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<generator>Blogsmith http://www.blogsmith.com/</generator><item><title><![CDATA[Pathfinder Online puts together a Kickstarter project [Updated]]]></title><link>http://massively.joystiq.com/2012/05/08/pathfinder-online-puts-together-a-kickstarter-project/</link><guid isPermaLink="true">http://massively.joystiq.com/2012/05/08/pathfinder-online-puts-together-a-kickstarter-project/</guid><comments>http://massively.joystiq.com/2012/05/08/pathfinder-online-puts-together-a-kickstarter-project/#comments</comments><description><![CDATA[<p>Filed under: <a href="http://massively.joystiq.com/category/fantasy/" rel="tag">Fantasy</a>, <a href="http://massively.joystiq.com/category/events-real-world/" rel="tag">Events, real-world</a>, <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/sandbox/" rel="tag">Sandbox</a></p><div style="text-align: center;">
	<a href="http://massively.joystiq.com/2012/05/08/pathfinder-online-puts-together-a-kickstarter-project/"><img alt="The posing is a bit Liefeldian, but it's a fantasy woman wearing reasonable clothes and flat boots.  I'm calling this a win." src="http://www.blogcdn.com/massively.joystiq.com/media/2012/05/pathfinder-kickstarter-epl-508.jpg" /></a></div>
<a href="http://massively.joystiq.com/tag/Kickstarter/">Kickstarter</a> has been getting a lot of attention from the gaming industry of late after a number of high-profile successes. It's even gained the attention of the team behind <em><a href="http://massively.joystiq.com/tag/Pathfinder-Online/">Pathfinder Online</a></em>, the upcoming sandbox MMORPG based on the eponymous tabletop system. So instead of trying to secure venture capitalist funding for the project, the development team is reaching out directly to the fans via <a href="http://www.kickstarter.com/projects/1675907842/699266310?token=8687d29d">a new Kickstarter project</a> to assemble a tech demo for the game.<br />
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It's important to note that the project is only for funding a demo of the game, enough to show bigger investors that the interest in the game does exist. However, the development team has still assembled a number of bonuses for prospective players, including special forum membership, specialized tabletop game products, and promotional posters. If you're interested in seeing the game continue in development, it's well worth <a href="http://www.kickstarter.com/projects/1675907842/699266310?token=8687d29d">dropping by the Kickstarter page</a> and dropping in some money when it goes live soon.<br />
<br />
<strong>[Update: The <a href="http://www.kickstarter.com/projects/1675907842/pathfinder-online-technology-demo?ref=search">Kickstarter page</a> is now live!]</strong><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/2012/05/08/pathfinder-online-puts-together-a-kickstarter-project/">Pathfinder Online puts together a Kickstarter project [Updated]</a> originally appeared on <a href="http://massively.joystiq.com">Massively</a> on Tue, 08 May 2012 19:00:00 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/2012/05/08/pathfinder-online-puts-together-a-kickstarter-project/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/forward/20234131/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/2012/05/08/pathfinder-online-puts-together-a-kickstarter-project/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>demo</category><category>development</category><category>development-costs</category><category>fantasy</category><category>game-development</category><category>goblinworks</category><category>investment</category><category>kickstarter</category><category>pathfinder</category><category>pathfinder-online</category><category>pnp</category><category>sandbox</category><category>sandpark</category><category>tech-demo</category><dc:creator><![CDATA[Eliot Lefebvre]]></dc:creator><pubDate>Tue, 08 May 2012 19:00:00 EST</pubDate></item><item><title><![CDATA[The Soapbox: What you loved is still there]]></title><link>http://massively.joystiq.com/2012/03/16/the-soapbox-what-you-loved-is-still-there/</link><guid isPermaLink="true">http://massively.joystiq.com/2012/03/16/the-soapbox-what-you-loved-is-still-there/</guid><comments>http://massively.joystiq.com/2012/03/16/the-soapbox-what-you-loved-is-still-there/#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/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/opinion/" rel="tag">Opinion</a>, <a href="http://massively.joystiq.com/category/the-soapbox/" rel="tag">The Soapbox</a>, <a href="http://massively.joystiq.com/category/misc/" rel="tag">Miscellaneous</a></p><div style="text-align: center;">
	<a href="http://massively.joystiq.com/2012/03/16/the-soapbox-what-you-loved-is-still-there/"><img alt="Yes, I'm familiar with liking something most of the world doesn't." src="http://www.blogcdn.com/massively.joystiq.com/media/2012/03/soapbox-gamelove-epl-314.jpg" /></a></div>
<em>Disclaimer: <a href="http://www.massively.com/category/the-soapbox/">The Soapbox</a> 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.</em><br />
<br />
One of my greatest fears as I slouch toward 30 is that my tastes will become immutable in certain fields -- music, especially. The last thing I want to do is be the obnoxious guy listening to music that was popular when I was in high school complaining about how bad modern bands are. So I try to broaden my horizons because I know that everything I already like is still waiting for me. I want to create a broader range, not just stick within the familiar.<br />
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It's probably for the best, then, that I don't share that worry about video games in general and MMOs in particular. I don't cry for a return to the MMOs I played in older days because in most cases they're still running. True, in many of them a great deal has changed to the point of unrecognizability, but I never ask what happened to the game I once loved. After all, just because I loved it doesn't mean that anyone else did.<p><a href="http://massively.joystiq.com/2012/03/16/the-soapbox-what-you-loved-is-still-there/" rel="bookmark">Continue reading <em>The Soapbox: What you loved is still there</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/2012/03/16/the-soapbox-what-you-loved-is-still-there/">The Soapbox: What you loved is still there</a> originally appeared on <a href="http://massively.joystiq.com">Massively</a> on Fri, 16 Mar 2012 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://massively.joystiq.com/2012/03/16/the-soapbox-what-you-loved-is-still-there/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/forward/20193578/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/2012/03/16/the-soapbox-what-you-loved-is-still-there/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>culture</category><category>design</category><category>design-conventions</category><category>design-types</category><category>editorial</category><category>featured</category><category>game-development</category><category>games</category><category>old-games</category><category>op-ed</category><category>opinion</category><category>rant</category><category>rants</category><category>soapbox</category><category>the-soapbox</category><dc:creator><![CDATA[Eliot Lefebvre]]></dc:creator><pubDate>Fri, 16 Mar 2012 12:00:00 EST</pubDate></item><item><title><![CDATA[HeroEngine licensing takes off thanks to SWTOR's success]]></title><link>http://massively.joystiq.com/2012/02/23/heroengine-licensing-takes-off-thanks-to-swtors-success/</link><guid isPermaLink="true">http://massively.joystiq.com/2012/02/23/heroengine-licensing-takes-off-thanks-to-swtors-success/</guid><comments>http://massively.joystiq.com/2012/02/23/heroengine-licensing-takes-off-thanks-to-swtors-success/#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/misc/" rel="tag">Miscellaneous</a></p><div style="text-align: center;">
	<a href="http://massively.joystiq.com/2012/02/23/heroengine-licensing-takes-off-thanks-to-swtors-success/"><img alt="HeroEngine logo" src="http://www.blogcdn.com/massively.joystiq.com/media/2012/02/heroengine.jpg" /></a></div>
The HeroEngine is making waves in MMO development circles these days, primarily as a result of <a href="http://massively.joystiq.com/tag/bioware">BioWare's</a> having used it to build <a href="http://massively.joystiq.com/category/star-wars-the-old-republic"><em>Star Wars: The Old Republic</em></a>. <a href="http://massively.joystiq.com/tag/idea-fabrik">Idea Fabrik</a> says thousands of would-be developers have licensed the tool suite in recent weeks.<br />
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The firm has also seen a sharp increase in subscribers for its HeroCloud service offering, which is basically a hosted system for making online RPGs, FPS titles, and social/casual games. Idea Fabrik COO <a href="http://massively.joystiq.com/tag/neil-harris">Neil Harris</a> says the technology is now a proven commodity thanks to its widespread adoption. "We crossed a major milestone once large games built on HeroEngine proved that our server technology can handle a hugely successful game. This lowers the perceived risk of developers in adopting the HeroEngine platform," he said.<br />
<br />
The HeroEngine is also powering several indie sandbox titles, including <a href="http://massively.joystiq.com/tag/origins-of-malu"><em>Origins of Malu</em></a>, <a href="http://massively.joystiq.com/tag/the-repopulation"><em>The Repopulation</em></a>, and <a href="http://massively.joystiq.com/tag/dominus"><em>Dominus</em></a>. The engine was <a href="http://massively.joystiq.com/2009/03/31/gdc09-how-heroengine-revolutionizes-mmorpg-game-design/">initially developed</a> by <a href="http://massively.joystiq.com/tag/simutronics">Simutronics</a> for a now-defunct MMO called <a href="http://massively.joystiq.com/tag/heros-journey"><em>Hero's Journey</em></a>.<br />
<br />
[Source: Idea Fabrik press release]<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/2012/02/23/heroengine-licensing-takes-off-thanks-to-swtors-success/">HeroEngine licensing takes off thanks to SWTOR's success</a> originally appeared on <a href="http://massively.joystiq.com">Massively</a> on Thu, 23 Feb 2012 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/2012/02/23/heroengine-licensing-takes-off-thanks-to-swtors-success/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/forward/20178155/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/2012/02/23/heroengine-licensing-takes-off-thanks-to-swtors-success/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>development</category><category>development-platform</category><category>dominus</category><category>game-development</category><category>hero-cloud</category><category>hero-engine</category><category>herocloud</category><category>heroengine</category><category>Idea-Fabrik</category><category>mmo-industry</category><category>origins-of-malu</category><category>sandbox</category><category>star-wars-the-old-republic</category><category>swtor</category><category>the-old-republic</category><category>the-repopulation</category><category>tor</category><dc:creator><![CDATA[Jef Reahard]]></dc:creator><pubDate>Thu, 23 Feb 2012 13:30:00 EST</pubDate></item><item><title><![CDATA[EVE Evolved: Development on EVE in 2012]]></title><link>http://massively.joystiq.com/2012/01/08/eve-evolved-development-on-eve-in-2012/</link><guid isPermaLink="true">http://massively.joystiq.com/2012/01/08/eve-evolved-development-on-eve-in-2012/</guid><comments>http://massively.joystiq.com/2012/01/08/eve-evolved-development-on-eve-in-2012/#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/expansions/" rel="tag">Expansions</a>, <a href="http://massively.joystiq.com/category/mmo-industry/" rel="tag">MMO industry</a>, <a href="http://massively.joystiq.com/category/previews/" rel="tag">Previews</a>, <a href="http://massively.joystiq.com/category/pvp/" rel="tag">PvP</a>, <a href="http://massively.joystiq.com/category/opinion/" rel="tag">Opinion</a>, <a href="http://massively.joystiq.com/category/mmofps/" rel="tag">MMOFPS</a>, <a href="http://massively.joystiq.com/category/eve-evolved/" rel="tag">EVE Evolved</a>, <a href="http://massively.joystiq.com/category/dust-514/" rel="tag">DUST 514</a>, <a href="http://massively.joystiq.com/category/sandbox/" rel="tag">Sandbox</a></p><div style="text-align: center;">
	<a href="http://massively.joystiq.com/2012/01/08/eve-evolved-development-on-eve-in-2012/"><img alt="EVE Evolved title image" src="http://www.blogcdn.com/massively.joystiq.com/media/2012/01/eve2012-title.jpg" style="border-width: 0px; border-style: solid; margin: 4px;" /></a></div>
Following the summer drama that came to be known as monoclegate, the past six months have been challenging for <a href="http://www.eve-online.com"><em>EVE Online</em></a>'s players and developers alike. When players learned that cash-shop clothing was priced higher than its real-life equivalent, the quirky story of the $80 monocle swept across gaming blogs like wildfire. The story's tone soon <a href="http://massively.joystiq.com/2011/06/26/eve-evolved-the-day-that-eve-online-died/">turned a great deal more sinister</a> with the leak of an internal company newsletter titled Greed is Good, and a second leaked memo from <a href="http://massively.joystiq.com/tag/ccp-games">CCP</a>'s CEO added more fuel to the flames. Ultimately, players spoke with their wallets; subscriptions fell by at least 8%, and with no financial backup plan, CCP was forced to <a href="http://massively.joystiq.com/2011/10/19/ccp-layoffs-affect-20-of-worldwide-staff-company-focusing-on-e/">lay off 20% of its staff worldwide</a>.<br />
<br />
The staff members who remained were faced with the task of turning things around, and with the feature-packed <a href="http://massively.joystiq.com/tag/crucible"><em>Crucible</em></a> expansion, they <a href="http://massively.joystiq.com/2011/12/04/eve-evolved-everything-there-is-to-know-about-crucible/">did so spectacularly</a>. In just a few short months, hundreds of high-profile features, graphical overhauls, and quality of life improvements breathed new life into a neglected universe. I think most players recognise that this has been a genuine turn-around from within CCP, but some are still skeptical that the company has really reformed. The question on everyone's mind is whether CCP can really keep up this quality of development in the coming year as it delivers two full expansions and integrates <a href="http://massively.joystiq.com/category/eve-online/"><em>EVE</em></a> with <a href="http://www.dust514.com"><em>DUST 514</em></a>.<br />
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Perhaps nobody is better qualified to assess that than CSM delegate and former CCP game designer Mark "<a href="http://massively.joystiq.com/tag/Seleene/">Seleene</a>" Heard, who recently attended the December CSM summit and witnessed first-hand the aftermath of monoclegate and <em>Crucible</em>'s development.<br />
<br />
In this week's <a href="http://massively.joystiq.com/category/eve-evolved/">EVE Evolved</a>, I delve into <a href="http://seleenes-sandbox.blogspot.com/2011/12/csm-6-december-summit-report.html">Mark's CSM Summit report</a> to find out how development at CCP has changed, what we can expect in 2012, and how monocle-gate has affected CEO <a href="http://massively.joystiq.com/tag/Hilmar-Veigar-Ptursson/">Hilmar Veigar P&eacute;tursson</a>.<p><a href="http://massively.joystiq.com/2012/01/08/eve-evolved-development-on-eve-in-2012/" rel="bookmark">Continue reading <em>EVE Evolved: Development on EVE in 2012</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/2012/01/08/eve-evolved-development-on-eve-in-2012/">EVE Evolved: Development on EVE in 2012</a> originally appeared on <a href="http://massively.joystiq.com">Massively</a> on Sun, 08 Jan 2012 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/2012/01/08/eve-evolved-development-on-eve-in-2012/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/forward/20142248/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/2012/01/08/eve-evolved-development-on-eve-in-2012/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>2012</category><category>2012-predictions</category><category>ccp</category><category>ccp-abathur</category><category>ccp-eve</category><category>ccp-games</category><category>council-of-stellar-management</category><category>csm</category><category>csm-delegate</category><category>csm-summit</category><category>december</category><category>development</category><category>Dominion</category><category>dust-514</category><category>eve</category><category>eve-ccp</category><category>eve-evolved</category><category>eve-mmorpg</category><category>eve-online</category><category>expansion</category><category>expansions</category><category>featured</category><category>game-development</category><category>graphics</category><category>hilmar</category><category>hilmar-petursson</category><category>hilmar-v-petursson</category><category>hilmar-veigar-petursson</category><category>mark-heard</category><category>mmofps</category><category>monoclegate</category><category>sandbox</category><category>sci-fi</category><category>seleene</category><dc:creator><![CDATA[Brendan Drain]]></dc:creator><pubDate>Sun, 08 Jan 2012 18:00:00 EST</pubDate></item><item><title><![CDATA[The Soapbox: The Uncle Owen paradox]]></title><link>http://massively.joystiq.com/2011/06/21/the-soapbox-the-uncle-owen-paradox/</link><guid isPermaLink="true">http://massively.joystiq.com/2011/06/21/the-soapbox-the-uncle-owen-paradox/</guid><comments>http://massively.joystiq.com/2011/06/21/the-soapbox-the-uncle-owen-paradox/#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/mmo-industry/" rel="tag">MMO industry</a>, <a href="http://massively.joystiq.com/category/opinion/" rel="tag">Opinion</a>, <a href="http://massively.joystiq.com/category/star-wars-galaxies/" rel="tag">Star Wars Galaxies</a>, <a href="http://massively.joystiq.com/category/the-soapbox/" rel="tag">The Soapbox</a></p><div style="text-align: center; ">
	<a href="http://starwars.com/"><img border="1" hspace="4" src="http://www.blogcdn.com/massively.joystiq.com/media/2011/06/owen.jpg" vspace="4" /></a></div>
<em>Disclaimer: <a href="http://www.massively.com/category/the-soapbox/">The Soapbox</a> 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.</em><br />
<br />
This week, the venerable <a href="http://starwarsgalaxies.station.sony.com/"><em>Star Wars Galaxies</em></a> celebrates its eighth year of existence. I was there in the beginning -- before the beginning, in fact. I did what a lot of you early <a href="http://www.massively.com/category/star-wars-galaxies"><em>SWG</em></a> players probably did: I had a guild and a guild city, multiple accounts, a booming business as a chef, and a character who could entertain and fight. Even then, we realized how different SWG was from its immediate predecessors like <a href="http://www.everquest.com"><em>EverQuest</em></a> and <a href="http://darkageofcamelot.com/"><em>Dark Age of Camelot</em></a>. We'd returned to the earlier age of <a href="http://www.uoherald.com/"><em>Ultima Online</em></a>, of persistent worlds (as the term was used back then). It was more a world than a game, and in it we could roleplay whatever we liked, to a point. Nowadays, we'd call it a sandbox.<br />
