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<generator>Blogsmith http://www.blogsmith.com/</generator><item><title><![CDATA[Online gaming on Google's Lively to take on "corporate mentality"]]></title><link>http://massively.joystiq.com/2008/09/29/online-gaming-on-googles-lively-to-take-on-corporate-mentality/</link><guid isPermaLink="true">http://massively.joystiq.com/2008/09/29/online-gaming-on-googles-lively-to-take-on-corporate-mentality/</guid><comments>http://massively.joystiq.com/2008/09/29/online-gaming-on-googles-lively-to-take-on-corporate-mentality/#comments</comments><description><![CDATA[<p>Filed under: <a href="http://massively.joystiq.com/category/mmo-industry/" rel="tag">MMO industry</a>, <a href="http://massively.joystiq.com/category/news-items/" rel="tag">News items</a>, <a href="http://massively.joystiq.com/category/browser/" rel="tag">Browser</a></p><div align="center"><a href="http://massively.joystiq.com/tag/lively"><img vspace="4" hspace="4" border="1" src="http://www.blogcdn.com/massively.joystiq.com/media/2008/09/lively_425.jpg" alt="" /></a><br />
<div align="left">Kevin Hanna, creative director of <a href="http://www.google.com">Google</a>'s <a href="http://www.lively.com/html/landing.html"><em>Lively</em></a>, <a href="http://www.gamesindustry.biz/articles/google-lively-to-become-online-games-platform">said at AGDC that he hopes that <em>Lively</em> will become an online gaming platform that will challenge the status quo</a> in a game industry he says is currently dominated by a "corporate mentality" that is "sucking the life out of what should be the most creative and innovative medium out there."<br /><br />He said that game developers and publishers seem eager to be "first to be second." That is, they have no interest in creating anything genuinely new. They just want to capitalize on ideas that have already been proven. His hope is that <a href="http://massively.joystiq.com/tag/lively"><em>Lively</em></a> will lower the barrier to entry so would-be developers ("passionate startups and kids in college") can experiment with new ideas with less risk.<br /><br />So far, the aspects of <a href="http://massively.joystiq.com/tag/google">Google</a>'s vision for <em>Lively</em> as a game development platform that we've seen have looked like a greatly scaled back, poor man's version of <a href="http://www.metaplace.com"><em>MetaPlace</em></a>; just the tools for creating simple arcade-like games, without any of the loftier purpose. But Hanna's comments suggest that at least some folks on the <em>Lively</em> team have grander ambitions after all.</div>
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</div><p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://massively.joystiq.com"><img src="http://massively.joystiq.com/media/feedlogo.gif" alt="Massively" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://massively.joystiq.com/2008/09/29/online-gaming-on-googles-lively-to-take-on-corporate-mentality/">Online gaming on Google's Lively to take on "corporate mentality"</a> originally appeared on <a href="http://massively.joystiq.com">Massively</a> on Mon, 29 Sep 2008 16:00:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href=http://www.gamesindustry.biz/articles/google-lively-to-become-online-games-platform>Read</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/2008/09/29/online-gaming-on-googles-lively-to-take-on-corporate-mentality/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/forward/1327534/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/2008/09/29/online-gaming-on-googles-lively-to-take-on-corporate-mentality/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>agdc</category><category>agdc-08</category><category>agdc-2008</category><category>agdc08</category><category>agdc2008</category><category>austin-gdc</category><category>browser-based</category><category>creativity</category><category>development</category><category>google</category><category>indie</category><category>industry</category><category>innovation</category><category>interview</category><category>kevin-hanna</category><category>lively</category><category>metaplace</category><category>web-based</category><dc:creator><![CDATA[Samuel Axon]]></dc:creator><pubDate>Mon, 29 Sep 2008 16:00:00 EST</pubDate></item><item><title><![CDATA[AGDC08: The meaning of life in EVE Online really is 42 (no joke)]]></title><link>http://massively.joystiq.com/2008/09/25/agdc08-the-meaning-of-life-in-eve-online-really-is-42-no-joke/</link><guid isPermaLink="true">http://massively.joystiq.com/2008/09/25/agdc08-the-meaning-of-life-in-eve-online-really-is-42-no-joke/</guid><comments>http://massively.joystiq.com/2008/09/25/agdc08-the-meaning-of-life-in-eve-online-really-is-42-no-joke/#comments</comments><description><![CDATA[<p>Filed under: <a href="http://massively.joystiq.com/category/sci-fi/" rel="tag">Sci-fi</a>, <a href="http://massively.joystiq.com/category/eve-online/" rel="tag">EVE Online</a>, <a href="http://massively.joystiq.com/category/academic/" rel="tag">Academic</a>, <a href="http://massively.joystiq.com/category/massively-event-coverage/" rel="tag">Massively Event Coverage</a></p><div style="text-align: center;"><a href="http://massively.joystiq.com/category/eve-online"><img src="http://www.blogcdn.com/massively.joystiq.com/media/2008/09/os233_eve_425.jpg" alt="" /></a><br /></div>
Last week at AGDC we had the chance to sit in on a number of really interesting panels. One that was near and dear to our tech-loving, MMO-playing hearts was the Wednesday-finale entitled "<a href="https://www.cmpevents.com/GDAU08/a.asp?option=C&amp;V=11&amp;SessID=7922">The Server Technology of <span style="font-style: italic;">EVE Online</span>: How to Cope With 300,000 Players on One Server</a>." Presented by CCP CTO Halldor Fannar Gu&eth;j&oacute;nsson, it was an in-depth look at the way <a href="http://www.eveonline.com" style="font-style: italic;">EVE Online</a> is constructed from 'the back end'. They've <a href="http://games.slashdot.org/article.pl?sid=07/03/15/0726233">talked before about their backend elements</a>, about their decision to go with Microsoft's SQL Server and Stackless Python. Halldor offered a number of new elements in last week's talk, though, touching on the world-girding supercomputer network that keeps New Eden flying.<br /><br />While much of the talk was highly technical in nature, one fun element we took away was the mathematical nature of the <a href="http://massively.joystiq.com/category/eve-online" style="font-style: italic;">EVE Online</a> galaxy. When 'putting the universe together', the designers had to make a few fundamental decisions. How would it happen? On what level would the universe be simulated? What method would they use to make planets? Today we have a short clip of the talk, touching on those very subjects. Despite the depths to which most EVE players know their game world, we're betting you might learn something new about the depths of space, as created by CCP. Read on for the details.