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Posts tagged brian-green

The Game Archaeologist seals up 2011

You know what I love about the end of each year? The lists. Man, but I'm a sucker for lists, especially when they come in "best of" varieties. In the lull between Christmas and New Year's, there typically isn't a lot happening in the world of entertainment, so it's a good time to look back before...

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The Game Archaeologist crosses Meridian 59: A chat with Brian Green (part 2)

Welcome to the second part of our interview with former Meridian 59 developer Brian "Psychochild" Green as he reminisces about running one of the oldest graphical MMOs in history. If you missed the first part, I heartily recommend you catch up on it before continuing further. And now, for the...

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The Game Archaeologist crosses Meridian 59: An interview with Brian Green (part 1)

Last week we began to examine one of the most significant MMOs in history: Meridian 59. While it never rose to the level of fame and subscriber numbers as its successors did, Meridian 59 was a daring pioneer that paved the way for all that followed. Its story is almost like a movie, with the...

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Namaste Entertainment trumpets upcoming Storybricks beta

If you're part of the crowd that grouses at unoriginality in the MMO genre and are craving a fresh breath of minty innovation, then you might have been intrigued at the ideas put forth by Namaste Entertainment's Storybricks toolset earlier this year. But when would this become reality? Turns out...

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Storybricks taking an alternative approach to MMO story

If you've been following MMOs in recent months, you've no doubt been inundated by the new story focus of the genre's upcoming AAA titles. Whether we're talking about Star Wars The Old Republic, The Secret World, or even TERA, story has been the favored industry buzzword for a while now. Enter...

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Storybricks: Opening the Pandora's box of MMO design

"I could make a better game than this!" At one point or another, we've all said this, usually in disgust after we've become fed up with another tired MMO trope or lazy quest design. Unfortunately, most of us don't have the good fortune to work for a major game studio and thus will never see...

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Free for All: An interview with Golemizer's lead (and only) developer

Ah, the life of the indie developer: long nights followed by more long days followed by long weekends, slugging through mountains of code to find tiny errors that break entire worlds... it would seem like a thankless job. It's ironic that many wanna-be designers and armchair developers often...

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The Soapbox: Game "journalism" is not journalism (yet)

Disclaimer: The Soapbox column is entirely the opinion of this week's writer and does not necessarily reflect the views of Massively as a whole. If you're afraid of opinions other than your own, you might want to skip this column. Hey folks, welcome back to the Soapbox. Before I get...

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Why we don't get more innovative games

Innovation is as often as not used as a blank check when asked why MMOs aren't as good as they could be. While the sentiment isn't constant, it's recurring: a vague sense that something isn't there that ought to be. Often, the answer thrown around is that we need innovative games -- but when the...

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Near Death Studios closes down

If 2009 hadn't claimed quite enough lives for your tastes quite yet -- in terms of companies, jobs, and games -- you might have a bit of a morbid approach to things. We're just over the border into the new year, but it looks like there was one last item on the chopping block. Near Death Studios,...

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