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Old-school MMO gamers know well that the sandbox is under attack. Some will blame it on <a href="http://www.massively.com/category/everquest"><em>EverQuest</em></a>, some on <a href="http://www.worldofwarcraft.com"><em>World of Warcraft</em></a>, some on the free-to-play phenomenon. Among the Massively commenters, there's a large contingent of gamers who consider <em>SWG's</em> own <a href="http://www.massively.com/tag/nge">NGE</a> to be the beginning of the end of the classic sandbox. I can't say they're wrong when it comes to the philosophy governing new MMOs, but the sandbox isn't dead yet.<p><a href="http://massively.joystiq.com/2011/06/21/the-soapbox-the-uncle-owen-paradox/" rel="bookmark">Continue reading <em>The Soapbox: The Uncle Owen paradox</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/2011/06/21/the-soapbox-the-uncle-owen-paradox/">The Soapbox: The Uncle Owen paradox</a> originally appeared on <a href="http://massively.joystiq.com">Massively</a> on Tue, 21 Jun 2011 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/2011/06/21/the-soapbox-the-uncle-owen-paradox/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/forward/19967035/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/2011/06/21/the-soapbox-the-uncle-owen-paradox/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>crafting</category><category>eighth-anniversary</category><category>featured</category><category>galaxies</category><category>game-development</category><category>haters-gonna-hate</category><category>john-smedley</category><category>lucasarts</category><category>luke-skywalker</category><category>new-game-enhancements</category><category>nge</category><category>nostalgia</category><category>opinion</category><category>persistent-world</category><category>pre-nge</category><category>pw</category><category>sandbox</category><category>smedley</category><category>soapbox</category><category>soe</category><category>Sony-Online-Entertainment</category><category>star-wars</category><category>star-wars-galaxies</category><category>swg</category><category>tcg</category><category>the-soapbox</category><category>themepark</category><category>trading-card-game</category><category>uncle-owen</category><category>uncle-owen-experience</category><category>veterans</category><category>whiners</category><dc:creator><![CDATA[Brianna Royce]]></dc:creator><pubDate>Tue, 21 Jun 2011 13:00:00 EST</pubDate></item><item><title><![CDATA[Not So Massively Extra: An interview with Vorp! developer END Games]]></title><link>http://massively.joystiq.com/2011/05/14/not-so-massively-extra-an-interview-with-vorp-developer-end-ga/</link><guid isPermaLink="true">http://massively.joystiq.com/2011/05/14/not-so-massively-extra-an-interview-with-vorp-developer-end-ga/</guid><comments>http://massively.joystiq.com/2011/05/14/not-so-massively-extra-an-interview-with-vorp-developer-end-ga/#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/culture/" rel="tag">Culture</a>, <a href="http://massively.joystiq.com/category/game-mechanics/" rel="tag">Game mechanics</a>, <a href="http://massively.joystiq.com/category/interviews/" rel="tag">Interviews</a>, <a href="http://massively.joystiq.com/category/new-titles/" rel="tag">New titles</a>, <a href="http://massively.joystiq.com/category/news-items/" rel="tag">News items</a>, <a href="http://massively.joystiq.com/category/free-to-play/" rel="tag">Free-to-play</a>, <a href="http://massively.joystiq.com/category/not-so-massively/" rel="tag">Not So Massively</a></p><div style="text-align: center;">
	<a href="http://massively.joystiq.com/category/not-so-massively/"><img border="1" hspace="4" src="http://www.blogcdn.com/massively.joystiq.com/media/2011/05/notsomassively-extra-title.jpg" vspace="4" /></a></div>
When we were first introduced to the sci-fi <em>Asteroids</em>-esque shooter <em><a href="http://vorp.endgames.net">Vorp!</a></em>, we didn't really know what to make of it. It's a <a href="http://www.facebook.com">Facebook</a> game, but it has action-based gameplay and shiny graphics. It has a singleplayer survival mode but also has multiplayer components and uses <a href="http://massively.joystiq.com/tag/Facebook">Facebook</a>'s social tools. As the game is still in the alpha stage, gameplay is also still under development, and details of how the multiplayer components work are thin on the ground. We contacted the game's developer <a href="http://http//massively.joystiq.com/tag/END-Games">END Games</a> to get the details on the upcoming title, its multiplayer aspects, and what the future holds for <a href="http://massively.joystiq.com/tag/Vorp"><em>Vorp!</em></a>'s development.<br />
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<strong>Massively: Does survival mode contain any multiplayer?</strong><br />
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<strong>END Games: </strong>Survival mode is singleplayer-only currently, but we have been toying around with cooperative game modes. In the meantime, we're about to add some new AI variety to survival mode, and of course you can always compete with your friends on the leaderboards for most kills in the time limit.<br />
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<strong>Skip past the cut to read the rest of this interview and find out more about <em>Vorp!</em> and its development.</strong><p><a href="http://massively.joystiq.com/2011/05/14/not-so-massively-extra-an-interview-with-vorp-developer-end-ga/" rel="bookmark">Continue reading <em>Not So Massively Extra: An interview with Vorp! developer END Games</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/2011/05/14/not-so-massively-extra-an-interview-with-vorp-developer-end-ga/">Not So Massively Extra: An interview with Vorp! developer END Games</a> originally appeared on <a href="http://massively.joystiq.com">Massively</a> on Sat, 14 May 2011 20:00:00 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/2011/05/14/not-so-massively-extra-an-interview-with-vorp-developer-end-ga/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/forward/19939754/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/2011/05/14/not-so-massively-extra-an-interview-with-vorp-developer-end-ga/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>alpha</category><category>end-games</category><category>end-games-entertainment</category><category>facebook</category><category>featured</category><category>game-development</category><category>interview</category><category>news</category><category>vorp</category><dc:creator><![CDATA[Brendan Drain]]></dc:creator><pubDate>Sat, 14 May 2011 20:00:00 EST</pubDate></item><item><title><![CDATA[Global Chat: Game development edition]]></title><link>http://massively.joystiq.com/2011/03/20/global-chat-game-development-edition/</link><guid isPermaLink="true">http://massively.joystiq.com/2011/03/20/global-chat-game-development-edition/</guid><comments>http://massively.joystiq.com/2011/03/20/global-chat-game-development-edition/#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/opinion/" rel="tag">Opinion</a>, <a href="http://massively.joystiq.com/category/massively-meta/" rel="tag">Massively Meta</a>, <a href="http://massively.joystiq.com/category/global-chat/" rel="tag">Global Chat</a>, <a href="http://massively.joystiq.com/category/misc/" rel="tag">Miscellaneous</a></p><div style="text-align: center;">
	<a href="http://massively.joystiq.com/category/global-chat/"><img border="1" hspace="4" src="http://www.blogcdn.com/massively.joystiq.com/media/2011/03/dev-rb-319.jpg" vspace="4" /></a></div>
<em>Welcome to this week's </em><a href="http://massively.joystiq.com/category/global-chat/"><em>Global Chat</em></a><em>! We love hearing what you have to say at Massively, and we love it even more when we can share the best comments with all of our readers. Massively staffers will be contributing some of their favorite comments every week, so keep an eye out every Sunday for more Global Chat!</em><br />
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With so many high-profile games both in development and recently launched, the development process for MMOs both big and small is a popular topic of conversation among our readers here at Massively.<br />
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Follow along after the jump for a look at what a few of our most well-spoken readers had to say this week!<p><a href="http://massively.joystiq.com/2011/03/20/global-chat-game-development-edition/" rel="bookmark">Continue reading <em>Global Chat: Game development edition</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/2011/03/20/global-chat-game-development-edition/">Global Chat: Game development edition</a> originally appeared on <a href="http://massively.joystiq.com">Massively</a> on Sun, 20 Mar 2011 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://massively.joystiq.com/2011/03/20/global-chat-game-development-edition/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/forward/19885074/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/2011/03/20/global-chat-game-development-edition/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>community</category><category>culture</category><category>featured</category><category>game-development</category><category>global-chat</category><category>golemizer</category><category>holy-trinity</category><category>jondifool</category><category>opinion</category><category>space-cobra</category><dc:creator><![CDATA[Rubi Bayer]]></dc:creator><pubDate>Sun, 20 Mar 2011 10:00:00 EST</pubDate></item><item><title><![CDATA[Massively's EVE Online CSM 6 candidate roundup]]></title><link>http://massively.joystiq.com/2011/03/18/massivelys-eve-online-csm-6-candidate-roundup-p1/</link><guid isPermaLink="true">http://massively.joystiq.com/2011/03/18/massivelys-eve-online-csm-6-candidate-roundup-p1/</guid><comments>http://massively.joystiq.com/2011/03/18/massivelys-eve-online-csm-6-candidate-roundup-p1/#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/culture/" rel="tag">Culture</a>, <a href="http://massively.joystiq.com/category/events-in-game/" rel="tag">Events, in-game</a>, <a href="http://massively.joystiq.com/category/mmo-industry/" rel="tag">MMO industry</a></p><div style="text-align: center;">
	<a href="http://massively.joystiq.com/category/eve-online/"><img border="1" hspace="4" src="http://www.blogcdn.com/massively.joystiq.com/media/2011/03/candround3.jpg" vspace="4" /></a></div>
Starting life as a humble indie MMO development studio, <a href="http://massively.joystiq.com/tag/ccp-games/">CCP Games</a> was always noted for its close relationship to the players of its flagship game <a href="http://www.eve-online.com"><em>EVE Online</em></a>. That relationship diminished a lot over time as both the size of the playerbase and the scale of <a href="http://massively.joystiq.com/category/eve-online/"><em>EVE</em></a>'s development grew to immense proportions. Today CCP relies on players to guide development more than ever, but it needs a lens through which to focus feedback from such a large community of players into a form that the team can use. The democratically elected <a href="http://massively.joystiq.com/tag/council-of-stellar-management/">Council of Stellar Management (CSM)</a> is that lens.<br />
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Fifty-seven players submitted their applications to join <em>EVE</em>'s elected player council this year, and <a href="http://massively.joystiq.com/2011/03/13/eve-evolved-your-vote-counts-eves-sixth-csm/">all this week, players have been voting</a> to decide who will represent them in discussions with CCP. With so many candidates in the running and <a href="http://www.eveonline.com/devblog.asp?a=blog&amp;bid=847">only four more days</a> to make up your mind, it can be hard to pick one individual from the list. To help you decide, Massively has compiled a full list of every applicant in the running along with a short message about his or her campaign and handy links to available campaign resources.<br />
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When you're ready to vote, <a href="http://www.eveonline.com/council/voting/candidatesview.asp">follow this link to the voting page</a>, log in, and click the vote button to the right of your chosen candidate. Remember to get your vote in before March 23rd when polls close! The results will be published on March 30th, and we'll find out who will be representing the <em>EVE</em> playerbase to CCP for the coming year.<p><a href="http://massively.joystiq.com/2011/03/18/massivelys-eve-online-csm-6-candidate-roundup-p1/" rel="bookmark">Continue reading <em>Massively's EVE Online CSM 6 candidate roundup</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/2011/03/18/massivelys-eve-online-csm-6-candidate-roundup-p1/">Massively's EVE Online CSM 6 candidate roundup</a> originally appeared on <a href="http://massively.joystiq.com">Massively</a> on Fri, 18 Mar 2011 19:30:00 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/2011/03/18/massivelys-eve-online-csm-6-candidate-roundup-p1/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/forward/19882153/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/2011/03/18/massivelys-eve-online-csm-6-candidate-roundup-p1/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>ccp</category><category>ccp-eve</category><category>ccp-games</category><category>council</category><category>council-of-stellar-management</category><category>csm</category><category>csm-chairman</category><category>csm-delegate</category><category>democracy</category><category>dev</category><category>development</category><category>devs</category><category>election</category><category>eve</category><category>eve-ccp</category><category>eve-mmorpg</category><category>eve-online</category><category>featured</category><category>game-design</category><category>game-development</category><category>mmo-industry</category><category>player-developers</category><category>player-development</category><category>vote</category><category>voting</category><dc:creator><![CDATA[Brendan Drain]]></dc:creator><pubDate>Fri, 18 Mar 2011 19:30:00 EST</pubDate></item><item><title><![CDATA[Age of Conan's Morrison on designing for challenge and accessibility]]></title><link>http://massively.joystiq.com/2010/11/01/age-of-conans-morrison-on-designing-for-challenge-and-accessibi/</link><guid isPermaLink="true">http://massively.joystiq.com/2010/11/01/age-of-conans-morrison-on-designing-for-challenge-and-accessibi/</guid><comments>http://massively.joystiq.com/2010/11/01/age-of-conans-morrison-on-designing-for-challenge-and-accessibi/#comments</comments><description><![CDATA[<p>Filed under: <a href="http://massively.joystiq.com/category/fantasy/" rel="tag">Fantasy</a>, <a href="http://massively.joystiq.com/category/age-of-conan/" rel="tag">Age of Conan</a>, <a href="http://massively.joystiq.com/category/anarchy-online/" rel="tag">Anarchy Online</a>, <a href="http://massively.joystiq.com/category/news-items/" rel="tag">News items</a>, <a href="http://massively.joystiq.com/category/opinion/" rel="tag">Opinion</a></p><div style="text-align: center;"><a href="http://usuallyfine.blogspot.com/2010/11/difficulty-conundrum.html"><img vspace="4" hspace="4" border="1" src="http://www.blogcdn.com/massively.joystiq.com/media/2010/11/aocwarmonk.jpg" alt="" /><br />
</a></div>
<a href="http://www.funcom.com">Funcom</a> executive producer Craig Morrison is drawing on his game journalist roots of late, via a series of in-depth postings on his personal blog.  Morrison, a former IGN editor prior to his <a href="http://massively.joystiq.com/tag/funcom">Funcom</a> days, has a lot to say about gaming trends, which is great news for industry watchers and anyone interested in occasional glimpses into the thought process of an MMO developer. In his latest opus, the former <a href="http://www.anarchy-online.com"><em>Anarchy Online</em></a> (and current <a href="http://www.ageofconan.com"><em>Age of Conan</em></a>) game director discusses the challenges in developing, well, challenge.<br />
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In a followup post to his earlier <a href="http://massively.joystiq.com/2010/10/20/age-of-conans-morrison-talks-progression-design/">discussion on progression</a>, Morrison <a href="http://usuallyfine.blogspot.com/2010/11/difficulty-conundrum.html">talks at length</a> about the decisions developers face when it comes to providing players with a steady diet of dings and digital pats on the back, while simultaneously making it seem like something worthwhile is being accomplished. The post contains a number of interesting observations, among them the notion that most modern MMORPGs parcel out their challenging content in sideshows that are entirely optional (raids, dungeons, etc.) and, in many cases, tangential to the main event (questing and hunting). <br />
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While it would seem to be a relatively simple matter to add occasional challenges to the leveling treadmill, Morrison cautions that care is needed to avoid alienating segments of your playerbase. "<em>If you are going to be able to inject occasional challenge or difficulty spikes into the standard progression as well, you need to have thought about it to make sure that it won't become a bottleneck, and that it will survive a review</em>," he says.<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/2010/11/01/age-of-conans-morrison-on-designing-for-challenge-and-accessibi/">Age of Conan's Morrison on designing for challenge and accessibility</a> originally appeared on <a href="http://massively.joystiq.com">Massively</a> on Mon, 01 Nov 2010 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://usuallyfine.blogspot.com/2010/11/difficulty-conundrum.html>Read</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/2010/11/01/age-of-conans-morrison-on-designing-for-challenge-and-accessibi/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/forward/19697415/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/2010/11/01/age-of-conans-morrison-on-designing-for-challenge-and-accessibi/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>accessibility</category><category>age-of-conan</category><category>anarchy-online</category><category>blog</category><category>challenge</category><category>craig-morrison</category><category>dev-blog</category><category>developers</category><category>difficulty</category><category>funcom</category><category>game-development</category><category>learning-curve</category><category>silirrion</category><dc:creator><![CDATA[Jef Reahard]]></dc:creator><pubDate>Mon, 01 Nov 2010 18:00:00 EST</pubDate></item><item><title><![CDATA[Anti-Aliased: Don't hate the playa, hate the developa]]></title><link>http://massively.joystiq.com/2010/08/19/anti-aliased-dont-hate-the-playa-hate-the-developa/</link><guid isPermaLink="true">http://massively.joystiq.com/2010/08/19/anti-aliased-dont-hate-the-playa-hate-the-developa/</guid><comments>http://massively.joystiq.com/2010/08/19/anti-aliased-dont-hate-the-playa-hate-the-developa/#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/mmo-industry/" rel="tag">MMO industry</a>, <a href="http://massively.joystiq.com/category/opinion/" rel="tag">Opinion</a>, <a href="http://massively.joystiq.com/category/anti-aliased/" rel="tag">Anti-Aliased</a></p><div style="text-align: center; "><img  border="1" hspace="4" vspace="4" alt="" src="http://www.blogcdn.com/massively.joystiq.com/media/2010/08/aadevhate-1282246460.jpg" /></div>
