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These days, without descending into total geek fan girl mode, phones are all about apps. Whether you have a Pre, an iPhone, a Google Android handset or one of the new, shiny Nokia phones, apps (short for applications) are usually an important part of how phones work. Even more so now your humble mobile phone is becoming more like a mini computer.
The MMO industry is split between games where you pay and those that are free. Some are pay to play, with subscriptions and the cost of the game while others are free to play but you still have to buy a license key. Some are freemium where the game is free to buy and play but you enhance it with micro-transactions using cold, hard cash.
Not the upcoming unreleased title from Sony Online Entertainment, but agency in the sense of making choices to effect change. As MMOG players, do we technically have any agency at all, or is that taken out of our hands, limiting us simply to selecting which ways we allow the game to push us around?
A few weeks ago, we at Massively started the weekly "Redefining MMOs" series, a collection of articles examining how the MMO genre has been redefined during the current generation of games and where it's headed in the next. So far, we've looked at the terminology we use to refer to MMOs, how the art of storytelling has changed over the years, and the rise of the "massively singleplayer" online game. In this week's article, I examine what happens when players are given the reigns of an MMO or have a hand in part of its development.
The trend with online games has been to loosen up on some of the more hardcore traditions of previous generations. The endless grinding of older MMOs is nowhere near as prevalent as before, with full quest progression offered in many current titles. Another area that's seen a change is the way we travel around our online worlds. In the early days of EverQuest if you didn't have a friend to port you, you might have walked through countless massive and often highly dangerous zones to get to a boat, then actually sit through a whole boat ride (don't go AFK and forget to disembark, or you'll do the trip twice!), simply to travel to another continent.
One of the things that people love about MMOs is that there is often a lot of choice as to how they spend their time in-game. Some like to PvP, some like leveling a whole platoon of alt characters and others enjoy crafting. Then there is raiding. For some folks, an MMO just isn't complete without a fulfilling raiding experience built in, with the promise of some of the best shinies in the game to reward them for their effort.
Новость на русском: http://khazad.ucoz.ru/news/2009-07-29-12
After playing Final Fantasy XI for a few months, young Alex Edwards asked his parents to cancel the account. Mr and Mrs Edwards, who were paying $13 a month for their son's online game, obliged their son -- but only after one hour and 45 minutes on the phone with Square Enix customer support.
A few years ago, developer Cyberlore released Playboy: The Mansion, a Sims-style PC game that let players become a version of Hugh Hefner as they tried to create the ultimate party mansion while also running the Playboy empire. That game was heavily promoted but was both a commercial and critical failure. Now Playboy is getting back into the game business with UK-based Jolt Online (who recently launched the new Legends of Zork game) with a just announced new browser based MMO title called Playboy Manager.
Steam's regular weekend sale this week gives the massively multiplayer gamer a break this time out. All of the MMOs that are currently available for download and purchase via Valve's digital download service have had their prices cut until June 19