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GDC 2012: SOE's PlanetSide 2 gunning for the big time
March 07, 2012

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PlanetSide 2 - TR minigun
Our PlanetSide 2 bootcamp didn't start on the war-torn planet of Auraxis. It started on a plushly appointed hotel terrace in the middle of downtown San Francisco. Sony Online Entertainment brought its A-game to GDC 2012, and though its MMOFPS sequel is still undergoing internal alpha testing, the demo was striking enough to make us feel like battle-weary soldiers returning from the front.

Executive producer Josh Hackney kicked things off with a short spiel that touched on what made the original PlanetSide unique (truly massive combat, ambitious open-world design, and a passionate/enduring community, in a nutshell). Hackney then turned the microphone over to creative director Matt Higby and a team of SOE devs who proceeded to wow the gaggle of game journos with an hour of pure awesome.

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MassivelyGDC 2012: SOE's PlanetSide 2 gunning for the big time originally appeared on Massively on Wed, 07 Mar 2012 09:00:00 EST. Please see our terms for use of feeds.

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    GDC 2012: A look at Seven Souls Online with the NEOWIZ team
    March 07, 2012

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    Seven Souls Online
    Just a few short weeks ago, Seven Souls Online was in closed beta and Massively readers were scooping up beta keys to test it out. Now, with closed beta, well, closed and open beta just around the corner, the team at NEOWIZ GAMES sat down to show off the state of the game and its plans for launch. The devs showed some beginner gameplay and then revealed some of the content that's ready and waiting for the higher levels. From jackpots to cubes to rage mode, Lead Community Manager Cesar Gatica and Marketing Manager Joon Yoon explained it all. What the heck are jackpots, cubes, and rage mode? Read on!

    Continue reading GDC 2012: A look at Seven Souls Online with the NEOWIZ team

    MassivelyGDC 2012: A look at Seven Souls Online with the NEOWIZ team originally appeared on Massively on Wed, 07 Mar 2012 12:00:00 EST. Please see our terms for use of feeds.

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      Funcom stock price could 'double or triple' depending on success of The Secret World
      March 07, 2012

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      The Secret World - creature concept art
      Funcom has a lot riding on The Secret World, and a new piece at MCV outlines stock prospects for the company as the horror-conspiracy MMORPG's June 19th launch date draws nearer.

      Funcom stock has risen dramatically on the Norwegian Stock Exchange since last summer, and analysts expect further growth leading up to The Secret World's release. After that, though, the predictions aren't as clear given the significant fluctuations in Funcom's stock price since its 2005 introduction.

      MCV notes that shares peaked with 2008's Age of Conan release, but prices dropped significantly soon after as the game "didn't make the expected sales impact." Nonetheless, analysts are enthusiastic about prospects for post-Secret World performance. "Funcom is one of the stocks that could double or triple in value. If Funcom's next game is a success, they will definitely end up as the stock of the year," Carnegie's Espen Torgersen says.

      MassivelyFuncom stock price could 'double or triple' depending on success of The Secret World originally appeared on Massively on Wed, 07 Mar 2012 11:00:00 EST. Please see our terms for use of feeds.

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      Children’s Online and Mobile Safety Major Focus of Engage Digital’s 6th Annual Digital Kids Conference
      March 07, 2012

      The recent release of the FTC’s highly publicized Kids App Report suggest wide ranging implications to companies providing products and services to digitally connected kids and youth. With this in mind, Engage Digital’s Digital Kids Conference is offering an all-day workshop providing detailed strategies on how to create secure online and mobile experiences for [...]

      Firefall video diary talks open-world design, shows pretty vistas
      March 07, 2012

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      Firefall - the view from Mushroom Island
      It's March, which means it's high time for another Firefall video dev diary. Today's installment is all about (open) world-building, and unlike many of its shooter contemporaries, Firefall features a sprawling, accessible open-world map.

      As world-builders Bobby Ross and Nick Keith explain, the game's jetpacks allow players to traverse vast distances and explore every little nook and cranny to their hearts' content. One example of Firefall's breadth comes courtesy of "Mushroom Island," a huge rock formation that's initially visible on your first drop-ship ride. Ross says that scaling the enormous formation is a reward in and of itself, with a spectacular view of the game's newbie area waiting at the top of the path.

      Keith goes on to explain how Firefall integrates its PvP maps into the rest of the open-world design, primarily by giving non-combatants the option to stop over and watch arena matches and various conflicts in certain designated cities. Check out this and more via the full video after the break.

      [Source: Red 5 press release]

      Continue reading Firefall video diary talks open-world design, shows pretty vistas

      MassivelyFirefall video diary talks open-world design, shows pretty vistas originally appeared on Massively on Wed, 07 Mar 2012 13:00:00 EST. Please see our terms for use of feeds.

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        Have a bloody good time with Wakfu's Sacrier and Xelor classes
        March 07, 2012

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        Screenshot -- Wakfu
        Ankama Games' quirky tactical MMORPG Wakfu went live about a week ago, but the studio is continuing its steady drip of promotional material. Today Ankama is giving players not one but two new videos highlighting a couple of the game's classes. In the red corner, we have the Sacrier class. These bloodthirsty berserkers channel pain into power and will stop at nothing to ensure that their enemy doesn't make it out alive.

        Meanwhile, in the blue corner, we have the Xelor class, which brings the power of chronomancy to the table. Thanks to their ability to expertly manipulate the flow of time, the disciples of Xelor are a force to be reckoned with on the battlefield. To see the Sacrier and Xelor classes in action, check out both new videos after the cut.