<p><a href="http://massively.joystiq.com/2008/09/25/agdc08-the-meaning-of-life-in-eve-online-really-is-42-no-joke/" rel="bookmark">Continue reading <em>AGDC08: The meaning of life in EVE Online really is 42 (no joke)</em></a></p><p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://massively.joystiq.com"><img src="http://massively.joystiq.com/media/feedlogo.gif" alt="Massively" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://massively.joystiq.com/2008/09/25/agdc08-the-meaning-of-life-in-eve-online-really-is-42-no-joke/">AGDC08: The meaning of life in EVE Online really is 42 (no joke)</a> originally appeared on <a href="http://massively.joystiq.com">Massively</a> on Thu, 25 Sep 2008 15:30:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href="http://massively.joystiq.com/2008/09/25/agdc08-the-meaning-of-life-in-eve-online-really-is-42-no-joke/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/forward/1323242/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/2008/09/25/agdc08-the-meaning-of-life-in-eve-online-really-is-42-no-joke/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>agdc</category><category>agdc-2008</category><category>ccp</category><category>eve</category><category>eve-online</category><category>featured</category><category>solar-systems</category><category>technology</category><dc:creator><![CDATA[Michael Zenke]]></dc:creator><pubDate>Thu, 25 Sep 2008 15:30:00 EST</pubDate></item><item><title><![CDATA[AGDC08: Devs on why MMOs have a web-based future]]></title><link>http://massively.joystiq.com/2008/09/25/agdc08-devs-on-why-mmos-have-a-web-based-future/</link><guid isPermaLink="true">http://massively.joystiq.com/2008/09/25/agdc08-devs-on-why-mmos-have-a-web-based-future/</guid><comments>http://massively.joystiq.com/2008/09/25/agdc08-devs-on-why-mmos-have-a-web-based-future/#comments</comments><description><![CDATA[<p>Filed under: <a href="http://massively.joystiq.com/category/business-models/" rel="tag">Business models</a>, <a href="http://massively.joystiq.com/category/game-mechanics/" rel="tag">Game mechanics</a>, <a href="http://massively.joystiq.com/category/mmo-industry/" rel="tag">MMO industry</a>, <a href="http://massively.joystiq.com/category/new-titles/" rel="tag">New titles</a>, <a href="http://massively.joystiq.com/category/metaplace/" rel="tag">MetaPlace</a>, <a href="http://massively.joystiq.com/category/browser/" rel="tag">Browser</a></p><a href="http://www.loudcrowd.com/"><img hspace="4" border="1" align="right" vspace="4" src="http://www.blogcdn.com/massively.joystiq.com/media/2008/09/loudcrowd_225.jpg" alt="" /></a><a href="http://www.gamasutra.com/php-bin/news_index.php?story=20346">A write-up at Gamasutra</a> of an <a href="http://massively.joystiq.com/tag/agdc-2008">AGDC</a> panel featuring MMO developers who have begun working on web-based projects gives us an opportunity to explore the new (some would say it's actually the old) frontier of massively multiplayer gaming.<br /><br />There are many MMOs that are experienced via a web interface (such as <em><a href="http://www.maidmarian.com/Sherwood.htm">Sherwood</a></em>), but traditional gamers have largely shunned the trend. Why, then, did some of the most hardcore MMO developers (including Dan Ogles, Raph Koster, and Scott Hartsman) abandon the traditional MMO in favor of this new frontier? Some of their work, like Ogles' <em><a href="http://www.loudcrowd.com/">Loudcrowd</a></em>, is barely recognizable to traditional gamers.<br /><br />They offered some answers on the panel. For example, Koster (originally of <em><a href="http://uoherald.com">Ultima Online</a></em> and <em><a href="http://starwarsgalaxies.station.sony.com/">Star Wars Galaxies</a></em> fame, now working on the creative platform <em><a href="http://www.metaplace.com">MetaPlace</a></em>) said that game devs have more to learn from web devs than vice versa. Ogles talked about using <a href="http://www.adobe.com/products/flash/">Adobe Flash</a> so anyone can embed elements of the game anywhere on the web they like. It's <a href="http://www.gamasutra.com/php-bin/news_index.php?story=20346">worth a read</a> if you're able to work through some pretty technical development speech.<p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://massively.joystiq.com"><img src="http://massively.joystiq.com/media/feedlogo.gif" alt="Massively" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://massively.joystiq.com/2008/09/25/agdc08-devs-on-why-mmos-have-a-web-based-future/">AGDC08: Devs on why MMOs have a web-based future</a> originally appeared on <a href="http://massively.joystiq.com">Massively</a> on Thu, 25 Sep 2008 12:00:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href=http://www.gamasutra.com/php-bin/news_index.php?story=20346>Read</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/2008/09/25/agdc08-devs-on-why-mmos-have-a-web-based-future/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/forward/1322880/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/2008/09/25/agdc08-devs-on-why-mmos-have-a-web-based-future/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>agdc</category><category>agdc-2008</category><category>agdc08</category><category>areae</category><category>browser</category><category>casual</category><category>conduit-labs</category><category>dan-ogles</category><category>development</category><category>flash</category><category>industry</category><category>loudcrowd</category><category>metaplace</category><category>panel</category><category>raph-koster</category><category>scott-hartsman</category><category>sherwood</category><category>star-wars-galaxies</category><category>swg</category><category>ultima-online</category><category>uo</category><category>web</category><dc:creator><![CDATA[Samuel Axon]]></dc:creator><pubDate>Thu, 25 Sep 2008 12:00:00 EST</pubDate></item><item><title><![CDATA[AGDC08:  Joystiq goes one-on-one with 38 Studios CEO Brett Close]]></title><link>http://massively.joystiq.com/2008/09/22/agdc08-joystiq-goes-one-on-one-with-38-studios-ceo-brett-close/</link><guid isPermaLink="true">http://massively.joystiq.com/2008/09/22/agdc08-joystiq-goes-one-on-one-with-38-studios-ceo-brett-close/</guid><comments>http://massively.joystiq.com/2008/09/22/agdc08-joystiq-goes-one-on-one-with-38-studios-ceo-brett-close/#comments</comments><description><![CDATA[<p>Filed under: <a href="http://massively.joystiq.com/category/interviews/" rel="tag">Interviews</a>, <a href="http://massively.joystiq.com/category/mmo-industry/" rel="tag">MMO industry</a></p><div align="center"><a href="http://massively.joystiq.com/tag/38-studios"><img vspace="4" hspace="4" border="1" alt="" src="http://www.blogcdn.com/massively.joystiq.com/media/2008/09/brett38header.jpg" /></a><br /></div>
Massively's big-sister site Joystiq.com was down in Austin for AGDC last week as well, and they made great use of their time. <a href="http://www.joystiq.com/2008/09/22/agdc-interview-with-brett-close-ceo-of-curt-schillings-38-stu/">Kevin Kelly sat down with the CEO of 38 Studios</a>, Brett Close, for a one-on-one chat about the MMO industry and 38's future plans. With the unveil of the R.A. Salvatore IP <a href="http://massively.joystiq.com/2008/07/30/comic-con-08-38-studios-interview-reveals-ip-announcement-next/">still a number of months away</a>, their discussion focuses primarily on Copernicus in generalities.<br /><br />Join Kelly and Close for an in-depth appraisal of how <a href="http://massively.joystiq.com/tag/38-studios">38 Studios</a> works, Curt Schilling's involvement in the day-to-day workings in the company, and how the other two 'big names' at the company fit into their master scheme.<br />