So I noticed something last week, in the comments section of <a href="http://massively.joystiq.com/2010/08/12/anti-aliased-ui-see-what-you-did-there/">my piece on UI design</a>, that finally kicked me back into "endless rant" mode. It's a sentiment that I've noticed in the video game community at large for a while now, but I never really knew how to approach it until recently, thanks to my own life experiences with games. It's an idea that's pretty misinformed on how the industry works.<br />
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It's the idea that the developers behind any given game are an idiots. According to commenters, they're all blind, non-gamer morons, bumbling around in the dark without the slightest sense of what game mechanics are actually fun. <br />
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Why are these bumbling morons in the industry? Why don't they listen to the endless array of golden ideas that pop up on game forums? Don't they realize that these revolutionary ideas will turn every game into double-rainbow-crapping unicorns? Why haven't 15% of my readers (a totally accurate statistic, mind you) figured out how sarcastic I'm being at this point in the introduction?<br />
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This week we're going after some of the common misconceptions about developers and game design, and how making a game as complex as an MMO is really never as easy as you claim it is.<br type="_moz" /><p><a href="http://massively.joystiq.com/2010/08/19/anti-aliased-dont-hate-the-playa-hate-the-developa/" rel="bookmark">Continue reading <em>Anti-Aliased: Don't hate the playa, hate the developa</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/2010/08/19/anti-aliased-dont-hate-the-playa-hate-the-developa/">Anti-Aliased: Don't hate the playa, hate the developa</a> originally appeared on <a href="http://massively.joystiq.com">Massively</a> on Thu, 19 Aug 2010 15:00:00 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/2010/08/19/anti-aliased-dont-hate-the-playa-hate-the-developa/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/forward/19597121/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/2010/08/19/anti-aliased-dont-hate-the-playa-hate-the-developa/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>anti-aliased</category><category>budget</category><category>business</category><category>deadlines</category><category>developers</category><category>development</category><category>featured</category><category>forums</category><category>game-design</category><category>game-development</category><category>games-are-easy-to-make</category><category>milestones</category><category>mmo-design</category><category>mmo-development</category><category>opinion</category><category>pen-and-paper</category><category>pen-and-paper-roleplaying</category><category>perception</category><category>seras-statistics-are-always-accurate-and-indisputable</category><dc:creator><![CDATA[Seraphina Brennan]]></dc:creator><pubDate>Thu, 19 Aug 2010 15:00:00 EST</pubDate></item><item><title><![CDATA[Final Fantasy XIV unveils the next part in the Making of Eorzea]]></title><link>http://massively.joystiq.com/2010/08/05/final-fantasy-xiv-unveils-the-next-part-in-the-making-of-eorzea/</link><guid isPermaLink="true">http://massively.joystiq.com/2010/08/05/final-fantasy-xiv-unveils-the-next-part-in-the-making-of-eorzea/</guid><comments>http://massively.joystiq.com/2010/08/05/final-fantasy-xiv-unveils-the-next-part-in-the-making-of-eorzea/#comments</comments><description><![CDATA[<p>Filed under: <a href="http://massively.joystiq.com/category/betas/" rel="tag">Betas</a>, <a href="http://massively.joystiq.com/category/fantasy/" rel="tag">Fantasy</a>, <a href="http://massively.joystiq.com/category/video/" rel="tag">Video</a>, <a href="http://massively.joystiq.com/category/previews/" rel="tag">Previews</a>, <a href="http://massively.joystiq.com/category/news-items/" rel="tag">News items</a>, <a href="http://massively.joystiq.com/category/consoles/" rel="tag">Consoles</a>, <a href="http://massively.joystiq.com/category/final-fantasy-xiv/" rel="tag">Final Fantasy XIV</a></p><div style="text-align: center;"><a href="http://www.youtube.com/watch?v=DEybd106bBU&amp;feature=channel"><img vspace="4" hspace="4" border="1" alt="" src="http://www.blogcdn.com/massively.joystiq.com/media/2010/08/ffxiv-making-epl-805.jpg" /></a></div>
Any veteran player of <a href="http://www.playonline.com"><em>Final Fantasy XI</em></a> will be quick to talk about the marvelously detailed and realistic monsters found across the game. It's been clear from the start that <a href="http://www.finalfantasyxiv.com"><em>Final Fantasy XIV</em></a> will continue in the tradition, and the most recent video documentary released by <a href="http://massively.joystiq.com/tag/Square-Enix/">Square-Enix</a> demonstrates that in loving detail. Examining the production of the game's monsters in depth, the video is embedded after the cut and is a visual treat for almost any fan of the series.<br />
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As the video explains, the process of creating a monster for the game starts with the team essentially sculpting a virtual model at a polygon count far too high for use in the game. That model is used as the basis for the detailed and intricate final models, several of which are allowed to strut their stuff in the video. From the giant sea serpent seen in the benchmark to old standbys like the <a href="http://finalfantasy.wikia.com/wiki/Malboro">malboro</a>, it's clear how much work has gone into making each part of <em><a href="http://massively.joystiq.com/category/Final-Fantasy-XIV/">Final Fantasy XIV</a></em>'s wildlife seamless and believable. Take a look past the break for the video, and if your interest is piqued, you might wish to <a href="http://massively.joystiq.com/2010/08/05/fansites-offering-keys-to-the-final-fantasy-xiv-beta/">try and get into the beta</a>.<p><a href="http://massively.joystiq.com/2010/08/05/final-fantasy-xiv-unveils-the-next-part-in-the-making-of-eorzea/" rel="bookmark">Continue reading <em>Final Fantasy XIV unveils the next part in the Making of Eorzea</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/2010/08/05/final-fantasy-xiv-unveils-the-next-part-in-the-making-of-eorzea/">Final Fantasy XIV unveils the next part in the Making of Eorzea</a> originally appeared on <a href="http://massively.joystiq.com">Massively</a> on Thu, 05 Aug 2010 20:00:00 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/2010/08/05/final-fantasy-xiv-unveils-the-next-part-in-the-making-of-eorzea/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/forward/19582564/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/2010/08/05/final-fantasy-xiv-unveils-the-next-part-in-the-making-of-eorzea/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>animations</category><category>development</category><category>ff</category><category>ff11</category><category>ff14</category><category>ffxi</category><category>ffxiv</category><category>final-fantasy</category><category>final-fantasy-11</category><category>final-fantasy-14</category><category>final-fantasy-xi</category><category>final-fantasy-xiv</category><category>game-development</category><category>malboro</category><category>modeling</category><category>models</category><category>monsters</category><category>square</category><category>square-enix</category><category>video</category><category>visual-development</category><dc:creator><![CDATA[Eliot Lefebvre]]></dc:creator><pubDate>Thu, 05 Aug 2010 20:00:00 EST</pubDate></item><item><title><![CDATA[The Daily Grind: What game would you change from the beginning?]]></title><link>http://massively.joystiq.com/2010/07/16/the-daily-grind-what-game-would-you-change-from-the-beginning/</link><guid isPermaLink="true">http://massively.joystiq.com/2010/07/16/the-daily-grind-what-game-would-you-change-from-the-beginning/</guid><comments>http://massively.joystiq.com/2010/07/16/the-daily-grind-what-game-would-you-change-from-the-beginning/#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/opinion/" rel="tag">Opinion</a>, <a href="http://massively.joystiq.com/category/the-daily-grind/" rel="tag">The Daily Grind</a>, <a href="http://massively.joystiq.com/category/humor/" rel="tag">Humor</a></p><div style="text-align: center;"><a href="http://en.wikipedia.org/wiki/TARDIS"><img vspace="4" hspace="4" border="1" src="http://www.blogcdn.com/massively.joystiq.com/media/2010/07/tdg-timemachine-epl-714.jpg"  alt="" /></a></div>
Let's say for a moment that you have a time machine.  Now, before you immediately start making plans to buy stocks and <a href="http://en.wikipedia.org/wiki/John_F._Kennedy_assassination">get President Kennedy to wear a helmet</a>, it's a very specialized time machine.  It will work exactly once, and bring you back to the development stage before a game has launched.  You can't change the team or the studio, but you can have complete conceptual control over the game from the earliest testing until it finally goes live.<br />
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With that in mind, what game would you pick?  Would you go back to a game that's been canceled to see if better development early on could save it?  Would you try and tweak something in your favorite game that always altered you?  Would you try and make an older game more compatible with future design?  Or would you go for a game that you never cared for and try to make it better?<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/2010/07/16/the-daily-grind-what-game-would-you-change-from-the-beginning/">The Daily Grind: What game would you change from the beginning?</a> originally appeared on <a href="http://massively.joystiq.com">Massively</a> on Fri, 16 Jul 2010 08:00:00 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/2010/07/16/the-daily-grind-what-game-would-you-change-from-the-beginning/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/forward/19554100/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/2010/07/16/the-daily-grind-what-game-would-you-change-from-the-beginning/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>alterations</category><category>changes</category><category>development</category><category>game-design</category><category>game-development</category><category>hindsight</category><category>opinion</category><category>tdg</category><category>the-daily-grind</category><dc:creator><![CDATA[Eliot Lefebvre]]></dc:creator><pubDate>Fri, 16 Jul 2010 08:00:00 EST</pubDate></item><item><title><![CDATA[SOE's Laralyn McWilliams talks girls and gaming]]></title><link>http://massively.joystiq.com/2010/06/24/soes-laralyn-mcwilliams-talks-girls-and-gaming/</link><guid isPermaLink="true">http://massively.joystiq.com/2010/06/24/soes-laralyn-mcwilliams-talks-girls-and-gaming/</guid><comments>http://massively.joystiq.com/2010/06/24/soes-laralyn-mcwilliams-talks-girls-and-gaming/#comments</comments><description><![CDATA[<p>Filed under: <a href="http://massively.joystiq.com/category/fantasy/" rel="tag">Fantasy</a>, <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>, <a href="http://massively.joystiq.com/category/free-to-play/" rel="tag">Free-to-play</a>, <a href="http://massively.joystiq.com/category/casual/" rel="tag">Casual</a></p><div style="text-align: center;"><a href="http://stationblog.wordpress.com/2010/06/23/g-i-r-l-talk-with-laralyn-mcwilliams/"><img vspace="4" hspace="4" border="1" src="http://www.blogcdn.com/massively.joystiq.com/media/2010/06/freerealms01.jpg" alt="" /></a></div>
Game industry veteran and <a href="http://www.soe.com/">Sony Online Entertainment</a> senior producer Laralyn McWilliams recently sat down to answer a few questions in an interview with the G.I.R.L. blog's Emily Taylor. McWilliams, instrumental in the development of <a href="http://massively.joystiq.com/tag/soe">SOE's</a> <a href="http://www.freerealms.com/"><em>Free Realms</em></a> and now working on a new (and unannounced) social game, talks about everything from her current work, to being an <a href="http://massively.joystiq.com/2010/02/19/an-interview-with-the-most-influential-women-in-mmo-development/">influential woman</a> working in games, to the industry in general. <br />
<br />
"<em>It's a really exciting time in game development because the industry as a whole has to change in order to survive. We've gone from tiny teams on short schedules to massive teams taking four plus years to finish a game, and now we're seeing it come full circle back to tiny teams with games like </em><a href="http://www.farmville.com/">Farmville</a><em>. It makes it a great time for players and game developers because we're starting down the path that will lead us to more depth, new markets, and better games. As a player, it's time to speak with your wallet. As a developer, it's time to speak with your innovation and your drive to make something great and new</em>," McWilliams says. <br />
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Check out the full interview at the <a href="http://stationblog.wordpress.com/2010/06/23/g-i-r-l-talk-with-laralyn-mcwilliams/">Station Blog</a>.<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/2010/06/24/soes-laralyn-mcwilliams-talks-girls-and-gaming/">SOE's Laralyn McWilliams talks girls and gaming</a> originally appeared on <a href="http://massively.joystiq.com">Massively</a> on Thu, 24 Jun 2010 23:00:00 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://stationblog.wordpress.com/2010/06/23/g-i-r-l-talk-with-laralyn-mcwilliams/>Read</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/2010/06/24/soes-laralyn-mcwilliams-talks-girls-and-gaming/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/forward/19529449/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/2010/06/24/soes-laralyn-mcwilliams-talks-girls-and-gaming/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>farmville</category><category>free-realms</category><category>game-development</category><category>influential-women</category><category>laralyn-mcwilliams</category><category>social-games</category><category>soe</category><category>Sony-Online-Entertainment</category><category>women-in-gaming</category><dc:creator><![CDATA[Jef Reahard]]></dc:creator><pubDate>Thu, 24 Jun 2010 23:00:00 EST</pubDate></item><item><title><![CDATA[Massively's EVE Online CSM candidate roundup]]></title><link>http://massively.joystiq.com/2010/05/10/massivelys-eve-online-csm-candidate-roundup/</link><guid isPermaLink="true">http://massively.joystiq.com/2010/05/10/massivelys-eve-online-csm-candidate-roundup/</guid><comments>http://massively.joystiq.com/2010/05/10/massivelys-eve-online-csm-candidate-roundup/#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/culture/" rel="tag">Culture</a>, <a href="http://massively.joystiq.com/category/events-in-game/" rel="tag">Events, in-game</a>, <a href="http://massively.joystiq.com/category/mmo-industry/" rel="tag">MMO industry</a></p><div style="text-align: center;"><a href="http://massively.joystiq.com/category/eve-online/"><img vspace="4" hspace="4" border="1" src="http://www.blogcdn.com/massively.joystiq.com/media/2010/05/csm-title2.jpg" alt="" /></a></div>
<a href="http://massively.joystiq.com/2010/05/09/eve-evolved-its-election-time-in-eve-online/">This week is voting week</a> for <a href="http://www.eve-online.com/"><em>EVE Online</em></a> players as the fifth edition of the democratically elected Council of Stellar Management (CSM) gets underway. 49 approved candidates are in the running for just nine seats on the council, with an extra five alternate candidates agreeing to step in should any members of the council be forced to leave during their term. The council's job is to act as a go-between to help <a href="http://massively.joystiq.com/category/eve-online/"><em>EVE</em></a> players communicate major gameplay issues to the development team. In the two years the council has operated, they've become <a href="http://wiki.eveonline.com/en/wiki/Power_To_The_Puppets_%28CSM%29">an essential part of CCP's development methodology</a>.<br />
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The CSM plays a vital role in <em>EVE</em>'s development and it's important that the right people for the job are elected. For those that don't normally vote in the elections, figuring out what each candidate brings to the table can be a difficult and daunting task. In this absolutely massive three-page feature, we give a run-down of all 49 candidates entered in the current election, from <a href="http://massively.joystiq.com/2010/05/10/massivelys-eve-online-csm-candidate-roundup/#continued">previous CSM members</a> to <a href="http://massively.joystiq.com/2010/05/10/massivelys-eve-online-csm-candidate-roundup-page-2/">new active campaigners</a> and the <a href="http://massively.joystiq.com/2010/05/10/massivelys-eve-online-csm-candidate-roundup-page-3/">relatively unknown pilots</a> with little to no campaign.<br />
