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Editorials

Opinion pieces from HUB writers.

Monday, January 28th
Editorials

Jim Moreno gets back into the groove in 2008 with his latest column: Roleplayers Set S.A.I.L.! This is an acronym for "speech, actions, interactions and look", which are to him four main traits roleplayers focus on. Every other Monday, Moreno brings us a new column where he focuses in on issues that are important to roleplayers.

Taking a good look at my fellow roleplayers in the four MMORPGs I play, and across many other RPGs I've played, I see a vast number of ways we display our RP talents, way too many to count. Yet, I think these methods may all be categorized under four main traits that we focus on - speech, actions, interactions, and look - and are very easily remembered with the acronym SAIL.

Read more after the leap.

Wednesday, January 23rd
Editorials

In his latest article, community columnist Sean Bulger looks at "The Site Beyond the Game". This community management focused column looks at official sites, how different games do it and what else is out there.

Every game has an official site for various reasons. The official site of a game is either an important hub of information and activity or it is simply a marketing page trying to draw players in. Or sometimes it is both, like how Sony Online Entertainment sets up their websites - the main page being a flash page used to draw players in, while also retaining forums and the Players websites.

Read it all after the leap.

Editorials

I'll bet that you, the Mitra's Method faithful, are dying to read on and find out what I have learned about 'Age of Conan' and its progress through the beta stage.

"...This was an opportunity to see the groundwork of this game; the developers hard at work making this game what it is set out to be on May 20, 2008."

Today, it's information about the game itself with a plethora of information to come over the next coming days also.

Monday, January 21st
Editorials

Jonathan Steinhauer's bi-weekly Monday column looks at the "level barrier" in its latest edition. Within, he examines the very concept of levels that most MMOs embrace and what's wrong with them.

Looking more into levels within games, we find that their use a broad statement of experience demands a certain rigidness of focus. Only a few rare exceptions (such as Neverwinter Nights where an adventurer can have more than one character class) allow for greater flexibility of experience. But if you were to twist character levels and actually measure real life experience, would it be absurd to find a man that is a Level 25 computer programmer, a Level 30 husband, a Level 10 bowler, and a Level 42 chef? Not at all.

Read more after the leap.

Tuesday, January 8th
Editorials

What began as a year in review editorial, morphed into an analysis of the evidence 2007 gave us that the subscription model was on its way out in North America and Europe. In this article, I look at the historic evidence and where things might head in 2008 and beyond.

All the evidence suggests that World of Warcraft is not the harbinger of an expanded marketplace, but an aberration, a lightning strike at the right moment. Among Western audiences - as it was among Eastern audiences years ago - the subscription based MMORPG is at best on life support and more than likely on its way out the door.

The one-two punch of WoW and Guild Wars in 2004 has delivered a significant blow to the prospects of any company that has the audacity to charge their subscribers a monthly fee. Guild Wars showed that a high quality experience can be free and WoW redefined what people expect for that $14.95 a month.

Read more after the click.

Friday, January 4th
Editorials

None of us can predict the future, so why do we waste our time guessing about things that might come?

"We have this uncanny ability to break-down every single word Funcom utter and jump very quickly to our own conclusions. There's a soothsayer in every single one of us, it seems."

This fortnight the question is asked, "Is this our way of dealing with the wait?" and an opportunity for you to get your questions answered by Funcom in the weeks to come.

Wednesday, January 2nd
Editorials

In Sean Bulger's latest column, he looks at the idea of competition between players as part of building an MMO community. Every other Wednesday, Bulger chimes in with a new community focused column here on WarCry.

One of the most controversial topics you'll run into with online game development - but certainly far from the only one - is competition between players. The very idea of Player versus Player (PvP) content can scare off a number of players and make plenty more question the potential community of any game with it. It would seem that a fairly large amount of MMOers believe that PvP is detrimental to their enjoyment of the game, that it draws in a fairly bad crowd, and it hurts the community for a game. Between the PvP severs of most games and the popularity of primarily PvE games and PvE content, tends to showcase this mindset.

Read more after the leap.

Monday, December 31st
Editorials

Jim Moreno's bi-weekly column "RoleCraft" examines role-playing related issues every other Monday here on WarCry. Over the last year, it has examined a lot of issues and began initially as a World of Warcraft column. Moreno does a year in review article here for those who want to catch up.

Last February, I began a little blog aimed at helping my fellow World of Warcraft roleplayers with their roleplaying. Since then, it has went through a few changes, and more than a few topics have been looked at. As the final word on RP here at WarCry this year, let's go back and review the path this RoleCraft article has taken in 2007!

Read more after the leap.

Monday, December 24th
Editorials

The period on December referred to as the "holidays" has come to mean many things and in this article, Robert Cox looks at what people can expect in some of the major MMORPGs. How do these virtual worlds celebrate this time of the year when so many have the time off work to peek inside?

If there's one thing the Horde and Alliance can agree on, it's a party. All across Azeroth and Outland, festive decorations adorn towns and cities as both sides begin their annual celebration of the Feast of Winter Veil.

Read more after the click.

Editorials

No rest for the holidays, Jonathan Steinhauer keeps his MMO design column on schedule with part one of "Killing Experience". In this, he looks at the primary form of advancement in every major MMO: combat.

Why is it that the dominant method of character growth in almost every game in existence is through the killing of monsters and villains? Whether you are looking at the oldest of pen-and-paper games, your mainstream single-player RPG, or the newest MMO, character growth always seems to boil down to "I killed that goblin warlord so I get 100xp." On the other hand, if the same goblin was hacked and beaten to an inch of its life and then left alone to recover (which usually averages less than thirty seconds), the same player would get zero experience from the battle.

Read more after the click.