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<p><strong>Gallery: <a href="http://www.joystiq.com/photos/38-studios-copernicus-mmo/">38 Studios' Copernicus MMO</a></strong></p>
<a href="http://www.joystiq.com/photos/38-studios-copernicus-mmo/1046635/"><img src="http://www.blogcdn.com/www.joystiq.com/media/2008/09/38studios_crops_1024x768_thumbnail.jpg" alt="" title="" /></a><a href="http://www.joystiq.com/photos/38-studios-copernicus-mmo/1046634/"><img src="http://www.blogcdn.com/www.joystiq.com/media/2008/09/38studios_reverence_1024x768_thumbnail.jpg" alt="" title="" /></a><a href="http://www.joystiq.com/photos/38-studios-copernicus-mmo/1046633/"><img src="http://www.blogcdn.com/www.joystiq.com/media/2008/09/38studios_night_1024x768_thumbnail.jpg" alt="" title="" /></a><a href="http://www.joystiq.com/photos/38-studios-copernicus-mmo/1046632/"><img src="http://www.blogcdn.com/www.joystiq.com/media/2008/09/38studios_trees_1024x768_thumbnail.jpg" alt="" title="" /></a><a href="http://www.joystiq.com/photos/38-studios-copernicus-mmo/1046631/"><img src="http://www.blogcdn.com/www.joystiq.com/media/2008/09/38studios_cavern_1024x768_thumbnail.jpg" alt="" title="" /></a></div><p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://massively.joystiq.com"><img src="http://massively.joystiq.com/media/feedlogo.gif" alt="Massively" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://massively.joystiq.com/2008/09/22/agdc08-joystiq-goes-one-on-one-with-38-studios-ceo-brett-close/">AGDC08:  Joystiq goes one-on-one with 38 Studios CEO Brett Close</a> originally appeared on <a href="http://massively.joystiq.com">Massively</a> on Mon, 22 Sep 2008 15:30:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href=http://www.joystiq.com/2008/09/22/agdc-interview-with-brett-close-ceo-of-curt-schillings-38-stu/>Read</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/2008/09/22/agdc08-joystiq-goes-one-on-one-with-38-studios-ceo-brett-close/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/forward/1321070/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/2008/09/22/agdc08-joystiq-goes-one-on-one-with-38-studios-ceo-brett-close/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>38-studios</category><category>agdc-2008</category><category>brett-close</category><category>copernicus</category><category>joystiq</category><dc:creator><![CDATA[Michael Zenke]]></dc:creator><pubDate>Mon, 22 Sep 2008 15:30:00 EST</pubDate></item><item><title><![CDATA[Free to play pt. 2]]></title><link>http://massively.joystiq.com/2008/09/22/free-to-play-pt-2/</link><guid isPermaLink="true">http://massively.joystiq.com/2008/09/22/free-to-play-pt-2/</guid><comments>http://massively.joystiq.com/2008/09/22/free-to-play-pt-2/#comments</comments><description><![CDATA[<p>Filed under: <a href="http://massively.joystiq.com/category/maplestory/" rel="tag">MapleStory</a>, <a href="http://massively.joystiq.com/category/business-models/" rel="tag">Business models</a>, <a href="http://massively.joystiq.com/category/free-to-play/" rel="tag">Free-to-play</a>, <a href="http://massively.joystiq.com/category/massively-event-coverage/" rel="tag">Massively Event Coverage</a></p><div align="center"><a href="http://massively.joystiq.com/category/maplestory"><strong><img src="http://www.blogcdn.com/massively.joystiq.com/media/2008/04/maplestry.jpg" alt="" /></strong></a><br /></div>
<strong>Live Teams</strong><br />Launching is something like 10% of the overall effort. Keep your team small to start, grow when you prove your success. Don't keep on working on a second product until your first is growing and successful with its own team. Constantly check the vitals of the project, datamining and understanding what your players like and don't like.<br /><br /><strong>This is a Social Experience</strong><br />Develop great gameplay focused on social interaction. Encourage establishing identities and tying players to each other.<br /><br /><strong>Free to play gaming isn't complicated math:</strong><br /><br /><u>Subscription MMOs</u><br />Total Revenue = Subscribers * Subscription Cost<br />Paying Users = Subscribers (100% of Users)<br /><br /><u>Free to Play</u><br />Total Revenue = # of Active users * Paying Rate * average revenue per user (ARPU)<br />Paying Users = # of Active users * Paying Rate<br /><br /><strong>Financial Upside to FTP MMOs</strong><br />A minority of players pay, but you're likely reaching something like 10x more players generally. Average revenue per user (ARPU) is variable, with players paying above and below. That's inclusive, meaning players can pay what the game is actually worth to them. Players who don't pay can be monetized in other ways, without item sales. ARPU and paying rate can be greatly varied. Don't go for a crazy ARPU, go for something that's sustainable.<p><a href="http://massively.joystiq.com/2008/09/22/free-to-play-pt-2/" rel="bookmark">Continue reading <em>Free to play pt. 2</em></a></p><p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://massively.joystiq.com"><img src="http://massively.joystiq.com/media/feedlogo.gif" alt="Massively" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://massively.joystiq.com/2008/09/22/free-to-play-pt-2/">Free to play pt. 2</a> originally appeared on <a href="http://massively.joystiq.com">Massively</a> on Mon, 22 Sep 2008 13:30:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href="http://massively.joystiq.com/2008/09/22/free-to-play-pt-2/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/forward/1320994/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/2008/09/22/free-to-play-pt-2/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>agdc-2008</category><category>free-to-play</category><category>maplestory</category><category>min-kim</category><category>nexon</category><dc:creator><![CDATA[Michael Zenke]]></dc:creator><pubDate>Mon, 22 Sep 2008 13:30:00 EST</pubDate></item><item><title><![CDATA[AGDC08: Why 'free to play' doesn't mean free or easy money]]></title><link>http://massively.joystiq.com/2008/09/22/agdc08-why-free-to-play-doesnt-mean-free-or-easy-money/</link><guid isPermaLink="true">http://massively.joystiq.com/2008/09/22/agdc08-why-free-to-play-doesnt-mean-free-or-easy-money/</guid><comments>http://massively.joystiq.com/2008/09/22/agdc08-why-free-to-play-doesnt-mean-free-or-easy-money/#comments</comments><description><![CDATA[<p>Filed under: <a href="http://massively.joystiq.com/category/maplestory/" rel="tag">MapleStory</a>, <a href="http://massively.joystiq.com/category/business-models/" rel="tag">Business models</a>, <a href="http://massively.joystiq.com/category/free-to-play/" rel="tag">Free-to-play</a>, <a href="http://massively.joystiq.com/category/massively-event-coverage/" rel="tag">Massively Event Coverage</a></p><a href="http://massively.joystiq.com/tag/min-kim"><img vspace="4" hspace="4" border="1" align="right" alt="" src="http://www.blogcdn.com/massively.joystiq.com/media/2008/09/minkimsidebar.jpg" /></a><a href="http://massively.joystiq.com/tag/min-kim">Min Kim</a>, the presenter of the talk, subtitled this event <em>"A collection of thoughts on building and launching a Free-to-Play MMO."