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When you're ready to vote, <a href="http://www.eveonline.com/council/voting/candidatesview.asp">follow this link to the voting page</a> and click the vote button to the right of your chosen candidate. Remember to get your vote in before May 19th when polls close! The results will be published on May 28th, when we see who will be representing the <em>EVE</em> player-base to CCP for the coming year.<p><a href="http://massively.joystiq.com/2010/05/10/massivelys-eve-online-csm-candidate-roundup/" rel="bookmark">Continue reading <em>Massively's EVE Online CSM candidate roundup</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/2010/05/10/massivelys-eve-online-csm-candidate-roundup/">Massively's EVE Online CSM candidate roundup</a> originally appeared on <a href="http://massively.joystiq.com">Massively</a> on Mon, 10 May 2010 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/2010/05/10/massivelys-eve-online-csm-candidate-roundup/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/forward/19470567/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/2010/05/10/massivelys-eve-online-csm-candidate-roundup/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>ccp</category><category>ccp-eve</category><category>ccp-games</category><category>council</category><category>council-of-stellar-management</category><category>csm</category><category>csm-chairman</category><category>csm-delegate</category><category>democracy</category><category>election</category><category>eve</category><category>eve-ccp</category><category>eve-mmorpg</category><category>eve-online</category><category>featured</category><category>game-design</category><category>game-development</category><category>vote</category><category>voting</category><dc:creator><![CDATA[Brendan Drain]]></dc:creator><pubDate>Mon, 10 May 2010 13:00:00 EST</pubDate></item><item><title><![CDATA[Massively's EVE Online CSM candidate roundup, page 2]]></title><link>http://massively.joystiq.com/2010/05/10/massivelys-eve-online-csm-candidate-roundup-page-2/</link><guid isPermaLink="true">http://massively.joystiq.com/2010/05/10/massivelys-eve-online-csm-candidate-roundup-page-2/</guid><comments>http://massively.joystiq.com/2010/05/10/massivelys-eve-online-csm-candidate-roundup-page-2/#comments</comments><description><![CDATA[<p><a href="http://massively.joystiq.com/2010/05/10/massivelys-eve-online-csm-candidate-roundup-page-2/" rel="bookmark">Continue reading <em>Massively's EVE Online CSM candidate roundup, page 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/2010/05/10/massivelys-eve-online-csm-candidate-roundup-page-2/">Massively's EVE Online CSM candidate roundup, page 2</a> originally appeared on <a href="http://massively.joystiq.com">Massively</a> on Mon, 10 May 2010 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/2010/05/10/massivelys-eve-online-csm-candidate-roundup-page-2/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/forward/19470566/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/2010/05/10/massivelys-eve-online-csm-candidate-roundup-page-2/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>ccp</category><category>ccp-eve</category><category>ccp-games</category><category>council</category><category>council-of-stellar-management</category><category>csm</category><category>csm-chairman</category><category>csm-delegate</category><category>democracy</category><category>election</category><category>eve</category><category>eve-ccp</category><category>eve-mmorpg</category><category>eve-online</category><category>game-design</category><category>game-development</category><category>vote</category><category>voting</category><dc:creator><![CDATA[Brendan Drain]]></dc:creator><pubDate>Mon, 10 May 2010 13:00:00 EST</pubDate></item><item><title><![CDATA[Massively's EVE Online CSM candidate roundup, page 3]]></title><link>http://massively.joystiq.com/2010/05/10/massivelys-eve-online-csm-candidate-roundup-page-3/</link><guid isPermaLink="true">http://massively.joystiq.com/2010/05/10/massivelys-eve-online-csm-candidate-roundup-page-3/</guid><comments>http://massively.joystiq.com/2010/05/10/massivelys-eve-online-csm-candidate-roundup-page-3/#comments</comments><description><![CDATA[<p><a href="http://massively.joystiq.com/2010/05/10/massivelys-eve-online-csm-candidate-roundup-page-3/" rel="bookmark">Continue reading <em>Massively's EVE Online CSM candidate roundup, page 3</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/2010/05/10/massivelys-eve-online-csm-candidate-roundup-page-3/">Massively's EVE Online CSM candidate roundup, page 3</a> originally appeared on <a href="http://massively.joystiq.com">Massively</a> on Mon, 10 May 2010 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/2010/05/10/massivelys-eve-online-csm-candidate-roundup-page-3/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/forward/19470565/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/2010/05/10/massivelys-eve-online-csm-candidate-roundup-page-3/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>ccp</category><category>ccp-eve</category><category>ccp-games</category><category>council</category><category>council-of-stellar-management</category><category>csm</category><category>csm-chairman</category><category>csm-delegate</category><category>democracy</category><category>election</category><category>eve</category><category>eve-ccp</category><category>eve-mmorpg</category><category>eve-online</category><category>game-design</category><category>game-development</category><category>vote</category><category>voting</category><dc:creator><![CDATA[Brendan Drain]]></dc:creator><pubDate>Mon, 10 May 2010 13:00:00 EST</pubDate></item><item><title><![CDATA[Nexon iNitiative launching contest for new games]]></title><link>http://massively.joystiq.com/2010/03/04/nexon-initiative-launching-contest-for-new-games/</link><guid isPermaLink="true">http://massively.joystiq.com/2010/03/04/nexon-initiative-launching-contest-for-new-games/</guid><comments>http://massively.joystiq.com/2010/03/04/nexon-initiative-launching-contest-for-new-games/#comments</comments><description><![CDATA[<p>Filed under: <a href="http://massively.joystiq.com/category/contests/" rel="tag">Contests</a>, <a href="http://massively.joystiq.com/category/events-real-world/" rel="tag">Events, real-world</a>, <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></p><a href="http://initiative.nexon.net/" style=""><img vspace="4" hspace="4" border="1" align="right" alt="" src="http://www.blogcdn.com/massively.joystiq.com/media/2010/03/nexon-initiative-epl-304.jpg" /></a>Having a great idea for a video game goes hand-in-hand with playing them, and it goes double for MMOs. (Admit it, you have at least two that you keep locked up tight in your mind on the chance that <a href="http://www.blizzard.com">Blizzard</a> or <a href="http://www.turbine.com">Turbine</a> or <a href="http://www.ncsoft.com">NCsoft</a> come calling. It's okay.) But more often than not, those of us who specialize in playing and talking about making games never get beyond the idea stage. Making these things costs quite a bit of money, after all, and one lone game fan ranting about ideas isn't usually going to attract venture capital.<br />
<br />
<a href="http://www.nexon.net">Nexon America</a> wants to make life just a little bit easier for the indie game developers and aspiring developers out there. They've just launched the <a href="http://initiative.nexon.net/">Nexon iNitiative</a> to bring funding to smaller studios and independent games, with an open contest for submissions. The best idea gets a cool million dollars of invested money, as well as a chance at a <a href="http://massively.joystiq.com/tag/Nexon/">Nexon</a> publishing contract. So while it's not quite a private design studio to make your great MMO idea come to fruition, it's a great chance for small developers to get a big leg up. If you think you've got what it takes, check out the <a href="http://initiative.nexon.net/SubmissionRequirements.aspx">submission guidelines</a> and get cracking!<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/2010/03/04/nexon-initiative-launching-contest-for-new-games/">Nexon iNitiative launching contest for new games</a> originally appeared on <a href="http://massively.joystiq.com">Massively</a> on Thu, 04 Mar 2010 21:00:00 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/2010/03/04/nexon-initiative-launching-contest-for-new-games/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/forward/19383743/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/2010/03/04/nexon-initiative-launching-contest-for-new-games/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>development</category><category>game-development</category><category>new-games</category><category>nexon</category><category>nexon-america</category><category>nexon-initiative</category><category>programming</category><category>venture-capital</category><dc:creator><![CDATA[Eliot Lefebvre]]></dc:creator><pubDate>Thu, 04 Mar 2010 21:00:00 EST</pubDate></item><item><title><![CDATA[Evolution as it does and doesn't apply to MMOs]]></title><link>http://massively.joystiq.com/2010/01/17/evolution-as-it-does-and-doesnt-apply-to-mmos/</link><guid isPermaLink="true">http://massively.joystiq.com/2010/01/17/evolution-as-it-does-and-doesnt-apply-to-mmos/</guid><comments>http://massively.joystiq.com/2010/01/17/evolution-as-it-does-and-doesnt-apply-to-mmos/#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/opinion/" rel="tag">Opinion</a></p><div style="text-align: center;"><a href="http://commons.wikimedia.org/wiki/Evolution"><img hspace="4" vspace="4" border="1" align="top" src="http://www.blogcdn.com/massively.joystiq.com/media/2010/01/blogs-evolve-epl-117.jpg"  alt="" /></a></div>
A few days ago, we discussed <a href="http://massively.joystiq.com/2010/01/12/why-we-dont-get-more-innovative-games/">the lack of innovation in the MMO market at the moment</a>, as well as some of the underlying reasons behind it.  The topic prompted <a href="http://blog.weflyspitfires.com/">We Fly Spitfires</a> to postulate the idea that we needed an MMO that broke most if not all of the established and accepted rules of the genre.  In his own parlance, <a href="http://blog.weflyspitfires.com/2010/01/10/we-need-a-mutant-mmo/">we needed a mutation</a> instead of a steady evolution.<br />
<br />
Those of you familiar with evolutionary science might be quirking your eyebrow a bit, as did <a href="http://teethandclaws.blogspot.com/">Of Teeth and Claws</a>, where it was pointed out that <a href="http://teethandclaws.blogspot.com/2010/01/mmos-living-games.html">mutation is a part of evolution</a>.  Continuing the analogy, it's a part of the slow improvement we see in our genre of choice, as the source leading to feature implementation and improvement.  And as <a href="http://www.kiasa.org/">Killed in a Smiling Accident</a> added, <a href="http://www.kiasa.org/2010/01/14/perfection-would-be-a-fatal-flaw-for-evolution/">evolution is not a straight line</a>, nor does it select features based on inherent quality -- the current "standard features" have evolved because they're best at succeeding in the current environment (that is, the market).<br />
<br />
Ultimately, aside from fascinating extension of the analogy, the biggest point to be taken away from both this discussion and the previous one is that change in the genre isn't something which will happen overnight.  While the powerful influence that <a href="http://www.worldofwarcraft.com"><em>World of Warcraft</em></a> has placed upon the genre is beginning to abate a bit, it'll be quite some time before it's discarded wholesale.<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/2010/01/17/evolution-as-it-does-and-doesnt-apply-to-mmos/">Evolution as it does and doesn't apply to MMOs</a> originally appeared on <a href="http://massively.joystiq.com">Massively</a> on Sun, 17 Jan 2010 20:00:00 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/2010/01/17/evolution-as-it-does-and-doesnt-apply-to-mmos/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/forward/19319714/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/2010/01/17/evolution-as-it-does-and-doesnt-apply-to-mmos/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>evolution</category><category>game-development</category><category>game-features</category><category>genre-improvement</category><category>improvement</category><category>innovation</category><category>killed-in-a-smiling-accident</category><category>mutation</category><category>of-teeth-and-claws</category><category>we-fly-spitfires</category><category>world-of-warcraft</category><category>wow</category><dc:creator><![CDATA[Eliot Lefebvre]]></dc:creator><pubDate>Sun, 17 Jan 2010 20:00:00 EST</pubDate></item><item><title><![CDATA[MMOs for gamers or businessmen (part 2)]]></title><link>http://massively.joystiq.com/2009/10/23/mmos-for-gamers-or-businessmen-part-2/</link><guid isPermaLink="true">http://massively.joystiq.com/2009/10/23/mmos-for-gamers-or-businessmen-part-2/</guid><comments>http://massively.joystiq.com/2009/10/23/mmos-for-gamers-or-businessmen-part-2/#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/opinion/" rel="tag">Opinion</a></p><p><a href="http://massively.joystiq.com/2009/10/23/mmos-for-gamers-or-businessmen-part-2/" rel="bookmark">Continue reading <em>MMOs for gamers or businessmen (part 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/2009/10/23/mmos-for-gamers-or-businessmen-part-2/">MMOs for gamers or businessmen (part 2)</a> originally appeared on <a href="http://massively.joystiq.com">Massively</a> on Fri, 23 Oct 2009 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/2009/10/23/mmos-for-gamers-or-businessmen-part-2/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/forward/19207277/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/2009/10/23/mmos-for-gamers-or-businessmen-part-2/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>businessmen</category><category>game-design</category><category>game-development</category><category>gamers</category><category>mmo-industry</category><category>opinion</category><category>profit</category><dc:creator><![CDATA[Brooke Pilley]]></dc:creator><pubDate>Fri, 23 Oct 2009 13:30:00 EST</pubDate></item><item><title><![CDATA[MMOs for gamers or businessmen?]]></title><link>http://massively.joystiq.com/2009/10/23/mmos-for-gamers-or-businessmen/</link><guid isPermaLink="true">http://massively.joystiq.com/2009/10/23/mmos-for-gamers-or-businessmen/</guid><comments>http://massively.joystiq.com/2009/10/23/mmos-for-gamers-or-businessmen/#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/opinion/" rel="tag">Opinion</a></p><div style="text-align: center;"><a href="http://massively.com/category/mmo-industry"><img vspace="4" hspace="4" border="1" alt="" src="http://www.blogcdn.com/massively.joystiq.com/media/2009/10/bus-gam.jpg" /></a></div>
We ran a column earlier this week by the fantastic <a href="http://massively.joystiq.com/bloggers/brendan-drain/">Brendan "Nyphur" Drain</a> about <a href="http://massively.joystiq.com/2009/10/20/the-gaming-renaissance/">the gaming renaissance</a>. One of the key points he made was that there is a new generation of game developers coming out of school who have played MMOs for nearly half their life. This sounds quite promising, doesn't it? I'm here today to play a little devil's advocate and say that while MMO gamers want MMOs made for and by MMO gamers, they get games made for and by businessmen instead. Oh, those businessmen (and women) may have been gamers at one time, but once they formed that studio and sought outside investment, their new priority became making money.<br />
<br />
There are of course a number of indie developers <a href="http://massively.joystiq.com/2009/04/29/five-upcoming-mmos-with-indie-cred/">working on niche titles</a> and their ambitions might not be so great as their multi-million dollar indebted brothers and sisters, but don't kid yourself; they aren't slaving 16 hours a day over their computers for free. They have families to feed, do they not? So, let's start off by defining these two creatures and then analyzing the concept a bit more.<p><a href="http://massively.joystiq.com/2009/10/23/mmos-for-gamers-or-businessmen/" rel="bookmark">Continue reading <em>MMOs for gamers or businessmen?</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/2009/10/23/mmos-for-gamers-or-businessmen/">MMOs for gamers or businessmen?</a> originally appeared on <a href="http://massively.joystiq.com">Massively</a> on Fri, 23 Oct 2009 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/2009/10/23/mmos-for-gamers-or-businessmen/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/forward/19204070/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/2009/10/23/mmos-for-gamers-or-businessmen/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>businessmen</category><category>featured</category><category>game-design</category><category>game-development</category><category>gamers</category><category>mmo-industry</category><category>opinion</category><category>profit</category><dc:creator><![CDATA[Brooke Pilley]]></dc:creator><pubDate>Fri, 23 Oct 2009 13:30:00 EST</pubDate></item><item><title><![CDATA[BioWare's Bill Dalton reveals the secrets to making big teams work]]></title><link>http://massively.joystiq.com/2009/09/21/biowares-bill-dalton-reveals-the-secrets-to-making-big-teams-wo/</link><guid isPermaLink="true">http://massively.joystiq.com/2009/09/21/biowares-bill-dalton-reveals-the-secrets-to-making-big-teams-wo/</guid><comments>http://massively.joystiq.com/2009/09/21/biowares-bill-dalton-reveals-the-secrets-to-making-big-teams-wo/#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/culture/" rel="tag">Culture</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/star-wars-the-old-republic/" rel="tag">Star Wars: The Old Republic</a></p><div style="text-align: center;"><a href="http://www.gamasutra.com/php-bin/news_index.php?story=25316"><img hspace="4" vspace="4" border="1" src="http://www.blogcdn.com/massively.joystiq.com/media/2009/09/swtorbilldaltononteams2_580px.jpg"  alt="" /></a><br /></div>
