play for free while permitting cash-rich players to buy in-game currency without funding dodgy farming operations that can disrupt the game world. Dozens of games now support some kind of player-mediated currency roughly like PLEX
The proposed changes are intended to simplify EVE's business model by merging PLEX with the microtransaction currency Aurum. Players will also be able to put their PLEX into invulnerable account-wide PLEX Vaults that are accessible at all times rather than having to move the valuable items manually by ship. There's been significant backlash from the EVE community over the newfound invulnerability of PLEX, plans to delete some microtransaction currency from the game without compensation, and the possibility that someone leaked the announcement to friends early in order to make a profit. So what's the deal with these PLEX changes, and why are some EVE players going nuts over them?
In this edition of EVE Evolved, I look at the upcoming changes to the safety of PLEX, the opportunities that more granular PLEX could have for EVE, and why players are up in arms over plans to delete Aurum from thousands of accounts.
announced this morning that it's overhauling PLEX
in EVE Online
. As the currency works now, players buy the 30-day sub token known as PLEX with cash and then either use it or sell it to other players in exchange for in-game currency, isk.
"We really like PLEX because it lets you players in the in-game market decide what trade-offs you want to make between time, isk, and real money," CCP Seagull explains in a new video today. "It also gives us at CCP a type of income that doesn't mess with the integrity of the game design." The overhaul won't impact that philosophy, but here's what is changing:
PLEX will be broken down into smaller chunks; one current PLEX, worth around $15 or 30 days of sub time, will now work out to 500 new PLEX, which is intended to allow players more flexibility in trade and allow CCP to effectively sell smaller sub lengths (although it has not announced its intention to do this) as well as smaller items in the cash shop using PLEX as currency.
Possibly of more interest to non-EVE players is the fact that the new PLEX Vault in the player inventory will allow players to move PLEX without actually putting it in their ships. No more wacky stories about people losing thousands of dollars' worth of PLEX while dragging them in ships across the galaxy!
Making money in free-to-play games isn't as simple as pursuing a single revenue stream. Often studios are looking at multiple approaches to coax players to part with their money in exchange for various goods and services. Now we all know that psychological manipulation is a key part of monetization, which is why it behooves you to read this Gamasutra article on a specific type of microtransaction moneymaking called "gacha."
Gacha is derived from Japanese vending machines that people would pay for a random toy that is part of a set. The idea is, in both the physical and video game space, that by convincing customers to repeatedly buy objects for a chance to complete a set, the customer will often end up purchasing many repeats (and thus buy the same thing more than once). Gacha can be implemented in many interesting ways in video games, turning the process into a game in and of itself (that costs real money to play).
Is this method evil or entertaining? The article says that it leans toward the latter: "Gacha is a powerful game design technique that allows developers to successfully monetize on F2P market. It's worth to remember that gacha may be designed in numerous ways that don't exploit human addictions to gambling but entertain and monetize in a synergy."
The EVE Online community was a little surprised this week by what appeared to be the accidental early reveal of the feature list for this summer's update. Someone noticed that the official EVE Updates page had a new "summer" section filled with details of upcoming features but with placeholder images attached. The page disappeared shortly thereafter, but not before someone snapped a screenshot of it and published it to Reddit. CCP Falcon tweeted that this wasn't a leak but that "a few cards were published early without images" and they'll be re-published properly on Monday. This hasn't stopped the EVE community and bloggers from speculating heavily on the content of the early reveal, and I must admit that I can't resist doing the same.
The summer update comes ahead of the Drilling Platforms discussed in my previous article, but it looks like part of the impending resource-gathering revolution is coming early in the form of a complete re-design of the mechanics behind asteroid belts. Strategic cruisers will also be getting a significant balance pass across the board, and the recently announced Exoplanet search minigame will be coming to Project Discovery. The update also includes graphical overhauls for several space station types, redesigns of the Vexor and Ishtar drone ships, new explosion graphics, and improvements to the new player experience. Outside the game, we'll be getting all-new forums boasting new features for sharing and engagement, and a chat system that keeps going even when the server is offline.
In this edition of EVE Evolved, I dig into a few of these early reveals and speculate on what they might mean for EVE. Is a total mining overhaul coming earlier than expected, and could we get EVE chat on our phones?
I am finding it hard to believe that we are two months into 2017 already, especially since I've had so many pressing Guild Chat submissions recently that I haven't had a chance to turn my hand back to MMO Mechanics in all that time! As an introduction to a new year, I usually like to include a predictions column that summarises my perspective on how I believe mechanics will change over the following twelve months, but I don't feel as though the 2016 trends I mentioned have died out yet and wish to instead focus on the sustained emphasis on sandbox MMO development with strong holistic, character developing mechanics.
In this edition of MMO Mechanics, I'm going to talk about some upcoming MMOs and the non-combat, realistic, and technical mechanics added into the 2017 sandbox mix. Although I can't guarantee that the titles I mention below will actually release this year, each of them has enough solid development behind them to make a 2017 release at least probable; besides, even if these titles don't release in the next ten months, they will still bear the hallmarks of the state of the modern sandbox MMO and are worth noting. Add your thoughts on the common threads you're finding in 2017's planned MMO mechanics in the comments: I'm sure to miss several key mechanics development trends in this non-exhaustive list.
Sometimes even the most die-hard MMORPG player finds him or herself a little tired of constantly looking at the back of a head and a running butt. We yearn to slip the surly bonds of the world to explore the cosmos in our very own rocket ship to see what is out there. E.T., are you taking house calls? Can we hang for a little while? I brought Reese's Pieces!
Getting this experience isn't quite as easy as, say, finding an MMO that caters to the dragon-slaying crowd. It's well-known that sci-fi MMORPGs are in the minority, and only a fraction of those center around or contain some element of space flight and combat. However, over the years we've seen online games here and there allow us to live out our fantasies of being a space jockey, whether in the form of a trader, a fighter pilot, or an explorer.