</em> Kim has been around the world and back talking about his company, <a href="http://massively.joystiq.com/tag/nexon">Nexon</a>, and the business practice they're leading the charge on. Free to play games are bigger than ever in the MMO space, be they local titles like Runescape or imports like Nexon's own <em><a href="http://massively.joystiq.com/category/maplestory">MapleStory</a></em>.<br /><br />As Nexon America's VP of Marketing, Kim generally makes for a compelling speaker. Still, it was hard not to be impressed at the specifics and knowledge he brings to a conversation on this topic. Essentially a guide to putting together a free-to-play business model from scratch, Kim's talk centered around hard-won lessons from the front lines.<br /><br />Read on for details on everything from the benefits of selling to kids at Target, to the dangers and pitfalls of self-publishing a game.<p><a href="http://massively.joystiq.com/2008/09/22/agdc08-why-free-to-play-doesnt-mean-free-or-easy-money/" rel="bookmark">Continue reading <em>AGDC08: Why 'free to play' doesn't mean free or easy money</em></a></p><p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://massively.joystiq.com"><img src="http://massively.joystiq.com/media/feedlogo.gif" alt="Massively" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://massively.joystiq.com/2008/09/22/agdc08-why-free-to-play-doesnt-mean-free-or-easy-money/">AGDC08: Why 'free to play' doesn't mean free or easy money</a> originally appeared on <a href="http://massively.joystiq.com">Massively</a> on Mon, 22 Sep 2008 13:30:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href="http://massively.joystiq.com/2008/09/22/agdc08-why-free-to-play-doesnt-mean-free-or-easy-money/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/forward/1316565/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/2008/09/22/agdc08-why-free-to-play-doesnt-mean-free-or-easy-money/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>agdc-2008</category><category>featured</category><category>free-to-play</category><category>joystiqfeatures</category><category>maplestory</category><category>min-kim</category><category>nexon</category><dc:creator><![CDATA[Michael Zenke]]></dc:creator><pubDate>Mon, 22 Sep 2008 13:30:00 EST</pubDate></item><item><title><![CDATA[AGDC 08: The Importance of Learning Style and Gender in MMOs]]></title><link>http://massively.joystiq.com/2008/09/19/agdc-08-the-importance-of-learning-style-and-gender-in-mmos/</link><guid isPermaLink="true">http://massively.joystiq.com/2008/09/19/agdc-08-the-importance-of-learning-style-and-gender-in-mmos/</guid><comments>http://massively.joystiq.com/2008/09/19/agdc-08-the-importance-of-learning-style-and-gender-in-mmos/#comments</comments><description><![CDATA[<p>Filed under: <a href="http://massively.joystiq.com/category/culture/" rel="tag">Culture</a>, <a href="http://massively.joystiq.com/category/events-real-world/" rel="tag">Events, real-world</a>, <a href="http://massively.joystiq.com/category/game-mechanics/" rel="tag">Game mechanics</a>, <a href="http://massively.joystiq.com/category/mmo-industry/" rel="tag">MMO industry</a>, <a href="http://massively.joystiq.com/category/academic/" rel="tag">Academic</a>, <a href="http://massively.joystiq.com/category/massively-event-coverage/" rel="tag">Massively Event Coverage</a></p><div align="center"><img vspace="4" hspace="4" border="1" align="top" src="http://www.blogcdn.com/massively.joystiq.com/media/2008/09/agdcbanner08.jpg" alt="" /><br /></div>
We spent a little time at the <a href="http://www.austingdc.net/">Austin Game Developers Conference</a> this year and walked away with our heads full of game-related knowledge. Not least of this came from a panel held by <a href="http://en.wikipedia.org/wiki/Sheri_Graner_Ray">Sheri Graner Ray</a>, the computer game industry's leading expert on the subject of gender and computer games.<br /><br />She began by dividing learning styles into types, and explaining how closely gender relates to the different styles. She then went on to discuss how important it is for game tutorials to include the different styles of learning at the risk of losing potential players. We've compiled a breakdown of Sheri's panel here, condensing her hour-long talk into what we think are her most salient points. Remember, most of these statements are not actual quotes unless specifically pulled out as such. Read on to learn more about "The Importance of Learning Style and Gender in MMOs".<p><a href="http://massively.joystiq.com/2008/09/19/agdc-08-the-importance-of-learning-style-and-gender-in-mmos/" rel="bookmark">Continue reading <em>AGDC 08: The Importance of Learning Style and Gender in MMOs</em></a></p><p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://massively.joystiq.com"><img src="http://massively.joystiq.com/media/feedlogo.gif" alt="Massively" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://massively.joystiq.com/2008/09/19/agdc-08-the-importance-of-learning-style-and-gender-in-mmos/">AGDC 08: The Importance of Learning Style and Gender in MMOs</a> originally appeared on <a href="http://massively.joystiq.com">Massively</a> on Fri, 19 Sep 2008 13:00:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href="http://massively.joystiq.com/2008/09/19/agdc-08-the-importance-of-learning-style-and-gender-in-mmos/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/forward/1317050/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/2008/09/19/agdc-08-the-importance-of-learning-style-and-gender-in-mmos/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>agdc-2008</category><category>austin-game-developers-conference</category><category>event-coverage</category><category>featured</category><category>gender</category><category>joystiqfeatures</category><category>learning-style</category><category>panel</category><category>sheri-graner-ray</category><dc:creator><![CDATA[Akela Talamasca]]></dc:creator><pubDate>Fri, 19 Sep 2008 13:00:00 EST</pubDate></item><item><title><![CDATA[Vivox to provide voice services for 38 Studios' upcoming MMO]]></title><link>http://massively.joystiq.com/2008/09/16/vivox-to-provide-voice-services-for-38-studios-upcoming-mmo/</link><guid isPermaLink="true">http://massively.joystiq.com/2008/09/16/vivox-to-provide-voice-services-for-38-studios-upcoming-mmo/</guid><comments>http://massively.joystiq.com/2008/09/16/vivox-to-provide-voice-services-for-38-studios-upcoming-mmo/#comments</comments><description><![CDATA[<p>Filed under: <a href="http://massively.joystiq.com/category/business-models/" rel="tag">Business models</a>, <a href="http://massively.joystiq.com/category/game-mechanics/" rel="tag">Game mechanics</a>, <a href="http://massively.joystiq.com/category/mmo-industry/" rel="tag">MMO industry</a></p><a href="http://www.vivox.com"><img hspace="4" border="1" align="right" vspace="4" src="http://www.blogcdn.com/massively.joystiq.com/media/2008/09/vivox-logo-sms-0908.gif"  alt="" /></a>Announced today at the <a href="http://massively.joystiq.com/tag/agdc-2008">Austin Game Developers Conference</a>, <a href="http://www.vivox.com">Vivox</a> has struck a deal with <a href="http://www.38studios.com/home/list">38 Studios</a> to provide all of their voice services for the studio's upcoming MMO. You may remember 38 Studios as the powerhouse that employs such rockstar names as <a href="http://www.38studios.com/people/visionaries">Curt Schilling, R.A. Salvatore and Todd McFarlane</a>. Their current MMO project, codenamed Copernicus, will use the same in-game voice technology of <a href="http://www.eve-online.com"><span style="font-style: italic;">EVE Online</span></a>, <a href="http://www.secondlife.com"><span style="font-style: italic;">Second Life</span></a> and upcoming titles from <a href="http://www.vivox.com/pressreleases_detail.php?id=36">SOE</a>,  <a href="http://www.icarusstudios.com/">Icarus Studios</a> and <a href="http://www.vivox.com/pressreleases_detail.php?id=33">NCsoft</a>.