These days it's extremely rare for a video game to be <a href="http://en.wikipedia.org/wiki/Braid_%28video_game%29">made by one person</a>. Groups of people from different disciplines work on a game, hired for their proficiency in their area of specialty. When we're talking about an MMO, the game development team often ends up being pretty big. When we're talking about an MMO as ambitious as <a href="http://www.swtor.com/"><em>Star Wars: The Old Republic</em></a>, the team is freaking enormous, by necessity. In <a href="http://www.gamasutra.com/php-bin/news_index.php?story=25316">a recent article on Gamasutra</a> one of the members of the <em>SWTOR</em> team, Bioware Austin technical director Bill Dalton, discussed the challenges that come up when working with such a large group of people.<br /><br />Unsurprisingly, Dalton said that communication is at the core of keeping a big team afloat: <em>"There is nothing you can do to communicate too much. In a situation where things are in crisis and something is broken, and you've told individual people as they come up, it's not a bad idea to overcommunicate and tell the whole team what's going on."</em> Dalton mentioned that another difficult aspect of team development is balancing the differing view-points that each sub-team looks at the game from. Again, communication is the key to solving these puzzles. Check out the full article at Gamasutra to read about an interesting case study involving <a href="http://massively.joystiq.com/category/star-wars-the-old-republic/"><em>Star Wars: The Old Republic</em></a> and its Hero Engine, which allows developers from all disciplines to make live edits to the game <em>simultaneously</em> -- impressive.<br /><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/2009/09/21/biowares-bill-dalton-reveals-the-secrets-to-making-big-teams-wo/">BioWare's Bill Dalton reveals the secrets to making big teams work</a> originally appeared on <a href="http://massively.joystiq.com">Massively</a> on Mon, 21 Sep 2009 17:00:00 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=25316>Read</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/2009/09/21/biowares-bill-dalton-reveals-the-secrets-to-making-big-teams-wo/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/forward/19167973/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/2009/09/21/biowares-bill-dalton-reveals-the-secrets-to-making-big-teams-wo/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>big-teams</category><category>bill-dalton</category><category>bioware</category><category>bioware-austin</category><category>development</category><category>game-development</category><category>large-teams</category><category>star-wars</category><category>star-wars-the-old-republic</category><category>swtor</category><category>teams</category><category>technical-director</category><category>the-old-republic</category><category>tor</category><dc:creator><![CDATA[William Dobson]]></dc:creator><pubDate>Mon, 21 Sep 2009 17:00:00 EST</pubDate></item><item><title><![CDATA[GDC09: How HeroEngine revolutionizes MMORPG game design]]></title><link>http://massively.joystiq.com/2009/03/31/gdc09-how-heroengine-revolutionizes-mmorpg-game-design/</link><guid isPermaLink="true">http://massively.joystiq.com/2009/03/31/gdc09-how-heroengine-revolutionizes-mmorpg-game-design/</guid><comments>http://massively.joystiq.com/2009/03/31/gdc09-how-heroengine-revolutionizes-mmorpg-game-design/#comments</comments><description><![CDATA[<p>Filed under: <a href="http://massively.joystiq.com/category/heros-journey/" rel="tag">Hero's Journey</a>, <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/hands-on/" rel="tag">Hands-on</a>, <a href="http://massively.joystiq.com/category/virtual-worlds/" rel="tag">Virtual worlds</a></p><a href="http://massively.joystiq.com/tag/heroengine"><img hspace="4" border="1" align="right" vspace="4" src="http://www.blogcdn.com/massively.joystiq.com/media/2009/03/heroengine_cap7.jpg" alt="" /></a>Let's be frank, MMOs are a pain in the rear to design. You have large teams working collaboratively to build huge expanses of terrain, hundreds upon thousands of objects in the world that players can interact with, server architecture to worry about, and even more in-depth things that the standard player may not even notice or consider.<br /><br />But if you've been on the site recently and have been checking out <a href="http://massively.joystiq.com/tag/gdc-2009">our coverage of the GDC</a>, then you may have heard us and developers talking excitedly about <a href="http://www.heroengine.com">HeroEngine</a>, the new MMO developing tool from Simutronics. HeroEngine is powering games like <a href="http://www.mindfusegames.com/" style="font-style: italic;">The World of Gatheryn</a> and this funny <a href="http://www.swtor.com">Star Wars game</a> from those BioWare people, as well as other companies that haven't announced their new projects as of yet.<br /><br />So why is HeroEngine so amazing? Well, we got the inside scoop straight from <a href="http://www.play.net/corporate/">Simutronics</a> as we visited their booth at the GDC.<p><a href="http://massively.joystiq.com/2009/03/31/gdc09-how-heroengine-revolutionizes-mmorpg-game-design/" rel="bookmark">Continue reading <em>GDC09: How HeroEngine revolutionizes MMORPG game design</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/2009/03/31/gdc09-how-heroengine-revolutionizes-mmorpg-game-design/">GDC09: How HeroEngine revolutionizes MMORPG game design</a> originally appeared on <a href="http://massively.joystiq.com">Massively</a> on Tue, 31 Mar 2009 09:00:00 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/2009/03/31/gdc09-how-heroengine-revolutionizes-mmorpg-game-design/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/forward/1502680/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/2009/03/31/gdc09-how-heroengine-revolutionizes-mmorpg-game-design/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>3d-studio-max</category><category>collaborative-development</category><category>developers</category><category>development</category><category>game-design</category><category>game-development</category><category>gdc-2009</category><category>gdc09</category><category>hero-engine</category><category>heroengine</category><category>heros-journey</category><category>photoshop</category><category>real-time</category><category>simutronics</category><category>virtual-worlds</category><dc:creator><![CDATA[Seraphina Brennan]]></dc:creator><pubDate>Tue, 31 Mar 2009 09:00:00 EST</pubDate></item><item><title><![CDATA[MMO! Pokemon does not choose you]]></title><link>http://massively.joystiq.com/2009/03/26/mmo-pokemon-does-not-choose-you/</link><guid isPermaLink="true">http://massively.joystiq.com/2009/03/26/mmo-pokemon-does-not-choose-you/</guid><comments>http://massively.joystiq.com/2009/03/26/mmo-pokemon-does-not-choose-you/#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/opinion/" rel="tag">Opinion</a></p><div align="center"><a href="http://www.randomkitty.net/blog"><img src="http://www.blogcdn.com/massively.joystiq.com/media/2008/05/mudkip425.jpg" alt="" /></a><br /></div>
If you've been waiting for <a href="http://massively.joystiq.com/2008/04/29/games-that-could-be-mmos-pokemon/">a Pokemon MMO</a> to come out, we're afraid we've got some bad news for you. In an <a href="http://www.whattheyplay.com/features/meeting-the-creators-of-pokemon-platinum/">interview with What They Play</a>, Pokemon series director <span style="color: rgb(51, 51, 51);" class="Apple-style-span">Junichi Masuda confirmed that they're not considering going in the MMO direction at this time. As he stated in the interview, "</span><span style="color: rgb(51, 51, 51);" class="Apple-style-span"><em>Trading is a core concept of Pokemon. So when you're trading, you meet with a friend and decide which one you want and which one they want. I would like to emphasize real-world communication. You don't see each other online.</em>"</span> <br /><br />That said, we've heard rumblings from some of our readers about <a href="http://eso.perfectworld.com/"><em>Ether Saga</em></a>, which appears to be based on a pet-collecting and fighting system - although we'd note we haven't played it and can't judge just how similar the two might be in practice. Perhaps the creators of Pokemon will reconsider their no-MMO decision down the road. Sure, you may not see people face-to-face when it comes to online gaming, but handled properly, MMOs can be a great way to meet new people and potentially make friends you wouldn't have met otherwise. <br /><br />[via <a href="http://www.gamesindustry.biz/articles/pok-mon-titles-to-stay-offline">GamesIndustry</a>]<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/2009/03/26/mmo-pokemon-does-not-choose-you/">MMO! Pokemon does not choose you</a> originally appeared on <a href="http://massively.joystiq.com">Massively</a> on Thu, 26 Mar 2009 17:00:00 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.whattheyplay.com/features/meeting-the-creators-of-pokemon-platinum/>Read</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/2009/03/26/mmo-pokemon-does-not-choose-you/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/forward/1496617/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/2009/03/26/mmo-pokemon-does-not-choose-you/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>friends</category><category>game-development</category><category>mmo</category><category>online-gaming</category><category>pikachu</category><category>pokemon</category><dc:creator><![CDATA[Krystalle Voecks]]></dc:creator><pubDate>Thu, 26 Mar 2009 17:00:00 EST</pubDate></item><item><title><![CDATA['Beat World of Warcraft' a game developer resolution for 2009]]></title><link>http://massively.joystiq.com/2009/01/06/beat-world-of-warcraft-a-game-developer-resolution-for-2009/</link><guid isPermaLink="true">http://massively.joystiq.com/2009/01/06/beat-world-of-warcraft-a-game-developer-resolution-for-2009/</guid><comments>http://massively.joystiq.com/2009/01/06/beat-world-of-warcraft-a-game-developer-resolution-for-2009/#comments</comments><description><![CDATA[<p>Filed under: <a href="http://massively.joystiq.com/category/world-of-warcraft/" rel="tag">World of Warcraft</a>, <a href="http://massively.joystiq.com/category/fantasy/" rel="tag">Fantasy</a>, <a href="http://massively.joystiq.com/category/mmo-industry/" rel="tag">MMO industry</a>, <a href="http://massively.joystiq.com/category/opinion/" rel="tag">Opinion</a></p><div align="center"><a href="http://www.gamedaily.com/articles/galleries/game-developers-resolutions-for-2008/?page=4"><img hspace="4" vspace="4" border="1" align="middle" src="http://www.blogcdn.com/massively.joystiq.com/media/2009/01/gamedailywowimageat425.jpg" alt="" /></a><br /></div>
<a href="http://www.gamedaily.com">GameDaily</a> has put together a short piece titled "<a href="http://www.gamedaily.com/articles/galleries/game-developers-resolutions-for-2008/?page=1 ">Game Developers Resolutions for 2009</a>", which is essentially a look at the state of the industry and how they think it can improve. While the piece focuses on video games in general, it does fire a shot at the MMO industry specifically -- namely <a href="http://massively.joystiq.com/2008/12/23/world-of-warcraft-claims-11-5-million-souls-of-the-faithful/">its dominance by one company, and one title</a>. <br /><br />GameDaily's fourth resolution it hopes the gaming industry adopts is: "Beat <a href="http://www.worldofwarcraft.com "><em>World of Warcraft</em></a>." They're not knocking the game when they say this. In fact GameDaily says, <em>"<a href="http://massively.joystiq.com/category/world-of-warcraft ">World of Warcraft</a> is great, and deserving of its status as the 900-pound gorilla of the gaming world. But as fans of video game football can tell you, competition is a good thing, and it's not healthy for the massively-multiplayer online RPG arena to have one name dominant for this long." </em><hr />
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            <td style="background: rgb(214, 214, 203) none repeat scroll 0% 0%; -moz-background-clip: -moz-initial; -moz-background-origin: -moz-initial; -moz-background-inline-policy: -moz-initial;"><em>One of Azeroth's millions of citizens? Check out our ongoing coverage of the <a href="http://massively.joystiq.com/category/world-of-warcraft">World of Warcraft</a>, and be sure to touch base with our sister site WoW Insider for <a href="http://www.wowinsider.com/wrath-of-the-lich-king/">all your Lich King needs!</a></em> </td>
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<br /> <p><a href="http://massively.joystiq.com/2009/01/06/beat-world-of-warcraft-a-game-developer-resolution-for-2009/" rel="bookmark">Continue reading <em>'Beat World of Warcraft' a game developer resolution for 2009</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/2009/01/06/beat-world-of-warcraft-a-game-developer-resolution-for-2009/">'Beat World of Warcraft' a game developer resolution for 2009</a> originally appeared on <a href="http://massively.joystiq.com">Massively</a> on Tue, 06 Jan 2009 19:00:00 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.gamedaily.com/articles/galleries/game-developers-resolutions-for-2008/?page=4>Read</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/2009/01/06/beat-world-of-warcraft-a-game-developer-resolution-for-2009/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/forward/1420866/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/2009/01/06/beat-world-of-warcraft-a-game-developer-resolution-for-2009/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>blizzard</category><category>competition</category><category>fantasy</category><category>game-development</category><category>gamedaily</category><category>mmo-industry</category><category>opinion</category><category>world-of-warcraft</category><category>wow-insider</category><dc:creator><![CDATA[James Egan]]></dc:creator><pubDate>Tue, 06 Jan 2009 19:00:00 EST</pubDate></item><item><title><![CDATA[Move over Austin; Georgia aims to be the next big thing for game studios]]></title><link>http://massively.joystiq.com/2008/10/24/move-over-austin-georgia-aims-to-be-the-next-big-thing-for-game/</link><guid isPermaLink="true">http://massively.joystiq.com/2008/10/24/move-over-austin-georgia-aims-to-be-the-next-big-thing-for-game/</guid><comments>http://massively.joystiq.com/2008/10/24/move-over-austin-georgia-aims-to-be-the-next-big-thing-for-game/#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/culture/" rel="tag">Culture</a>, <a href="http://massively.joystiq.com/category/economy/" rel="tag">Economy</a>, <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><a href="http://www.georgia.org"><img hspace="4" border="1" align="right" vspace="4" src="http://www.blogcdn.com/massively.joystiq.com/media/2008/10/new_ga_peach-sms-1008.jpg" alt="" /></a>When you think of game development meccas, your mind immediately points to Austin or San Francisco, right? You might even think of Seattle, or Boston too, but what about Georgia? That's right, the state most commonly-known for <em><a href="http://en.wikipedia.org/wiki/The_Dukes_of_Hazzard">The Dukes of Hazzard</a></em>, <a href="http://www.whitehouse.gov/history/presidents/jc39.html">Jimmy Carter</a> and peaches is fast becoming quite a hub for gaming technology and development studios lately.<br /><br />Not only does the state play host to gaming services such as <a href="http://www.gametap.com/">Gametap</a> and lottery giant <a href="http://www.scientificgames.com/">Scientific Games</a>, but they also house online gaming companies such as <a href="http://www.hirezstudios.com/index.html">Hi-Rez Studios</a>, <a href="http://www.fusionfall.com/">Cartoon Network's latest online project</a> and the North American divisions of <a href="http://www.cdcgames.net/cdcgames/index.html">CDC Games</a> and <a href="http://www.eve-online.com/"><em>EVE Online</em></a>'s <a href="http://www.ccpgames.com/">CCP</a>, who recently merged with Georgia's own <a href="http://www.white-wolf.com/">White Wolf Studios</a>. <a href="http://www.ea.com/language">Electronic Arts</a> operates an R&amp;D lab in one of North America's premiere design schools: <a href="http://www.scad.edu/">Savannah College of Art &amp; Design</a> in Savannah, Georgia. In fact, you may be surprised to hear that Georgia's video game industry is currently 60-companies strong, employing approximately 2,000 game professionals.<p><a href="http://massively.joystiq.com/2008/10/24/move-over-austin-georgia-aims-to-be-the-next-big-thing-for-game/" rel="bookmark">Continue reading <em>Move over Austin; Georgia aims to be the next big thing for game studios</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/2008/10/24/move-over-austin-georgia-aims-to-be-the-next-big-thing-for-game/">Move over Austin; Georgia aims to be the next big thing for game studios</a> originally appeared on <a href="http://massively.joystiq.com">Massively</a> on Fri, 24 Oct 2008 09:00:00 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/2008/10/24/move-over-austin-georgia-aims-to-be-the-next-big-thing-for-game/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/forward/1349967/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/2008/10/24/move-over-austin-georgia-aims-to-be-the-next-big-thing-for-game/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>ccp</category><category>cost-of-living</category><category>economy</category><category>eve-online</category><category>featured</category><category>game-development</category><category>georgia</category><category>hi-rez-studios</category><category>joystiqfeatures</category><category>tax-incentives</category><category>white-wolf</category><dc:creator><![CDATA[Shawn Schuster]]></dc:creator><pubDate>Fri, 24 Oct 2008 09:00:00 EST</pubDate></item><item><title><![CDATA[The Daily Grind: Are hardcore players skewing game development?]]></title><link>http://massively.joystiq.com/2008/06/19/the-daily-grind-are-hardcore-players-skewing-game-development/</link><guid isPermaLink="true">http://massively.joystiq.com/2008/06/19/the-daily-grind-are-hardcore-players-skewing-game-development/</guid><comments>http://massively.joystiq.com/2008/06/19/the-daily-grind-are-hardcore-players-skewing-game-development/#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/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-meta/" rel="tag">Massively Meta</a>, <a href="http://massively.joystiq.com/category/the-daily-grind/" rel="tag">The Daily Grind</a></p><a href="http://img.villagephotos.com/p/2003-8/341287/noob.jpg"><img vspace="4" hspace="4" border="1" align="right" alt="" src="http://www.blogcdn.com/massively.joystiq.com/media/2008/06/stfunoob.jpg" /></a>Brace yourselves for a shock, True Believers: some people don't want to raid. Some players aren't enticed by PvP. For some, it's all about exploration and an individual experience, not level grinding, getting better loot, or running with a guild. In short, there is a section of players -- possibly larger than one might think -- who care nothing about high-level content.<br /><br />Yet in update after update, what developers tout is how much more epic gear is dropped by the now-more-formidable bosses in the 25-man-specced raid instance. Now, there's absolutely nothing at all wrong with wanting to please the audience that has stuck with your game long enough to get to these lofty heights, especially as they're the ones who have kept your game an ongoing concern. At some point, however, it becomes a case of self-one-upmanship, with little true innovation. Why not broaden the low-level content as well, and bring in new customers at the same time? Is the purpose of an MMO merely to ramp up to a plateau and then go static? Is catering to the demands of the hardcore bad for game development?<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/2008/06/19/the-daily-grind-are-hardcore-players-skewing-game-development/">The Daily Grind: Are hardcore players skewing game development?</a> originally appeared on <a href="http://massively.joystiq.com">Massively</a> on Thu, 19 Jun 2008 08:00:00 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/2008/06/19/the-daily-grind-are-hardcore-players-skewing-game-development/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/forward/1230064/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/2008/06/19/the-daily-grind-are-hardcore-players-skewing-game-development/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>game-development</category><category>hardcore</category><category>high-level-content</category><category>tdg</category><category>the-daily-grind</category><dc:creator><![CDATA[Akela Talamasca]]></dc:creator><pubDate>Thu, 19 Jun 2008 08:00:00 EST</pubDate></item><item><title><![CDATA[Player vs. Everything: The retention game]]></title><link>http://massively.joystiq.com/2008/06/02/player-vs-everything-the-retention-game/</link><guid isPermaLink="true">http://massively.joystiq.com/2008/06/02/player-vs-everything-the-retention-game/</guid><comments>http://massively.joystiq.com/2008/06/02/player-vs-everything-the-retention-game/#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/culture/" rel="tag">Culture</a>, <a href="http://massively.joystiq.com/category/game-mechanics/" rel="tag">Game mechanics</a>, <a href="http://massively.joystiq.com/category/player-vs-everything/" rel="tag">Player vs. Everything</a></p><div align="center"><a href="http://massively.joystiq.com/category/world-of-warcraft/"><img vspace="4" hspace="4" border="1" src="http://www.blogcdn.com/massively.joystiq.com/media/2008/06/cancelingyoursubsadorc.jpg"  title="You made the orc sad! How can you leave now? Look at him!" alt="" /></a> </div>