Today, let's look at 10 MMOs, past and present, that helped us get our spaceship on!
If you followed our EVE Fanfest coverage last year
, you might remember CCP announcing plans to add a whole series of new deployable structures
in the form of Engineering Complexes and Drilling Platforms. The Citadel
expansion added new deployable space stations that players can put anywhere in space, with medium-sized Astrahus citadels for small corporations all the way up to the colossal Keepstars designed for massive military alliances. This was expanded on in the second half of 2016 with the release of Engineering Complexes as specialised citadels with bonuses to industry and research, but what ever happened to the Drilling Platforms?
Drilling Platforms were touted as an upcoming revolution in the way we collect resources in EVE Online, but the feature was still firmly in the early design stage when we discussed it with CCP at last year's Fanfest. There were general ideas floating around about automated mining structures that require different levels of player interaction and disrupting enemy resources by attacking their drills, but nothing concrete at the time. We've now been promised a solid development roadmap update at this year's Fanfest on April 6th and more information on Drilling Platforms in devblogs before then, and it's got me wondering what EVE's upcoming resource-gathering revolution might look like.
In this edition of EVE Evolved, I speculate about what Drilling Platforms might be like, discuss the kinds of gameplay I'd like to see from them, and lay out a few of my dream features.
EVE Online has practically dominated the sci-fi sandbox MMO niche for nearly 14 years, with its harsh PvP-oriented gameplay and massive single-server universe combining to provide something that's remained compelling in an ever-changing industry. From its humble foundation as a mostly empty sandbox with a smattering of people and limited resources has sprung political intrigue, war, espionage, charity, theft, and economics that often mirrors the real world in startling detail. In over a decade of virtual history, we've seen the rise and fall of massive empires, the birth and collapse of industries, the emergence of heroes and villains, and the forging of thousands of real life friendships.
While EVE's long-term success can be attributed partly to the absolute persistence of a single-shard universe, I often wonder what would happen if a fresh server opened today. What could players achieve with a level playing field and blank slate for all, and what would the EVE universe even look like without 14 years of accumulated wealth and skillpoints behind it? A tantalising hint of what that gold rush might look like comes from survival sandbox games such as RUST and DayZ, which have hundreds of small servers and very little focus on persistence. It's got me thinking about what a shorter-term survival sandbox game with EVE's core gameplay would be like, and I honestly think it could be amazing.
In this edition of EVE Evolved, I make the argument for an EVE Online survival sandbox game and the massive gameplay opportunities that periodic server wipes can present.
In March of last year, MOP's Justin wrote a detailed guide to the most common death penalties in MMORPGs. Last September, Gamasutra pulled seven game developers together to discuss the most effective gaming "fail states," several of which involve death. Both articles came rushing back to me this week when Crowfall revisited the subject of its own death penalty, which involves a brief ghost period and a fast-track trip to the temple for resurrection.
This week, I've asked the MOP writers to consider MMOs and non-MMOs and propose their own favorite death penalty. Is it an old one, a new one, or one no one's done at all? What's the best way to implement death in a modern MMORPG?
A few weeks ago, the Massively OP writers were hanging in the news room on a tear about mohawks. We're not against mohawks. Mohawks are cool. But when we open up a character creator and see 50 different types of mohawks and little else? Not cool -- just lazy.
So it's with excitement that I pass along this City of Titans forum piece that profiles Hunter Robins, the 3D developer working on the indie superhero game's hairstyles, who says he got into game design after catching the team's eye with his self-taught Sims modding, which he eventually turned into a revenue stream in Second Life, and then into ARK: Survival Evolved modding.
"My job is to deliver a set of quality hairstyles to give the player a variety to choose from, hoping to guarantee at least one they will really enjoy," he writes.
It's one of the more peculiar laws of the universe that when enough EVE Online players meet in the real world, they absolutely must swap stories. You can see it in action at meetups and events like EVE Fanfest and EVE Vegas, where players take a trip down memory lane with corpmates over a beer and regale whole groups of strangers with tales of wars, clever schemes, and treachery. It's like some tribal instinct takes over and we feel the need to pass on our virtual history or bask in glory days gone by like a couple of Klingons in a Ferengi bar.
We're all familiar with the biggest and most impactful stories that go down in the sandbox of New Eden because they tend to hit the gaming media like a brick in the face. When the largest war in gaming history goes down or hundreds of thousand of dollars worth of ships goes up in smoke, you're bound to hear about it. What you don't hear about is the hundreds of compelling little stories that take place every day within EVE, most of which are left untold. Several interesting stories are shared each day on the EVE subreddit and official forums, a few make their way into works of cinematography, and some have been immortalised in song or shoehorned into propaganda posters. These little stories are the everyday reality of what can happen in EVE, and part of the reason so many of us are hooked on the game.
In this edition of EVE Evolved, I suggest that the true draw of EVE is in its capacity for making stories with friends, and share a few of my own little histories from days gone by.
Over the past several years, the way in which we receive gaming news and the types of gaming media we follow has changed pretty fundamentally. Today's MMO gamers belong to dozens of micro-communities inside and outside their game, following multiple gaming channels and personalities on platforms such as YouTube and Twitch that have practically exploded in popularity.
Even a game as historically impenetrable as EVE Online has been swept up in this sea of change, with a huge number of video channels and livestreamers joining the game's rich media history of live radio, blogs, and podcasts. New shows start up and close down every year, but a few have gathered impressive audiences and really stood the test of time.
In this edition of EVE Evolved, I look at five notable EVE Online YouTube shows and Twitch streamers you might want to keep an eye on going into 2017.