<br /><br />Check out the complete press release after the jump for more information on how Vivox plans to work with 38 Studios, and what 38 Studios says about the collaboration.<p><a href="http://massively.joystiq.com/2008/09/16/vivox-to-provide-voice-services-for-38-studios-upcoming-mmo/" rel="bookmark">Continue reading <em>Vivox to provide voice services for 38 Studios' upcoming MMO</em></a></p><p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://massively.joystiq.com"><img src="http://massively.joystiq.com/media/feedlogo.gif" alt="Massively" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://massively.joystiq.com/2008/09/16/vivox-to-provide-voice-services-for-38-studios-upcoming-mmo/">Vivox to provide voice services for 38 Studios' upcoming MMO</a> originally appeared on <a href="http://massively.joystiq.com">Massively</a> on Tue, 16 Sep 2008 18:00:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href="http://massively.joystiq.com/2008/09/16/vivox-to-provide-voice-services-for-38-studios-upcoming-mmo/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/forward/1315657/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/2008/09/16/vivox-to-provide-voice-services-for-38-studios-upcoming-mmo/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>38-studios</category><category>agdc</category><category>agdc-08</category><category>agdc-2008</category><category>copernicus</category><category>icarus-studios</category><category>ncsoft</category><category>soe</category><category>vivox</category><dc:creator><![CDATA[Shawn Schuster]]></dc:creator><pubDate>Tue, 16 Sep 2008 18:00:00 EST</pubDate></item><item><title><![CDATA[DCUO Art panel pt. 2]]></title><link>http://massively.joystiq.com/2008/09/16/dcuo-art-panel-pt-2/</link><guid isPermaLink="true">http://massively.joystiq.com/2008/09/16/dcuo-art-panel-pt-2/</guid><comments>http://massively.joystiq.com/2008/09/16/dcuo-art-panel-pt-2/#comments</comments><description><![CDATA[<p>Filed under: <a href="http://massively.joystiq.com/category/super-hero/" rel="tag">Super-hero</a>, <a href="http://massively.joystiq.com/category/new-titles/" rel="tag">New titles</a>, <a href="http://massively.joystiq.com/category/massively-event-coverage/" rel="tag">Massively Event Coverage</a>, <a href="http://massively.joystiq.com/category/dc-universe-online/" rel="tag">DC Universe Online</a></p><a href="http://massively.joystiq.com/category/dc-universe-online"><img hspace="4" border="1" align="right" vspace="4" alt="" src="http://www.blogcdn.com/massively.joystiq.com/media/2008/09/jimbatssidebar.jpg" /></a><span style="font-weight: bold;">How often do you talk with the SOE folks?</span><br /> <br /> <span style="font-weight: bold;">Jim:</span> I come down every three or four months? <br /> <br /> <span style="font-weight: bold;">Jared:</span> We get out to San Diego fairly often.<br /> <br /> <span style="font-weight: bold;">Jim:</span> Jason and I both work late, so a lot of the stuff we do with the characters are done at 1, 3, 4 in the morning. We work on different jpegs, different layers on a Photoshop file, working back and forth.<br /> <br /> <span style="font-weight: bold;">Jason:</span> He's not in Austin all the time, but we work together just all the time.<br /> <br /> <span style="font-weight: bold;">You mentioned Gotham and Metropolis, but are any of the other cities in the DC world represented in game?</span><br /> <br /> <span style="font-weight: bold;">Jens:</span> We're saving that right now, but there will be some other environments to play around in.<p><a href="http://massively.joystiq.com/2008/09/16/dcuo-art-panel-pt-2/" rel="bookmark">Continue reading <em>DCUO Art panel pt. 2</em></a></p><p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://massively.joystiq.com"><img src="http://massively.joystiq.com/media/feedlogo.gif" alt="Massively" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://massively.joystiq.com/2008/09/16/dcuo-art-panel-pt-2/">DCUO Art panel pt. 2</a> originally appeared on <a href="http://massively.joystiq.com">Massively</a> on Tue, 16 Sep 2008 13:30:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href="http://massively.joystiq.com/2008/09/16/dcuo-art-panel-pt-2/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/forward/1315740/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/2008/09/16/dcuo-art-panel-pt-2/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>agdc-2008</category><category>dc-universe-online</category><category>dcuo</category><category>soe</category><category>sony-online-entertainment</category><dc:creator><![CDATA[Michael Zenke]]></dc:creator><pubDate>Tue, 16 Sep 2008 13:30:00 EST</pubDate></item><item><title><![CDATA[AGDC08: Jim Lee and the artwork of DC Universe Online]]></title><link>http://massively.joystiq.com/2008/09/16/agdc08-jim-lee-and-the-artwork-of-dc-universe-online/</link><guid isPermaLink="true">http://massively.joystiq.com/2008/09/16/agdc08-jim-lee-and-the-artwork-of-dc-universe-online/</guid><comments>http://massively.joystiq.com/2008/09/16/agdc08-jim-lee-and-the-artwork-of-dc-universe-online/#comments</comments><description><![CDATA[<p>Filed under: <a href="http://massively.joystiq.com/category/super-hero/" rel="tag">Super-hero</a>, <a href="http://massively.joystiq.com/category/new-titles/" rel="tag">New titles</a>, <a href="http://massively.joystiq.com/category/comics/" rel="tag">Comics</a>, <a href="http://massively.joystiq.com/category/massively-event-coverage/" rel="tag">Massively Event Coverage</a>, <a href="http://massively.joystiq.com/category/dc-universe-online/" rel="tag">DC Universe Online</a></p><div style="text-align: center;"><a href="http://massively.joystiq.com/category/dc-universe-online"><img hspace="4" border="1" vspace="4" src="http://www.blogcdn.com/massively.joystiq.com/media/2008/09/birdsdcuoheader.jpg" alt="" /></a><br /></div>