<p>The conventional wisdom in any service-driven industry is that it's <a href="http://www.nowpublishers.com/product.aspx?product=MKT&amp;doi=1700000002&amp;section=x1-75r2" mce_href="http://www.nowpublishers.com/product.aspx?product=MKT&amp;doi=1700000002&amp;section=x1-75r2" target="_blank">far, far cheaper to retain an existing customer than to recruit a new one</a>. This is especially true in the MMOG industry, where your business model is largely dependent on maintaining a long-term subscriber base. The concept also applies to <a href="http://igg.com/" mce_href="http://igg.com/" target="_blank">transaction-driven</a> and <a href="http://www.guildwars.com/" mce_href="http://www.guildwars.com/" target="_blank">episodic games</a>, where you need your customers to want to stick around and continue spending money. <a href="http://massively.joystiq.com/2008/05/26/funcom-boasts-400-000-players-in-age-of-conan-so-far/" mce_href="http://massively.joystiq.com/2008/05/26/funcom-boasts-400-000-players-in-age-of-conan-so-far/" target="_blank">Box sales are great</a>, but ultimately they're pretty useless except as an indicator of how many people actually bought the game -- returning players are the bread and butter of the MMO world.</p>
<p>In fact, that's exactly why companies are so interested in finding out <a href="http://eatingbees.brokentoys.org/2008/01/08/obvious-truth-why-people-quit/" mce_href="http://eatingbees.brokentoys.org/2008/01/08/obvious-truth-why-people-quit/" target="_blank">why you're quitting their game</a>. If they can fix issues that are making a lot of people quit, they can retain more customers and drive up their revenue. Surprisingly, Blizzard is the only company I know of which actually <a href="http://forums.worldofwarcraft.com/thread.html;jsessionid=03A9F20A026B9EC62BB419883F499A12.app05_05?topicId=6895040306&amp;sid=1" mce_href="http://forums.worldofwarcraft.com/thread.html;jsessionid=03A9F20A026B9EC62BB419883F499A12.app05_05?topicId=6895040306&amp;sid=1" target="_blank">makes people fill out an exit survey</a> in order to cancel a subscription. It's not that annoying and it gives them great information about how to make their game better for <em>you </em>(so if you're adamant on copying Blizzard, that's a good thing to copy). Unfortunately, Blizzard keeps notoriously quiet about their internal numbers like that. So why exactly <em>do</em> people quit MMOGs, and what can and should game companies be doing to keep you interested?</p><p><a href="http://massively.joystiq.com/2008/06/02/player-vs-everything-the-retention-game/" rel="bookmark">Continue reading <em>Player vs. Everything: The retention game</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/2008/06/02/player-vs-everything-the-retention-game/">Player vs. Everything: The retention game</a> originally appeared on <a href="http://massively.joystiq.com">Massively</a> on Mon, 02 Jun 2008 17:30:00 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/2008/06/02/player-vs-everything-the-retention-game/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/forward/1212996/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/2008/06/02/player-vs-everything-the-retention-game/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>business</category><category>featured</category><category>game-design</category><category>game-development</category><category>gameplay</category><category>guild-tools</category><category>guilds</category><category>joystiqfeatures</category><category>moderation</category><category>player-vs-everything</category><category>retention</category><category>revenue</category><category>social</category><dc:creator><![CDATA[Cameron Sorden]]></dc:creator><pubDate>Mon, 02 Jun 2008 17:30:00 EST</pubDate></item><item><title><![CDATA[Open-source MMO engine updated]]></title><link>http://massively.joystiq.com/2008/05/12/open-source-mmo-engine-updated/</link><guid isPermaLink="true">http://massively.joystiq.com/2008/05/12/open-source-mmo-engine-updated/</guid><comments>http://massively.joystiq.com/2008/05/12/open-source-mmo-engine-updated/#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.developmag.com/news/29777/New-open-source-MMORPG-engine-released"><img vspace="4" hspace="4" border="1" align="right" src="http://www.blogcdn.com/massively.joystiq.com/media/2008/05/tge-screen.jpg"  alt="" /></a>The <a href="http://en.wikipedia.org/wiki/Torque_MMO_Kit">Torque MMO kit</a>, first published last year by <a href="http://www.prairiegames.com/">Prairie Games</a> and <a href="http://www.garagegames.com/">GarageGames</a>, has recently announced their newest version of the open-source engine which developer <a href="http://www.talentraspel.de/index_en.html">TalentRaspel</a> describes as "completely revised". In this version 1.1 SP3 of the engine, TalentRaspel is proving that their continued support of this product since they took it over late last year promises a step in the right direction for independent game developers.<br /><br />Not only that, but this could be good news for those smaller companies looking to spend more resources on other aspects of running an MMO, and kicking it off with an established, well-maintained engine. The Torque MMO kit engine was first responsible for powering <a href="http://minions.prairiegames.com/trac/mom/phpbb"><em>Minions of Mirth</em></a>, which is said to have 70,000+ users. Plus, with a price tag of $199 to $999 (depending on sales expectations) for the kit combined with Faust Logic's Arcade FX effects library, you just can't beat that.<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/2008/05/12/open-source-mmo-engine-updated/">Open-source MMO engine updated</a> originally appeared on <a href="http://massively.joystiq.com">Massively</a> on Mon, 12 May 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.developmag.com/news/29777/New-open-source-MMORPG-engine-released>Read</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/2008/05/12/open-source-mmo-engine-updated/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/forward/1193042/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/2008/05/12/open-source-mmo-engine-updated/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>game-development</category><category>garagegames</category><category>indie</category><category>open-source</category><category>open-source-mmo</category><category>prairie-games</category><category>talentraspel</category><category>torque</category><category>torque-game-builder</category><dc:creator><![CDATA[Shawn Schuster]]></dc:creator><pubDate>Mon, 12 May 2008 15:30:00 EST</pubDate></item><item><title><![CDATA[The Gaming Iconoclast: Whither Shortcomings?]]></title><link>http://massively.joystiq.com/2008/04/23/the-gaming-iconoclast-whither-shortcomings/</link><guid isPermaLink="true">http://massively.joystiq.com/2008/04/23/the-gaming-iconoclast-whither-shortcomings/</guid><comments>http://massively.joystiq.com/2008/04/23/the-gaming-iconoclast-whither-shortcomings/#comments</comments><description><![CDATA[<p>Filed under: <a href="http://massively.joystiq.com/category/world-of-warcraft/" rel="tag">World of Warcraft</a>, <a href="http://massively.joystiq.com/category/game-mechanics/" rel="tag">Game mechanics</a>, <a href="http://massively.joystiq.com/category/opinion/" rel="tag">Opinion</a>, <a href="http://massively.joystiq.com/category/tabula-rasa/" rel="tag">Tabula Rasa</a>, <a href="http://massively.joystiq.com/category/roleplaying/" rel="tag">Roleplaying</a>, <a href="http://massively.joystiq.com/category/the-gaming-iconoclast/" rel="tag">The Gaming Iconoclast</a></p><a href="http://www.flickr.com/photos/lactose/267585982/"><img width="225" vspace="4" hspace="4" height="247" border="1" align="right" alt="That was *some* cake..." src="http://www.blogcdn.com/massively.joystiq.com/media/2008/04/wheelchair-425a.jpg" /></a>Many MMO aficionados cut their <a target="_blank" href="http://massively.joystiq.com/category/roleplaying/">roleplaying</a> teeth on one of the many pencil-and-paper titles that formed the early generation of multi-player gaming. In addition to rolling (and rolling, and rolling, and <em>rolling</em>) some <a target="_blank" href="http://www.thinkgeek.com/geektoys/games/745a/">dice</a> to come up with their basic stats and traits, character <a target="_blank" href="http://massively.joystiq.com/2008/04/12/aoc-teases-a-new-character-selection-screen/">generation</a> involved a lot of "wet work" when it came time to acquire skills. Often, players would bargain with their Game Master to get special dispensation for pushing the envelope.<br /><br /><strong>Player: </strong>I want to run this adventure as a zombie elf with three arms.<br /><strong>GM: </strong>Okay, but if you do that, <em>none </em>of the other characters will trust you. Also, you will spend 50% more on shirts and body armor. Still want to do it?<br /><br />Thus, the mechanic of trading character flaws for enhanced abilities was born. One of the hallmarks of tabletop gaming is this trade-off -- saddling yourself or your character with a shortcoming in order to obtain an advantage elsewhere, either as a skill, or a talent, or just another way to go about <a target="_blank" href="http://massively.joystiq.com/2008/04/16/the-gaming-iconoclast-max-mynn/">Min/Maxing</a>. The huge number of available options in some games (Vampire: The Masquerade, for instance) ensures that any player, with only a few minutes' consideration, will have an almost absolutely unique character, fully their own creation.<br /><br />And yet, almost without exception, the online iterations we all enjoy seem to have omitted this altogether. We are an immense legion of perfectly-formed, mentally-stable, socially-adept <a target="_blank" href="http://en.wikipedia.org/wiki/%C3%9Cbermensch">&uuml;bermensch</a>. Even the so-called "ugly" races -- <a href="http://massively.joystiq.com/category/World-of-Warcraft-s/"><em>World of Warcraft</em>'s</a> Forsaken or <a href="http://massively.joystiq.com/category/Tabula-Rasa-s/"><em>Tabula Rasa</em>'s</a><a target="_blank" href="http://massively.joystiq.com/2008/02/13/trs-hybrid-high-jinks-prove-hollow-on-the-whole/">Hybrids</a> -- don't explore the depth and breadth of this concept too deeply. Racial traits and differentiation are the merest tip of this particular iceberg.<br /><br />Why does this rich milieu, this fecund ground of roleplay fodder and character diversity, languish? (And who left this <a target="_blank" href="http://thesaurus.reference.com/">thesaurus</a> on my desk?)<p><a href="http://massively.joystiq.com/2008/04/23/the-gaming-iconoclast-whither-shortcomings/" rel="bookmark">Continue reading <em>The Gaming Iconoclast: Whither Shortcomings?</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/2008/04/23/the-gaming-iconoclast-whither-shortcomings/">The Gaming Iconoclast: Whither Shortcomings?</a> originally appeared on <a href="http://massively.joystiq.com">Massively</a> on Wed, 23 Apr 2008 11:00:00 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/2008/04/23/the-gaming-iconoclast-whither-shortcomings/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/forward/1172517/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/2008/04/23/the-gaming-iconoclast-whither-shortcomings/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>avatars</category><category>blizzard</category><category>character-creation</category><category>characters</category><category>featured</category><category>flaws</category><category>game-development</category><category>game-mechanics</category><category>gaming-mechanics</category><category>linden-lab</category><category>min-maxing</category><category>ncsoft</category><category>racial-traits</category><category>realism</category><category>second-life</category><category>tabula-rasa</category><category>the-gaming-iconoclast</category><category>vampire-the-masquerade</category><category>white-wolf</category><category>world-of-warcraft</category><category>wow</category><dc:creator><![CDATA[Rafe Brox]]></dc:creator><pubDate>Wed, 23 Apr 2008 11:00:00 EST</pubDate></item><item><title><![CDATA[Player vs. Everything: When will the players leave WoW?]]></title><link>http://massively.joystiq.com/2008/04/17/player-vs-everything-when-will-the-players-leave-wow/</link><guid isPermaLink="true">http://massively.joystiq.com/2008/04/17/player-vs-everything-when-will-the-players-leave-wow/</guid><comments>http://massively.joystiq.com/2008/04/17/player-vs-everything-when-will-the-players-leave-wow/#comments</comments><description><![CDATA[<p>Filed under: <a href="http://massively.joystiq.com/category/world-of-warcraft/" rel="tag">World of Warcraft</a>, <a href="http://massively.joystiq.com/category/everquest/" rel="tag">EverQuest</a>, <a href="http://massively.joystiq.com/category/everquest-ii/" rel="tag">EverQuest II</a>, <a href="http://massively.joystiq.com/category/culture/" rel="tag">Culture</a>, <a href="http://massively.joystiq.com/category/mmo-industry/" rel="tag">MMO industry</a>, <a href="http://massively.joystiq.com/category/opinion/" rel="tag">Opinion</a>, <a href="http://massively.joystiq.com/category/player-vs-everything/" rel="tag">Player vs. Everything</a></p><p align="left"> </p>
<div align="center"><a target="_blank" href="http://massively.joystiq.com/category/world-of-warcraft/"><img vspace="4" hspace="4" border="1" title="It's hard to say goodbye to your first game. Most players won't." src="http://www.blogcdn.com/massively.joystiq.com/media/2008/04/orgrimmargoinghomeagain.jpg" alt="" /></a><br /></div>
<p align="left">I always think it's interesting when I hear developers talk about how <em><a href="http://massively.joystiq.com/category/world-of-warcraft/">World of Warcraft</a> </em>opened up the MMOG market for new entrants. We have all these new and exciting games coming out: <em><a href="http://massively.joystiq.com/tag/Age-of-Conan/" mce_href="http://massively.joystiq.com/tag/Age-of-Conan/" target="_blank">Age of Conan</a>, <a href="http://massively.joystiq.com/category/warhammer-online/" mce_href="http://massively.joystiq.com/category/warhammer-online/" target="_blank">Warhammer Online</a>, <a href="http://massively.joystiq.com/category/chronicles-of-spellborn/" mce_href="http://massively.joystiq.com/category/chronicles-of-spellborn/" target="_blank">The Chronicles of Spellborn</a></em>, and plenty more. However, the overwhelming response that I get from <em>WoW</em> players when I talk about these games is a blank stare and something along the lines of, "Okay, that sounds all right... but why would I ever want to leave <em>WoW</em>?" I think that developers tend to underestimate how attached people get to their MMOG of choice. There are now over 10 million <em>World of Warcraft</em> players. The question is, do they even <em>want</em> something different?</p>
<p>I've read a number of bloggers in the past few months and talked to a number of players who claim that they're only playing <em>WoW </em>right now because "it's the best thing out there." They're yearning for something else. Not something totally <em>different</em>, mind you, since they obviously have a blast in Azeroth. But something fresh enough to be new and exciting without bastardizing the game style they know and love. However, I've noticed something interesting. This breed of player tends to overwhelmingly be comprised of people for whom <em>World of Warcraft</em> was <em>not</em> their first MMOG. Otherwise, people just want <em>WoW</em> to put more content in and are willing to make do with what they have until then. I think there's an intriguing bit of psychology there that's worth examining.</p><p><a href="http://massively.joystiq.com/2008/04/17/player-vs-everything-when-will-the-players-leave-wow/" rel="bookmark">Continue reading <em>Player vs. Everything: When will the players leave WoW?</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/2008/04/17/player-vs-everything-when-will-the-players-leave-wow/">Player vs. Everything: When will the players leave WoW?</a> originally appeared on <a href="http://massively.joystiq.com">Massively</a> on Thu, 17 Apr 2008 11:00:00 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/2008/04/17/player-vs-everything-when-will-the-players-leave-wow/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/forward/1169539/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/2008/04/17/player-vs-everything-when-will-the-players-leave-wow/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>blizzard</category><category>blizzard-entertainment</category><category>bored</category><category>boredom</category><category>burnout</category><category>competition</category><category>dikumud</category><category>everquest</category><category>everquest-2</category><category>everquest-ii</category><category>featured</category><category>free-trial</category><category>game-development</category><category>joystiqfeatures</category><category>mmo-burnout</category><category>player-vs-everything</category><category>soe</category><category>sony-online-entertai...</category><category>vanguard</category><category>world-of-warcraft</category><dc:creator><![CDATA[Cameron Sorden]]></dc:creator><pubDate>Thu, 17 Apr 2008 11:00:00 EST</pubDate></item><item><title><![CDATA[Building a better MMOusetrap: To topple the King!]]></title><link>http://massively.joystiq.com/2008/01/25/building-a-better-mmousetrap-to-topple-the-king/</link><guid isPermaLink="true">http://massively.joystiq.com/2008/01/25/building-a-better-mmousetrap-to-topple-the-king/</guid><comments>http://massively.joystiq.com/2008/01/25/building-a-better-mmousetrap-to-topple-the-king/#comments</comments><description><![CDATA[<p>Filed under: <a href="http://massively.joystiq.com/category/world-of-warcraft/" rel="tag">World of Warcraft</a>, <a href="http://massively.joystiq.com/category/age-of-conan/" rel="tag">Age of Conan</a>, <a href="http://massively.joystiq.com/category/everquest/" rel="tag">EverQuest</a>, <a href="http://massively.joystiq.com/category/everquest-ii/" rel="tag">EverQuest II</a>, <a href="http://massively.joystiq.com/category/final-fantasy-xi/" rel="tag">Final Fantasy XI</a>, <a href="http://massively.joystiq.com/category/lord-of-the-rings-online/" rel="tag">Lord of the Rings Online</a>, <a href="http://massively.joystiq.com/category/pirates-of-the-burning-sea/" rel="tag">Pirates of the Burning Sea</a>, <a href="http://massively.joystiq.com/category/culture/" rel="tag">Culture</a>, <a href="http://massively.joystiq.com/category/game-mechanics/" rel="tag">Game mechanics</a>, <a href="http://massively.joystiq.com/category/lore/" rel="tag">Lore</a>, <a href="http://massively.joystiq.com/category/mmo-industry/" rel="tag">MMO industry</a>, <a href="http://massively.joystiq.com/category/crafting/" rel="tag">Crafting</a>, <a href="http://massively.joystiq.com/category/warhammer-online/" rel="tag">Warhammer Online</a>, <a href="http://massively.joystiq.com/category/opinion/" rel="tag">Opinion</a>, <a href="http://massively.joystiq.com/category/tabula-rasa/" rel="tag">Tabula Rasa</a>, <a href="http://massively.joystiq.com/category/building-a-better-mmousetrap/" rel="tag">Building a Better MMOusetrap</a></p><div align="center"><img vspace="4" hspace="4" border="1" align="middle" alt="" src="http://www.blogcdn.com/massively.joystiq.com/media/2008/01/kingdown.jpg" /><br /></div>