        Continue reading Have a bloody good time with Wakfu's Sacrier and Xelor classes

        MassivelyHave a bloody good time with Wakfu's Sacrier and Xelor classes originally appeared on Massively on Wed, 07 Mar 2012 14:30:00 EST. Please see our terms for use of feeds.

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        Choose My Adventure: Insert cartridge
        March 07, 2012

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        Choose My Adventure
        Sooner or later, it had to happen. After years of resisting peer pressure from my fellow Massively writers, disapproving looks from old ladies on the bus, and two strongly worded op-ed columns in The New Yorker, I've finally capitulated to join the ranks of the few... the loud... the CMAers.

        It's a scary thought, putting the fate of my gaming time into your hands, but so be it. Life is about getting out of your comfort zones, then realizing why those zones were so comfortable in the first place and racing right back to them. But before I reclaim my own destiny, I must navigate this dark valley of capricious voters.

        I guess it's tradition to kick off a new series by giving y'all the chance to pick my new game of choice, and so until Sunday, you can attempt to dictate to me which title you'd like to see in the spotlight for the next couple of months. I thought long and hard about what games I was OK with trying and ended up with a list that fell into one of three categories: the old-school, the modern F2P wave, and the promising Asian imports. Read on to see the possible paths for my future, and choose wisely -- I'm counting on you!

        Continue reading Choose My Adventure: Insert cartridge

        MassivelyChoose My Adventure: Insert cartridge originally appeared on Massively on Wed, 07 Mar 2012 14:00:00 EST. Please see our terms for use of feeds.

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          City of Heroes goes beastmode
          March 07, 2012

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          City of Heroes
          The Mastermind archetype in City of Heroes is in for a treat with a new primary power set in the form of Beast Mastery! Masterminds will soon be able to call upon all sorts of animal allies to harry their foes. The Intrepid Informer: Issue #19 introduces the new power set and goes into great detail about its function.

          The Beast Master's pets, which range from a swarm of stinging insects up to a dire wolf, have limited ranged attacks but are potent in close-quarter combat. To make up for that, the Beast Mastery power set includes three blast attacks that can help Masterminds take control of the battlefield. Secondary powers can help define the way that a Beast Master interacts with summoned pets. A more defensive or supportive secondary power set will allow players to heal or buff their pets through battle, while Storm Summoning and other potent offensive power sets will help weaken foes before they become too much of a threat.

          Along with some tasty abilities, Beast Mastery also brings a new mechanic to the game: Pack Mentality. This buff can stack up to 10 times and boosts Beast Mastery pets' damage by 2% each time it's applied. Additionally, Pack Mentality fuels Fortify Pack, a player-based AoE Defense and Regeneration buff that helps protect offense-oriented pets. This allows players to decide when their pets need to go into all-out damage mode or play it safe to get through a tough battle.

          The Beast Mastery power set has been a long-time request from fans of the game, so start cooking up an origin story and taste the sweet, sweet reward for all your patience!

          MassivelyCity of Heroes goes beastmode originally appeared on Massively on Wed, 07 Mar 2012 15:30:00 EST. Please see our terms for use of feeds.

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          Massively Speaking Episode 189: GDC Tuesday
          March 07, 2012

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          PlanetSide 2
          Massively Speaking Episode 189 is a special GDC edition hosted by two of our attendees, Shawn Schuster and Jef Reahard. The two assemble for a short, early-morning debriefing on yesterday's PlanetSide 2 demo, which as Shawn describes it, "pretty much blew [him] away." They compare the game to its predecessor and chat about the combat styles, immersion, interface, hype, and the massive feel of the game, even in alpha.

          Stay tuned for tomorrow, when the pair will be joined by fellow Massively staffers MJ Guthrie and Karen Bryan. Our ground crew will be reporting back on DUST 514, Trion Worlds, MechWarrior Online, and more over the next few days. (And don't worry; the Justin and Bree show will return next week.)

          Have a comment for the podcasters? Shoot an email to podcast@massively.com. We may just read your email on the air!

          Get the podcast:
          [iTunes] Subscribe to Massively Speaking directly in iTunes.
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          [MP3] Download the MP3 directly.
          Listen here on the page:



          Read below the cut for the full show notes.

          Continue reading Massively Speaking Episode 189: GDC Tuesday

          MassivelyMassively Speaking Episode 189: GDC Tuesday originally appeared on Massively on Wed, 07 Mar 2012 15:00:00 EST. Please see our terms for use of feeds.

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            Free for All: Two years and counting
            March 07, 2012

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            Free for All two year anniversary banner
            On March 9th, 2012, this column will turn two years old. I thought it would be a fun idea to look back on those two years and recount what I might have learned. I've learned a lot, actually. When I was first hired to write a column about free-to-play games, I thought I would be covering relatively simple topics, stuff like "how much would you pay for a horse?" or "how many free-to-play games do you have on your hard drive?" Pretty soon I realized that free-to-play, to many people, represents a sort of gaming movement and genre rather than a payment model.

            The discussions have been open, frank, and sometimes infuriating. It's easy for me to write so simply that it can seem as though I am attempting to make a larger point, and it's much easier to make much more of the term "free-to-play" than is necessary. I have seen the lines being drawn by many players who feel that free-to-play is a sort of scary neighbor who threatens the peaceful existence of their neighborhood, while many others couldn't care less.

            Like I said, I have learned a lot.

            Continue reading Free for All: Two years and counting

            MassivelyFree for All: Two years and counting originally appeared on Massively on Wed, 07 Mar 2012 17:00:00 EST. Please see our terms for use of feeds.

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