It's a generally busier day in Austin as the second round of AGDC sessions kicks off. Tuesday began for Massively with a look at <a href="http://massively.joystiq.com/category/dc-universe-online" style="font-style: italic;">DC Universe Online</a>, <a href="http://massively.joystiq.com/tag/sony-online-entertainment">Sony Online Entertainment</a>'s four-color physics-enabled brawler. Presented by none other than Jim Lee, the well-known comic book artist, the session was a look deep into the game's art direction and vision bringing the DC world online. Jim was joined by Jared Carr (art director for the game), Jason Smith (lead character artist), and Jens Anderson (creative director for <span style="font-style: italic;">DCUO</span>).<br /> <br /> Read on below the cut for hints into everything from character customization to the unadulterated fun of bus-flinging,<p><a href="http://massively.joystiq.com/2008/09/16/agdc08-jim-lee-and-the-artwork-of-dc-universe-online/" rel="bookmark">Continue reading <em>AGDC08: Jim Lee and the artwork of DC Universe Online</em></a></p><p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://massively.joystiq.com"><img src="http://massively.joystiq.com/media/feedlogo.gif" alt="Massively" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://massively.joystiq.com/2008/09/16/agdc08-jim-lee-and-the-artwork-of-dc-universe-online/">AGDC08: Jim Lee and the artwork of DC Universe Online</a> originally appeared on <a href="http://massively.joystiq.com">Massively</a> on Tue, 16 Sep 2008 13:30:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href="http://massively.joystiq.com/2008/09/16/agdc08-jim-lee-and-the-artwork-of-dc-universe-online/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/forward/1315731/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/2008/09/16/agdc08-jim-lee-and-the-artwork-of-dc-universe-online/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>agdc-2008</category><category>batman</category><category>comics</category><category>dc-universe-online</category><category>dcuo</category><category>featured</category><category>jim-lee</category><category>joystiqfeatures</category><category>soe</category><category>sony-online-entertainment</category><dc:creator><![CDATA[Michael Zenke]]></dc:creator><pubDate>Tue, 16 Sep 2008 13:30:00 EST</pubDate></item><item><title><![CDATA[Icarus Studios demos iPhone MMO software this week]]></title><link>http://massively.joystiq.com/2008/09/16/icarus-studios-to-demo-iphone-mmo-software-this-week/</link><guid isPermaLink="true">http://massively.joystiq.com/2008/09/16/icarus-studios-to-demo-iphone-mmo-software-this-week/</guid><comments>http://massively.joystiq.com/2008/09/16/icarus-studios-to-demo-iphone-mmo-software-this-week/#comments</comments><description><![CDATA[<p>Filed under: <a href="http://massively.joystiq.com/category/mmo-industry/" rel="tag">MMO industry</a>, <a href="http://massively.joystiq.com/category/mobile/" rel="tag">Mobile</a></p><a href="http://www.wowinsider.com/2008/02/13/mobile-wow-officially-being-considered/"><img hspace="4" border="1" align="right" vspace="4" src="http://www.blogcdn.com/massively.joystiq.com/media/2008/09/iphone_wow_225.jpg" alt="" /></a><a href="http://www.icarusstudios.com/">Icarus Studios</a> -- developer of <a href="http://www.fallenearth.com/"><em>Fallen Earth</em></a> and the associated Icarus Platform virtual world development tools --<a href="http://www.gamesindustry.biz/articles/icarus-platform-virtual-world-creation-tool-being-ported-to-the-iphone-and-on-show-at-the-austin-gdc">announced via press release</a> that this week it is demonstrating its 3D MMO platform running on <a href="http://www.apple.com/iphone">Apple's iPhone</a> at the <a href="http://www.austingdc.net/">Austin Game Developers Conference.</a><br /><br />The demo is modest -- a "360-degree panoramic tour of a sample virtual world location." Users control the camera with the phone's accelerometer. Apple recently <a href="http://www.engadget.com/2008/09/09/live-from-apples-lets-rock-event-in-san-francisco/">threw down the gauntlet</a>, saying that the iPhone and the iPod Touch platforms are "the best portable device for playing games." No reason that future can't include MMOs, right?<br /><br />The iPhone client is scheduled to launch in Q1 of 2009. Does this mean that within months everyone on the New York subway, the Chicago El, and the London Underground will be immersed in a never-ending, time-sinking quest for teh phat lewtz?<p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://massively.joystiq.com"><img src="http://massively.joystiq.com/media/feedlogo.gif" alt="Massively" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://massively.joystiq.com/2008/09/16/icarus-studios-to-demo-iphone-mmo-software-this-week/">Icarus Studios demos iPhone MMO software this week</a> originally appeared on <a href="http://massively.joystiq.com">Massively</a> on Tue, 16 Sep 2008 10:00:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href=http://www.gamesindustry.biz/articles/icarus-platform-virtual-world-creation-tool-being-ported-to-the-iphone-and-on-show-at-the-austin-gdc>Read</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/2008/09/16/icarus-studios-to-demo-iphone-mmo-software-this-week/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/forward/1315250/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/2008/09/16/icarus-studios-to-demo-iphone-mmo-software-this-week/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>accelerometer</category><category>agdc</category><category>agdc-2008</category><category>agdc08</category><category>agdc2008</category><category>apple</category><category>austin-game-developers-conference</category><category>demo</category><category>expo</category><category>fallen-earth</category><category>icarus-platform</category><category>icarus-studios</category><category>iphone</category><category>mobile</category><category>portable</category><dc:creator><![CDATA[Samuel Axon]]></dc:creator><pubDate>Tue, 16 Sep 2008 10:00:00 EST</pubDate></item><item><title><![CDATA[AGDC08: On avatar rights and virtual property]]></title><link>http://massively.joystiq.com/2008/09/15/agdc08-on-avatar-rights-and-virtual-property/</link><guid isPermaLink="true">http://massively.joystiq.com/2008/09/15/agdc08-on-avatar-rights-and-virtual-property/</guid><comments>http://massively.joystiq.com/2008/09/15/agdc08-on-avatar-rights-and-virtual-property/#comments</comments><description><![CDATA[<p>Filed under: <a href="http://massively.joystiq.com/category/mmo-industry/" rel="tag">MMO industry</a>, <a href="http://massively.joystiq.com/category/academic/" rel="tag">Academic</a>, <a href="http://massively.joystiq.com/category/massively-event-coverage/" rel="tag">Massively Event Coverage</a></p><div style="text-align: center;"><a href="http://massively.joystiq.com/category/academic"><img hspace="4" border="1" vspace="4" src="http://www.blogcdn.com/massively.joystiq.com/media/2008/09/avatarrightsheader.jpg" alt="" /></a><br /></div>