<br />Can <a href="http://massively.joystiq.com/category/world-of-warcraft/"><em>WoW</em></a> be killed? This is the question on the tongues of my <em>WoW </em>playing friends since the announcement of <a href="http://massively.joystiq.com/tag/funcom/">FunCom's</a> upcoming title <a href="http://massively.joystiq.com/category/age-of-conan/"><em>Age of Conan</em></a> has been <a href="http://massively.joystiq.com/2008/01/21/funcom-decides-age-of-conan-needs-more-time-aka-delay/">pushed back another 8 weeks</a>. Some think it's to polish it just that extra little bit, so that they can come out of the gates running, but honesty I think they just want to make sure they are putting out as high a quality game as possible. Really this idea of a <em>WoW</em> Killer, has been going around for a long time, and frankly I think the whole idea is a bit silly. Like my compatriot <a href="http://massively.joystiq.com/bloggers/kevin-stallard/">Kevin Stallard</a> states on a recent edition of '<a href="http://massively.joystiq.com/2008/01/17/ask-massively-is-there-a-wow-killer-on-the-horizon/">Ask Massively</a>', there are games like <a href="http://massively.joystiq.com/category/ultima-online"><em>Ultima Online</em></a> that have been plugging strong for over a decade now, without any real notion of stopping soon.<br /><br />Certainly over the years MMO's have risen and fallen from the top spot, it started off with UO holding the torch, then moved along to <a href="http://massively.joystiq.com/category/everquest/"><em>EQ</em></a> and pretty much since it's launch <em>WoW</em> has held fast and continued to gain popularity. And with <a href="http://massively.joystiq.com/tag/blizzard/">ActiBlizzard's</a> recent announcement that the <a href="http://www.worldofwarcraft.com"><em>World of Warcraft </em></a>has just broken the <a href="http://massively.joystiq.com/2008/01/22/world-of-warcraft-hits-10-million-players/">10 Million subscriber mark</a>, it's unlikely we're going to see them toppled any time soon. To take a moment and put those numbers into perspective, 10 million subscribers would be like if every man, woman and child in <a href="http://en.wikipedia.org/wiki/List_of_countries_by_population">Belgium</a> did nothing but play WoW all the time. I know I'd certainly take the next flight out to Bruges, and settle in next to the <a href="http://www.youtube.com/watch?v=AIfC_1Xav7c">Muscles from Brussels</a> playing my Shaman for the good of mother Belgium!<br /><br />But really, I don't think that there is any risk of a <em>WoW</em> killer, not because I don't think that <em>AoC</em> and <a href="http://www.mythicentertainment.com/">EA Mythic's</a> <a href="http://massively.joystiq.com/category/warhammer-online/"><em>Warhammer Online</em></a> aren't going to be 'as good' or even be able to compete against <em>WoW</em>, but because frankly I don't think it matters. From what I've seen so far from both of these titles, neither one is trying to be a <em>WoW</em> clone, and I think that's the rub right there. Nothing is going to "beat" <em>WoW</em>, just like nothing beat <em>UO</em> or <em>EQ</em>, they simply lost subscribers to the new evolution of the genre. There are still a great deal of people who play the older titles, things like <em><a href="http://massively.joystiq.com/category/final-fantasy-xi/">FFXI</a>, UO, EQ</em>, and so on, but most MMO gamers aren't tied to a single title. I bet you that of those 10 million <em>WoW</em> subscribers at least 30% play at least one other title, and most of them have probably taken part in at least one beta test for another game.<p><a href="http://massively.joystiq.com/2008/01/25/building-a-better-mmousetrap-to-topple-the-king/" rel="bookmark">Continue reading <em>Building a better MMOusetrap: To topple the King!</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/2008/01/25/building-a-better-mmousetrap-to-topple-the-king/">Building a better MMOusetrap: To topple the King!</a> originally appeared on <a href="http://massively.joystiq.com">Massively</a> on Fri, 25 Jan 2008 16:30:00 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/2008/01/25/building-a-better-mmousetrap-to-topple-the-king/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/forward/1097087/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/2008/01/25/building-a-better-mmousetrap-to-topple-the-king/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>activision</category><category>age-of-conan</category><category>aoc</category><category>blizzard</category><category>building-a-better-mmousetrap</category><category>ea-mythic</category><category>ffxi</category><category>final-fantasy-xi</category><category>funcom</category><category>game-development</category><category>jean-claude-van-damme</category><category>lord-of-the-rings-online</category><category>lore</category><category>lotro</category><category>mmo-development</category><category>mmo-industry</category><category>tabula-rasa</category><category>tr</category><category>war</category><category>warhammer-online</category><category>world-of-warcraft</category><category>wow</category><dc:creator><![CDATA[Dave Moss]]></dc:creator><pubDate>Fri, 25 Jan 2008 16:30:00 EST</pubDate></item><item><title><![CDATA[As the Worlds Turn: What if?]]></title><link>http://massively.joystiq.com/2008/01/16/as-the-worlds-turn-what-if/</link><guid isPermaLink="true">http://massively.joystiq.com/2008/01/16/as-the-worlds-turn-what-if/</guid><comments>http://massively.joystiq.com/2008/01/16/as-the-worlds-turn-what-if/#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/opinion/" rel="tag">Opinion</a>, <a href="http://massively.joystiq.com/category/as-the-worlds-turn/" rel="tag">As the Worlds Turn</a></p><p align="center"><img vspace="4" hspace="4" border="1" alt="" src="http://www.blogcdn.com/massively.joystiq.com/media/2008/01/whatif.jpg" /></p>
<p><a href="http://massively.joystiq.com/tag/richard-garriott">Richard Garriott</a> did it. A critically acclaimed game designer, whose previous modus operandi regulated itself to PC and console games, created a <a href="http://massively.joystiq.com/category/tabula-rasa">successful MMO</a> in a market overshadowed by <a href="http://massively.joystiq.com/category/world-of-warcraft">Thrall and Co.</a> Some say that his only claim to fame is the <em><a href="http://en.wikipedia.org/wiki/Ultima">Ultima</a></em> series but then again, those that say such things, their only claim to fame is a blog read by their mother and a few old college buddies.</p>
<p>Big names attaching themselves to MMO projects are becoming commonplace. With <a href="http://massively.joystiq.com/tag/38-studios">38 Studios</a> making the news and <a href="http://www.joystiq.com/category/podcasts/">podcasts</a> these days, with starry-eyed fanboys salivating over visions of <a href="http://en.wikipedia.org/wiki/Drizzt">Drizzt</a> vs. <a href="http://en.wikipedia.org/wiki/Spawn_%28comics%29">Spawn</a> in an MMO that may or may not contain baseball, one wonders: who else might throw their hat into the MMO ring? Of course, each such entry runs the risk of the 800-pound gorilla, with epic gear, stomping it into oblivion. </p>
<p>But what if ...</p><p><a href="http://massively.joystiq.com/2008/01/16/as-the-worlds-turn-what-if/" rel="bookmark">Continue reading <em>As the Worlds Turn: What if?</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/2008/01/16/as-the-worlds-turn-what-if/">As the Worlds Turn: What if?</a> originally appeared on <a href="http://massively.joystiq.com">Massively</a> on Wed, 16 Jan 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/2008/01/16/as-the-worlds-turn-what-if/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/forward/1087750/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/2008/01/16/as-the-worlds-turn-what-if/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>38-studios</category><category>as-the-worlds-turn</category><category>featured</category><category>game-development</category><category>richard-garriott</category><category>tabula-rasa</category><category>world-of-warcraft</category><dc:creator><![CDATA[Adam Schumacher]]></dc:creator><pubDate>Wed, 16 Jan 2008 15:30:00 EST</pubDate></item><item><title><![CDATA[As the Worlds Turn: Ramblings of a mad man]]></title><link>http://massively.joystiq.com/2008/01/09/as-the-worlds-turn-ramblings-of-a-mad-man/</link><guid isPermaLink="true">http://massively.joystiq.com/2008/01/09/as-the-worlds-turn-ramblings-of-a-mad-man/</guid><comments>http://massively.joystiq.com/2008/01/09/as-the-worlds-turn-ramblings-of-a-mad-man/#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/opinion/" rel="tag">Opinion</a>, <a href="http://massively.joystiq.com/category/as-the-worlds-turn/" rel="tag">As the Worlds Turn</a></p><p align="center"><img alt="" hspace="4" src="http://www.blogcdn.com/massively.joystiq.com/media/2008/01/diresofamadman.jpg" vspace="4" border="1" /></p>
<p>In case you missed it while madly dashing about for your festive hat, 2008 has arrived. Since it is the New Year, we have all seen the articles <a href="massively.joystiq.com/2008/01/02/predicting-the-mmo-landscape-in-2008/">making predictions</a> and projections of what is to come in the following months. Some of these articles are <a href="http://massively.joystiq.com/tag/2008">great</a> while others seem lacking. My problem with all of them is that they are too firmly grounded in reality. </p>
<p>That's about to change.</p>
<p>Several hours of sleep depravation, a couple candy bars, and the last few drops of that glorious orange liquid called "Game Fuel" have lead to the following list of wishes that I would like to see granted in the next 12 months. So, game companies, get out your <a href="http://ea-spouse.livejournal.com/274.html">barbed whips and chain your developers to their desks</a>! You've got a lot of work ahead of you.</p><p><a href="http://massively.joystiq.com/2008/01/09/as-the-worlds-turn-ramblings-of-a-mad-man/" rel="bookmark">Continue reading <em>As the Worlds Turn: Ramblings of a mad man</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/2008/01/09/as-the-worlds-turn-ramblings-of-a-mad-man/">As the Worlds Turn: Ramblings of a mad man</a> originally appeared on <a href="http://massively.joystiq.com">Massively</a> on Wed, 09 Jan 2008 17:30:00 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/2008/01/09/as-the-worlds-turn-ramblings-of-a-mad-man/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/forward/1082619/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/2008/01/09/as-the-worlds-turn-ramblings-of-a-mad-man/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>blizzard</category><category>crafting</category><category>features</category><category>game-development</category><category>lord-of-the-rings-online</category><category>pirates-of-the-burning-sea</category><category>tabula-rasa</category><category>turbine</category><category>world-of-warcraft</category><dc:creator><![CDATA[Adam Schumacher]]></dc:creator><pubDate>Wed, 09 Jan 2008 17:30:00 EST</pubDate></item><item><title><![CDATA[Building a better MMOusetrap: Starting over]]></title><link>http://massively.joystiq.com/2008/01/02/building-a-better-mmousetrap-starting-over/</link><guid isPermaLink="true">http://massively.joystiq.com/2008/01/02/building-a-better-mmousetrap-starting-over/</guid><comments>http://massively.joystiq.com/2008/01/02/building-a-better-mmousetrap-starting-over/#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/mmo-industry/" rel="tag">MMO industry</a>, <a href="http://massively.joystiq.com/category/opinion/" rel="tag">Opinion</a>, <a href="http://massively.joystiq.com/category/building-a-better-mmousetrap/" rel="tag">Building a Better MMOusetrap</a></p><img vspace="4" hspace="4" border="1" align="right" src="http://www.blogcdn.com/massively.joystiq.com/media/2008/01/babmffxi.jpg"  alt="" />So I have been talked into starting over an old game I quit over three years ago, deleted all my characters and vowed to never go back. Now, it's taken six months (or more) of convincing and pleading and begging, but the thing that finally sold me was "they made leveling a lot easier, it's not like it used to be." <br /><br />That right there makes <a href="http://massively.joystiq.com/category/final-fantasy-xi/"><span style="font-style: italic;">FFXI</span></a> so much more exciting to go and play again, because as anyone who has ever leveled a character to 75 in that game knows, it was a full time job. I didn't want to go and do that all over again, forsaking the other games I play, my real job, family friends, etc etc (because, let's face it, we all do that from time to time, to get that one next level). But with the prospect of the leveling being easier, more casual friendly where it only takes a matter of weeks (or months) instead of years to get to 75 and have some fun, the game just seems, somehow better.<br /><br />So that got me thinking about the other games I had left, and if they had made changes over the years to bring people back. Sure there have been the <a href="http://www.worldofwarcraft.com/scroll/">Resurrection Scrolls</a>, and the <a href="http://www.playonline.com/ff11us/campaign/wcb/index.html">Return Home to Vana'diel</a> campaigns, and I'm sure countless others. But I'm not talking about promotions, but actual game changes, to speed up leveling, make crafting less of a headache, and allow people to join in, this late in the game.<p><a href="http://massively.joystiq.com/2008/01/02/building-a-better-mmousetrap-starting-over/" rel="bookmark">Continue reading <em>Building a better MMOusetrap: Starting over</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/2008/01/02/building-a-better-mmousetrap-starting-over/">Building a better MMOusetrap: Starting over</a> originally appeared on <a href="http://massively.joystiq.com">Massively</a> on Wed, 02 Jan 2008 15:45:00 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/2008/01/02/building-a-better-mmousetrap-starting-over/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/forward/1075590/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/2008/01/02/building-a-better-mmousetrap-starting-over/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>blizzard</category><category>development</category><category>featured</category><category>ffxi</category><category>final-fantasy-xi</category><category>game-design</category><category>game-development</category><category>joystiqfeatures</category><category>mmo</category><category>mmo-industry</category><category>wings-of-the-goddess</category><category>world-of-warcraft</category><category>wow</category><dc:creator><![CDATA[Dave Moss]]></dc:creator><pubDate>Wed, 02 Jan 2008 15:45:00 EST</pubDate></item><item><title><![CDATA[As the Worlds Turn: Learning from the past]]></title><link>http://massively.joystiq.com/2008/01/02/as-the-worlds-turn-learning-from-the-past/</link><guid isPermaLink="true">http://massively.joystiq.com/2008/01/02/as-the-worlds-turn-learning-from-the-past/</guid><comments>http://massively.joystiq.com/2008/01/02/as-the-worlds-turn-learning-from-the-past/#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/as-the-worlds-turn/" rel="tag">As the Worlds Turn</a></p><p align="center"><img vspace="4" hspace="4" border="1" alt="" src="http://www.blogcdn.com/massively.joystiq.com/media/2008/01/learnfromthepast.jpg" /></p>
<p>2007, by some accounts, has been one of the best years for video games ever. While most would think of the tremendous console releases, MMOs have also seen their fair share of greatness. However, as the saying goes, you can't win them all.</p>
<p>We're going to take a look back at 2007 at some of the higher, and lower, points in MMOs and game development. New Year's is over, so take some aspirin, get yourself a stiff cup of coffee and take a brief stroll through MMO memory lane.</p><p><a href="http://massively.joystiq.com/2008/01/02/as-the-worlds-turn-learning-from-the-past/" rel="bookmark">Continue reading <em>As the Worlds Turn: Learning from the past</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/2008/01/02/as-the-worlds-turn-learning-from-the-past/">As the Worlds Turn: Learning from the past</a> originally appeared on <a href="http://massively.joystiq.com">Massively</a> on Wed, 02 Jan 2008 09:50:00 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/2008/01/02/as-the-worlds-turn-learning-from-the-past/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/forward/1074913/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/2008/01/02/as-the-worlds-turn-learning-from-the-past/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>as-the-worlds-turn</category><category>featured</category><category>game-development</category><category>lord-of-the-rings-online</category><category>perpetual-entertainment</category><category>richard-garriot</category><category>tabula-rasa</category><category>world-of-warcraft</category><dc:creator><![CDATA[Adam Schumacher]]></dc:creator><pubDate>Wed, 02 Jan 2008 09:50:00 EST</pubDate></item><item><title><![CDATA[As the Worlds Turn: Land of the Free]]></title><link>http://massively.joystiq.com/2007/12/12/as-the-worlds-turn-land-of-the-free/</link><guid isPermaLink="true">http://massively.joystiq.com/2007/12/12/as-the-worlds-turn-land-of-the-free/</guid><comments>http://massively.joystiq.com/2007/12/12/as-the-worlds-turn-land-of-the-free/#comments</comments><description><![CDATA[<p>Filed under: <a href="http://massively.joystiq.com/category/world-of-warcraft/" rel="tag">World of Warcraft</a>, <a href="http://massively.joystiq.com/category/archlord/" rel="tag">ArchLord</a>, <a href="http://massively.joystiq.com/category/dungeon-runners/" rel="tag">Dungeon Runners</a>, <a href="http://massively.joystiq.com/category/game-mechanics/" rel="tag">Game mechanics</a>, <a href="http://massively.joystiq.com/category/rf-online/" rel="tag">RF Online</a>, <a href="http://massively.joystiq.com/category/free-to-play/" rel="tag">Free-to-play</a>, <a href="http://massively.joystiq.com/category/as-the-worlds-turn/" rel="tag">As the Worlds Turn</a></p><p align="center"><a href="massively.joystiq.com/category/as-the-worlds-turn/"><img vspace="4" hspace="4" border="0" src="http://www.blogcdn.com/massively.joystiq.com/media/2007/12/landofthefree.jpg" alt="" /></a></p>
<p>Free. Everyone likes things that are free. Well, except when it involves a free kick to the twig and berries. These days, free things are often accompanied by plenty of small-type that make it anything but free. Requiring you to sever a limb or to sign over half of your first born does not constitute free. However, there has been a glut of <a href="http://massively.joystiq.com/category/free-to-play/">free-to-play</a> MMOs emerging on the market. Some of these <a href="http://massively.joystiq.com/category/archlord/">have been around for a while</a> that somehow lost the desire to charge people and <a href="http://massively.joystiq.com/category/dungeon-runners/">others</a> have come out of the gate with no fees like a naked hippy at an outdoor music festival.</p>
<p>What I'd like to do this week is take a look at some free-to-play games and see what they have to offer in the realm of game design and development. If you're looking for a review or a first-impression on any of these games, you're in the wrong place. There are <a href="http://massively.joystiq.com/bloggers/akela-talamasca/">far more capable people</a> than I who can do <a href="http://massively.joystiq.com/category/at-a-glance/">just that</a>. So put the wallet away, we're about to go free ... just keep the clothes on.</p><p><a href="http://massively.joystiq.com/2007/12/12/as-the-worlds-turn-land-of-the-free/" rel="bookmark">Continue reading <em>As the Worlds Turn: Land of the Free</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/2007/12/12/as-the-worlds-turn-land-of-the-free/">As the Worlds Turn: Land of the Free</a> originally appeared on <a href="http://massively.joystiq.com">Massively</a> on Wed, 12 Dec 2007 16:30:00 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/2007/12/12/as-the-worlds-turn-land-of-the-free/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/forward/1061418/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/2007/12/12/as-the-worlds-turn-land-of-the-free/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>archlord</category><category>as-the-worlds-turn</category><category>dungeon-runners</category><category>free-to-play</category><category>game-design</category><category>game-development</category><category>joystiqfeatures</category><category>ncsoft</category><category>rf-online</category><category>world-of-warcraft</category><dc:creator><![CDATA[Adam Schumacher]]></dc:creator><pubDate>Wed, 12 Dec 2007 16:30:00 EST</pubDate></item><item><title><![CDATA[Richard Garriott to speak at GWU on December 10th]]></title><link>http://massively.joystiq.com/2007/12/07/richard-garriott-to-speak-at-gwu-on-december-10th/</link><guid isPermaLink="true">http://massively.joystiq.com/2007/12/07/richard-garriott-to-speak-at-gwu-on-december-10th/</guid><comments>http://massively.joystiq.com/2007/12/07/richard-garriott-to-speak-at-gwu-on-december-10th/#comments</comments><description><![CDATA[<p>Filed under: <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/tabula-rasa/" rel="tag">Tabula Rasa</a>, <a href="http://massively.joystiq.com/category/ultima-online/" rel="tag">Ultima Online</a></p><a href="http://www.dcacm.org/announce.html"><img vspace="4" hspace="4" border="1" align="right" src="http://www.blogcdn.com/massively.joystiq.com/media/2007/12/richardgarriot.jpg" alt="" /></a>Just a heads up to any massively multiplayer nuts living in the DC Metro area, Destination Games head honcho and MMO luminary Richard Garriott will be speaking to the <a href="http://www.dcacm.org/announce.html">DC Chapter of the Association for Computer Machinery</a> on December 10th at George Washington University from 7 to 9 p.m. EST. Garriott will be talking about some of the more technical aspects of modern game development, getting into the nitty gritty of design documentation, programming techniques, and UI creation. The lecture is free, so even if you just want to come to sit and swoon at the infamous Lord British, you're welcomed to do so.<br /><br />Of course, if you're from the other side of the country or just can't make it, you can check back here to Massively where we'll have a write-up of the lecture for your viewing pleasure.<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/2007/12/07/richard-garriott-to-speak-at-gwu-on-december-10th/">Richard Garriott to speak at GWU on December 10th</a> originally appeared on <a href="http://massively.joystiq.com">Massively</a> on Fri, 07 Dec 2007 16:30:00 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.dcacm.org/announce.html>Read</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/2007/12/07/richard-garriott-to-speak-at-gwu-on-december-10th/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/forward/1057601/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/2007/12/07/richard-garriott-to-speak-at-gwu-on-december-10th/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>ACM</category><category>destination-games</category><category>game-development</category><category>GWU</category><category>lecture</category><category>richard-garriott</category><category>tabula-rasa</category><category>ultima-online</category><dc:creator><![CDATA[Chris Chester]]></dc:creator><pubDate>Fri, 07 Dec 2007 16:30:00 EST</pubDate></item><item><title><![CDATA[As the Worlds Turn: Neverending Stories]]></title><link>http://massively.joystiq.com/2007/12/06/as-the-worlds-turn-neverending-stories/</link><guid isPermaLink="true">http://massively.joystiq.com/2007/12/06/as-the-worlds-turn-neverending-stories/</guid><comments>http://massively.joystiq.com/2007/12/06/as-the-worlds-turn-neverending-stories/#comments</comments><description><![CDATA[<p>Filed under: <a href="http://massively.joystiq.com/category/world-of-warcraft/" rel="tag">World of Warcraft</a>, <a href="http://massively.joystiq.com/category/archlord/" rel="tag">ArchLord</a>, <a href="http://massively.joystiq.com/category/guild-wars/" rel="tag">Guild Wars</a>, <a href="http://massively.joystiq.com/category/lord-of-the-rings-online/" rel="tag">Lord of the Rings Online</a>, <a href="http://massively.joystiq.com/category/lore/" rel="tag">Lore</a>, <a href="http://massively.joystiq.com/category/mmo-industry/" rel="tag">MMO industry</a>, <a href="http://massively.joystiq.com/category/opinion/" rel="tag">Opinion</a>, <a href="http://massively.joystiq.com/category/as-the-worlds-turn/" rel="tag">As the Worlds Turn</a></p><p align="center"><a href="http://massively.joystiq.com/2007/12/05/as-the-worlds-turn-neverending-stories/"><img vspace="4" hspace="4" border="0" src="http://www.blogcdn.com/massively.joystiq.com/media/2007/12/neverendingstories.jpg" alt="Ugly Horse!" /></a></p>
<p>Imagine, if you will, the following: In a dimly lit boardroom, a collection of men and women, disheveled and sleep depraved, stare blankly at a room filled with wads and scraps of paper. A broad shouldered man sits alone at the head of the table, the only indication he is there is the low red glow of his cigar. Finally someone speaks. "Ok, how about this? There is this ancient evil that lives ... um ... in a castle and ... ah ... there is a good king who lives in another castle and ... he needs heroes to help defeat this big, bad evil king ... dude." </p>
<p>A thick silence falls on the room.</p>
<p>Through a puff of gray smoke, "I love it. Let's pump a couple million into this baby. Let's make sure we set up the billing structure and get me some in-game advertising! Let's roll, people!"</p>
<p>I confess. That might not be entirely accurate but what role does the story play in our lovely MMO games? It serves as the backdrop for all the contextual details of the game but beyond the introduction movie, what importance or what prominence does the story play in MMOs? We're going to look a few of the more popular MMO games out there and how they deliver the backstory. We'll start with the obvious.</p><p><a href="http://massively.joystiq.com/2007/12/06/as-the-worlds-turn-neverending-stories/" rel="bookmark">Continue reading <em>As the Worlds Turn: Neverending Stories</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/2007/12/06/as-the-worlds-turn-neverending-stories/">As the Worlds Turn: Neverending Stories</a> originally appeared on <a href="http://massively.joystiq.com">Massively</a> on Thu, 06 Dec 2007 15:00:00 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/2007/12/06/as-the-worlds-turn-neverending-stories/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/forward/1055621/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/2007/12/06/as-the-worlds-turn-neverending-stories/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>archlord</category><category>featured</category><category>game-development</category><category>lord-of-the-rings-online</category><category>lore</category><category>story</category><category>world-of-warcraft</category><dc:creator><![CDATA[Adam Schumacher]]></dc:creator><pubDate>Thu, 06 Dec 2007 15:00:00 EST</pubDate></item><item><title><![CDATA[Building a better MMOusetrap: Buildings, barrens and beyond (Part 3)]]></title><link>http://massively.joystiq.com/2007/11/28/building-a-better-mmousetrap-buildings-barrens-and-beyond-par/</link><guid isPermaLink="true">http://massively.joystiq.com/2007/11/28/building-a-better-mmousetrap-buildings-barrens-and-beyond-par/</guid><comments>http://massively.joystiq.com/2007/11/28/building-a-better-mmousetrap-buildings-barrens-and-beyond-par/#comments</comments><description><![CDATA[<p>Filed under: <a href="http://massively.joystiq.com/category/world-of-warcraft/" rel="tag">World of Warcraft</a>, <a href="http://massively.joystiq.com/category/final-fantasy-xi/" rel="tag">Final Fantasy XI</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/opinion/" rel="tag">Opinion</a>, <a href="http://massively.joystiq.com/category/second-life/" rel="tag">Second Life</a>, <a href="http://massively.joystiq.com/category/building-a-better-mmousetrap/" rel="tag">Building a Better MMOusetrap</a></p><div style="text-align: center;"><img vspace="4" hspace="4" border="1" alt="" src="http://www.blogcdn.com/massively.joystiq.com/media/2007/11/bbab.jpg" /><br /></div>
<br />Over the past two weeks I have <a href="http://massively.joystiq.com/2007/11/14/building-a-better-mmousetrap-buildings-barrens-and-beyond-par/">gone over </a>some of the base elements of <a href="http://massively.joystiq.com/2007/11/21/building-a-better-mmousetrap-buildings-barrens-and-beyond-par/">architecture in massively multiplayer games</a>. Touching on how architecture can influence a persons time inside a game, as well as how different types of players can actually begin to influence the environment.<br /><br />Once a player leaves the cities with the games, they will begin to encounter more diverse and interesting environments and landscapes. The largest percentage of available space in MMOs is simulated landscape and natural scenery. From <a href="http://massively.joystiq.com/photos/world-of-warcraft/">toxic-hued forests and jungles</a>, to vast dune seas, and <a href="http://massively.joystiq.com/photos/age-of-conan-gallery/">rolling grasslands</a>, all the way out into <a href="http://massively.joystiq.com/photos/tabula-rasa-gallery/">the vastness</a> of <a href="http://massively.joystiq.com/photos/eve-online-core-gallery/">space</a> and although the landscapes in the games oftentimes reflect the vistas we know from the real world, sometimes they are as if they were plucked from the dreams or nightmares of the players. However something separates landscapes in reality from landscapes in video games, and that is the fact that at the end of the day, most of the areas outside the cities in online games, are structured just the same as the cities themselves are.<br /><br />Each area or "zone" is assigned it's own distinct character, and habitat and is assigned a specific level of difficulty. They often have only a few entries and exits, a handful of important landmarks and high walls surround the entire area. In this sense the areas function simply as an exaggerated room, with walls surrounding, one or two doors or windows to get out, and everything within set specifically to function only within that area. <a href="http://www.hf.uib.no/hi/espen/">Espen Aarseth</a> stated in his Allegories of Space about the game <a style="font-style: italic;" href="http://Myst">Myst</a>:<br /><br /><em>"What looks like an open area is really a closed labyrinth with a few possible directions..."</em><p><a href="http://massively.joystiq.com/2007/11/28/building-a-better-mmousetrap-buildings-barrens-and-beyond-par/" rel="bookmark">Continue reading <em>Building a better MMOusetrap: Buildings, barrens and beyond (Part 3)</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/2007/11/28/building-a-better-mmousetrap-buildings-barrens-and-beyond-par/">Building a better MMOusetrap: Buildings, barrens and beyond (Part 3)</a> originally appeared on <a href="http://massively.joystiq.com">Massively</a> on Wed, 28 Nov 2007 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/2007/11/28/building-a-better-mmousetrap-buildings-barrens-and-beyond-par/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/forward/1049790/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/2007/11/28/building-a-better-mmousetrap-buildings-barrens-and-beyond-par/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>architecture</category><category>design</category><category>environments</category><category>featured</category><category>ffxi</category><category>game-development</category><category>joystiqfeatures</category><category>landscapes</category><category>mmo</category><category>mmo-industry</category><category>second-life</category><category>world-of-warcraft</category><category>wow</category><dc:creator><![CDATA[Dave Moss]]></dc:creator><pubDate>Wed, 28 Nov 2007 15:30:00 EST</pubDate></item><item><title><![CDATA[Building a better MMOusetrap: Buildings, barrens and beyond (Part 2)]]></title><link>http://massively.joystiq.com/2007/11/21/building-a-better-mmousetrap-buildings-barrens-and-beyond-par/</link><guid isPermaLink="true">http://massively.joystiq.com/2007/11/21/building-a-better-mmousetrap-buildings-barrens-and-beyond-par/</guid><comments>http://massively.joystiq.com/2007/11/21/building-a-better-mmousetrap-buildings-barrens-and-beyond-par/#comments</comments><description><![CDATA[<p>Filed under: <a href="http://massively.joystiq.com/category/world-of-warcraft/" rel="tag">World of Warcraft</a>, <a href="http://massively.joystiq.com/category/final-fantasy-xi/" rel="tag">Final Fantasy XI</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/building-a-better-mmousetrap/" rel="tag">Building a Better MMOusetrap</a></p><div style="text-align: center;"><img vspace="4" hspace="4" border="1" alt="" src="http://www.blogcdn.com/massively.joystiq.com/media/2007/11/bbab.jpg" /><br /></div>
<br /><a href="http://massively.joystiq.com/2007/11/14/building-a-better-mmousetrap-buildings-barrens-and-beyond-par/">Last week we started to look at the architecture of MMO cities</a>, and how they can impact game play. How developers use areas like transit zones, to herd the players, even if they players aren't aware. This week we will take a deeper look into the cities themselves, the people that inhabit them, and why.<br /><br />Cities are often looked at in virtual worlds as a type of mall, where you can go and pick up the things you need, trade in or sell the things you don't, and maybe swing by the food court for a bite to eat. As such, players often treat cities very differently; just like malls you have different groups of people who want different things out of the environment. To some, it's a hangout place, the folks who sit around talking with their friends, using yell or in-city channels to spam their personal and most inner thoughts (<a href="http://www.pennyarcademerch.com/pat070071.html">WTS [Wang] x1 PST</a>). You have those who look at it just like a pit stop, get in, do what you have to do, and get out. And those who abhor the cities entirely and would rather go out of their way to some small outpost just to avoid the unwashed masses, even if it means an extra twenty minutes.<br /><br />I think developers can change this though, making the cities more like the ones we are used to in the real world. Places to rest, refresh, and socialize. In games like <a href="http://massively.joystiq.com/category/final-fantasy-xi/"><span style="font-style: italic;">FFXI</span></a>, the cities feel barren and devoid of life, with only the most necessary NPCs around to give out the quest and vendor your unwanted loot. There are frequently more empty, inaccessible buildings than there are ones you can go in. Where the opposite can be said about <a style="font-style: italic;" href="http://massively.joystiq.com/category/world-of-warcraft/">WoW</a>, where there are countless houses for you to explore (albeit most of them empty), <a href="http://en.wikipedia.org/wiki/Non-player_character">NPC</a>s wandering around with no function other than to <a href="http://thottbot.com/c9099">sell pie</a>, and more vendors than you can shake a stick at.<br /><p><a href="http://massively.joystiq.com/2007/11/21/building-a-better-mmousetrap-buildings-barrens-and-beyond-par/" rel="bookmark">Continue reading <em>Building a better MMOusetrap: Buildings, barrens and beyond (Part 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/2007/11/21/building-a-better-mmousetrap-buildings-barrens-and-beyond-par/">Building a better MMOusetrap: Buildings, barrens and beyond (Part 2)</a> originally appeared on <a href="http://massively.joystiq.com">Massively</a> on Wed, 21 Nov 2007 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://massively.joystiq.com/2007/11/21/building-a-better-mmousetrap-buildings-barrens-and-beyond-par/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/forward/1045166/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/2007/11/21/building-a-better-mmousetrap-buildings-barrens-and-beyond-par/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>architecture</category><category>design</category><category>environments</category><category>featured</category><category>ffxi</category><category>game-development</category><category>joystiqfeatures</category><category>mmo</category><category>mmo-industry</category><category>neocron</category><category>terrain-exploiting</category><category>world-of-warcraft</category><category>wow</category><dc:creator><![CDATA[Dave Moss]]></dc:creator><pubDate>Wed, 21 Nov 2007 10:00:00 EST</pubDate></item></channel></rss>