If you're anything like the average MMO gamer, you click through that 'shrinkwrap license' without even batting an eyelash. The <a href="http://en.wikipedia.org/wiki/EULA">End User License Agreement</a>, or EULA, is just a speedbump in the logon process for game players. For game companies, though, they're extraordinarily important documents. They require legal consultation, careful thought, and even more careful wording. They do exactly what the name says, spelling out the rights a player has in an online world. <br /> <br /> Noting that he really enjoys it when panel participants argue and disagree, <a href="http://massively.joystiq.com/search/?q=Erik%20Bethke">Erik Bethke</a> brought together a group of people to debate and discuss the issue of user rights. Along with Bethke, author Erin Hoffman, legal representative Greg Boyd, startup VP <a href="http://massively.joystiq.com/search/?q=Scott%20Hartsman">Scott Hartsman</a>, and noted industry designer and analyst <a href="http://massively.joystiq.com/search/?q=Raph%20Koster">Raph Koster</a> filled out the panel. Read on for notes from their fascinating discussion, which covered everything from government intervention in online worlds to the 'ownership' of virtual property.<p><a href="http://massively.joystiq.com/2008/09/15/agdc08-on-avatar-rights-and-virtual-property/" rel="bookmark">Continue reading <em>AGDC08: On avatar rights and virtual property</em></a></p><p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://massively.joystiq.com"><img src="http://massively.joystiq.com/media/feedlogo.gif" alt="Massively" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://massively.joystiq.com/2008/09/15/agdc08-on-avatar-rights-and-virtual-property/">AGDC08: On avatar rights and virtual property</a> originally appeared on <a href="http://massively.joystiq.com">Massively</a> on Mon, 15 Sep 2008 18:45:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href="http://massively.joystiq.com/2008/09/15/agdc08-on-avatar-rights-and-virtual-property/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/forward/1314955/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/2008/09/15/agdc08-on-avatar-rights-and-virtual-property/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>agdc</category><category>agdc-2008</category><category>avatar-rights</category><category>erik-bethke</category><category>erin-hoffman</category><category>featured</category><category>greg-boyd</category><category>player-rights</category><category>raph-koster</category><category>scott-hartsman</category><dc:creator><![CDATA[Michael Zenke]]></dc:creator><pubDate>Mon, 15 Sep 2008 18:45:00 EST</pubDate></item><item><title><![CDATA[AGDC08: Exploring the Endgame]]></title><link>http://massively.joystiq.com/2008/09/15/a/</link><guid isPermaLink="true">http://massively.joystiq.com/2008/09/15/a/</guid><comments>http://massively.joystiq.com/2008/09/15/a/#comments</comments><description><![CDATA[<p>Filed under: <a href="http://massively.joystiq.com/category/game-mechanics/" rel="tag">Game mechanics</a>, <a href="http://massively.joystiq.com/category/mmo-industry/" rel="tag">MMO industry</a>, <a href="http://massively.joystiq.com/category/endgame/" rel="tag">Endgame</a>, <a href="http://massively.joystiq.com/category/massively-event-coverage/" rel="tag">Massively Event Coverage</a></p><center><a href="http://massively.joystiq.com/tag/agdc-2008"><img hspace="4" border="1" vspace="4" alt="" src="http://www.blogcdn.com/massively.joystiq.com/media/2008/09/onybreathheader.jpg" /></a></center>The words on the first slide of the first talk at <a href="http://massively.joystiq.com/tag/agdc-2008">AGDC</a> are evocative enough. "Damion Schubert, Lead Combat Designer, BioWare." Damion is a well known commentator on the MMO industry, a prolific writer and an entertaining blogger at the <a href="http://www.zenofdesign.com/">Zen of Design</a> site. Last year his '<a href="http://www.raphkoster.com/2007/09/06/agdc07-the-zen-of-online-game-design/">Casual vs. Hardcore</a>' talk was one of the highlights of the event. This year he's returned to discuss the challenges and design decisions that go into making the final challenges in a Massively Multiplayer game.<br /> <br /> Endgame gameplay, elder gameplay, is a mandatory and compelling part of the genre's equation. In fact, in Damion's opinion complex elder gameplay exemplifies what makes the massive genre what it is. Read on for notes from his engaging talk, with ... possibly ... some hints about what might be coming from the minds at BioWare.<p><a href="http://massively.joystiq.com/2008/09/15/a/" rel="bookmark">Continue reading <em>AGDC08: Exploring the Endgame</em></a></p><p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://massively.joystiq.com"><img src="http://massively.joystiq.com/media/feedlogo.gif" alt="Massively" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://massively.joystiq.com/2008/09/15/a/">AGDC08: Exploring the Endgame</a> originally appeared on <a href="http://massively.joystiq.com">Massively</a> on Mon, 15 Sep 2008 11:45:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href="http://massively.joystiq.com/2008/09/15/a/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/forward/1314475/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/2008/09/15/a/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>agdc-2008</category><category>damion-schubert</category><category>endgame</category><category>event-coverage</category><category>featured</category><category>world-of-warcraft</category><dc:creator><![CDATA[Michael Zenke]]></dc:creator><pubDate>Mon, 15 Sep 2008 11:45:00 EST</pubDate></item><item><title><![CDATA[Massively reports from AGDC!]]></title><link>http://massively.joystiq.com/2008/09/15/massively-reports-from-agdc/</link><guid isPermaLink="true">http://massively.joystiq.com/2008/09/15/massively-reports-from-agdc/</guid><comments>http://massively.joystiq.com/2008/09/15/massively-reports-from-agdc/#comments</comments><description><![CDATA[<p>Filed under: <a href="http://massively.joystiq.com/category/mmo-industry/" rel="tag">MMO industry</a>, <a href="http://massively.joystiq.com/category/massively-event-coverage/" rel="tag">Massively Event Coverage</a></p><div align="center"><a href="http://www.austingdc.net/"><img src="http://www.blogcdn.com/massively.joystiq.com/media/2008/05/agdcbanner.jpg" alt="" /></a><br /></div>
<em><a href="http://www.warhammeronline.com">Warhammer</a></em> may be already well into launch mode, but some of us aren't all about play this week. That's right, Massively.com is reporting live from the <a href="http://www.austingdc.net/">Austin Game Developer's Conference</a>! AGDC is traditionally one of the year's biggest MMO love-ins, as developers and publishers get together to talk about the field of online games. Today through Wednesday we'll be offering up blog posts about panels, keynotes, and events from Austin, Texas.<br /><br />And, of course, that's just the start. Look to this space next week for interviews and deeper insights about the events of this week. If you have a chance between RvR scenarios and Public Quests, be sure to check back for tons of news from AGDC 2008!<p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://massively.joystiq.com"><img src="http://massively.joystiq.com/media/feedlogo.gif" alt="Massively" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://massively.joystiq.com/2008/09/15/massively-reports-from-agdc/">Massively reports from AGDC!</a> originally appeared on <a href="http://massively.joystiq.com">Massively</a> on Mon, 15 Sep 2008 10:30:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href="http://massively.joystiq.com/2008/09/15/massively-reports-from-agdc/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/forward/1314365/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/2008/09/15/massively-reports-from-agdc/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>agdc</category><category>agdc-2008</category><category>event-reporting</category><category>massively</category><dc:creator><![CDATA[Michael Zenke]]></dc:creator><pubDate>Mon, 15 Sep 2008 10:30:00 EST</pubDate></item><item><title><![CDATA[Damion Schubert interview pt. 2]]></title><link>http://massively.joystiq.com/2007/09/25/damion-schubert-interview-pt-2/</link><guid isPermaLink="true">http://massively.joystiq.com/2007/09/25/damion-schubert-interview-pt-2/</guid><comments>http://massively.joystiq.com/2007/09/25/damion-schubert-interview-pt-2/#comments</comments><description><![CDATA[<p>Filed under: <a href="http://massively.joystiq.com/category/endgame/" rel="tag">Endgame</a>, <a href="http://massively.joystiq.com/category/opinion/" rel="tag">Opinion</a>, <a href="http://massively.joystiq.com/category/massively-interviews/" rel="tag">Massively Interviews</a></p><div align="center"><a href="http://massively.joystiq.com/category/endgame"><span style="font-weight: bold;"><img vspace="4" hspace="4" border="1" src="http://www.blogcdn.com/massively.joystiq.com/media/2008/09/hammertimeheader.jpg" alt="" /></span></a><br /><span style="font-weight: bold;"></span></div>
<span style="font-weight: bold;">Another element you seemed to feel strongly about in your talk was guild tools. We're talking about designers who play their own games, have a feel for their own spaces. Why are these designers, who are playing their own games, not turning around and creating the kind of guild tools that we feel should be available? More and more they seem critical, why aren't they being addressed?</span><br /> <br /> <span style="font-weight: bold;">Damion:</span> Because they're hard. <br /> <br /> The number one guild-killer is drama. At the end of the day it's not raid slots, it's not even loot distribution. Most guilds have a system, they use it. Most players suck it up and live with it or they move on to another guild. Most of the time it's two guys crushing on the same girl, or a guy deciding that he's sick of the guild master and undercutting him, or a guy getting drunk and launching profanities in the guild chat channel ... these are problems that can be addressed by tools, but what makes the guildmaster's life hard right now is the drama. If we can find a way to reduce drama, to help police the drama, to know what's going on inside the guild it will become much easier for guild leaders to keep their guilds together.<p><a href="http://massively.joystiq.com/2007/09/25/damion-schubert-interview-pt-2/" rel="bookmark">Continue reading <em>Damion Schubert interview pt. 2</em></a></p><p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://massively.joystiq.com"><img src="http://massively.joystiq.com/media/feedlogo.gif" alt="Massively" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://massively.joystiq.com/2007/09/25/damion-schubert-interview-pt-2/">Damion Schubert interview pt. 2</a> originally appeared on <a href="http://massively.joystiq.com">Massively</a> on Tue, 25 Sep 2007 12:32:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href="http://massively.joystiq.com/2007/09/25/damion-schubert-interview-pt-2/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/forward/1327732/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/2007/09/25/damion-schubert-interview-pt-2/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>agdc</category><category>agdc-2008</category><category>damion-schubert</category><category>endgame</category><category>interview</category><dc:creator><![CDATA[Michael Zenke]]></dc:creator><pubDate>Tue, 25 Sep 2007 12:32:00 EST</pubDate></item><item><title><![CDATA[BioWare Austin's Damion Schubert explains his endgame philosophy]]></title><link>http://massively.joystiq.com/2007/09/25/bioware-austins-damion-schubert-explains-his-endgame-philosophy/</link><guid isPermaLink="true">http://massively.joystiq.com/2007/09/25/bioware-austins-damion-schubert-explains-his-endgame-philosophy/</guid><comments>http://massively.joystiq.com/2007/09/25/bioware-austins-damion-schubert-explains-his-endgame-philosophy/#comments</comments><description><![CDATA[<p>Filed under: <a href="http://massively.joystiq.com/category/endgame/" rel="tag">Endgame</a>, <a href="http://massively.joystiq.com/category/opinion/" rel="tag">Opinion</a>, <a href="http://massively.joystiq.com/category/massively-interviews/" rel="tag">Massively Interviews</a></p><a href="http://massively.joystiq.com/tag/bioware"><img vspace="4" hspace="4" border="1" align="right" alt="" src="http://www.blogcdn.com/massively.joystiq.com/media/2008/09/bioware_dragon.jpg" /></a>We had the pleasure of sitting down with <a href="http://massively.joystiq.com/search/?q=Damion%20Schubert">Damion Schubert</a> at <a href="http://massively.joystiq.com/tag/agdc-2008">AGDC 2008</a> earlier this month. A longtime commentator and respected developer, Schubert is currently the lead combat designer on <a href="http://massively.joystiq.com/2008/07/17/kotor-mmo-confirmed-by-electronic-arts/">BioWare Austin's un-named MMO</a>. While discussion of that still somewhat secretive project was verboten, Schubert kindly gave us a chance to <a href="http://massively.joystiq.com/2008/09/15/a/">follow up on his talk at this year's conference about the MMO endgame</a>.<br /><br />We chatted with the designer about a number of issues, including the role of the endgame for new or casual players, the dangers of guild drama, and the overall problems with the endgames of today. Schubert was very careful in his discussion of that last question ... <span style="font-style: italic;">"I think that if somebody could find a way to create a good 25-man PvE experience that could be done ad-hoc, that could be less about "We need these people here at this time" and more about "Hey, show up if you can and we'll try to get this done." I think that's something that players would find a lot less scary."</span><br /><br />Read on for our full interview, with insights on the MMO endgame from an industry icon.<p><a href="http://massively.joystiq.com/2007/09/25/bioware-austins-damion-schubert-explains-his-endgame-philosophy/" rel="bookmark">Continue reading <em>BioWare Austin's Damion Schubert explains his endgame philosophy</em></a></p><p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://massively.joystiq.com"><img src="http://massively.joystiq.com/media/feedlogo.gif" alt="Massively" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://massively.joystiq.com/2007/09/25/bioware-austins-damion-schubert-explains-his-endgame-philosophy/">BioWare Austin's Damion Schubert explains his endgame philosophy</a> originally appeared on <a href="http://massively.joystiq.com">Massively</a> on Tue, 25 Sep 2007 12:28:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href="http://massively.joystiq.com/2007/09/25/bioware-austins-damion-schubert-explains-his-endgame-philosophy/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/forward/1327730/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/2007/09/25/bioware-austins-damion-schubert-explains-his-endgame-philosophy/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>agdc</category><category>agdc-2008</category><category>damion-schubert</category><category>endgame</category><category>featured</category><category>interview</category><category>joystiqfeatures</category><dc:creator><![CDATA[Michael Zenke]]></dc:creator><pubDate>Tue, 25 Sep 2007 12:28:00 EST</pubDate></item></channel></rss>
