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<generator>Blogsmith http://www.blogsmith.com/</generator><item><title><![CDATA[The Soapbox: That's the way it should be!]]></title><link>http://massively.joystiq.com/2012/03/06/the-soapbox-thats-the-way-it-should-be/</link><guid isPermaLink="true">http://massively.joystiq.com/2012/03/06/the-soapbox-thats-the-way-it-should-be/</guid><comments>http://massively.joystiq.com/2012/03/06/the-soapbox-thats-the-way-it-should-be/#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>, <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/2012/03/06/the-soapbox-thats-the-way-it-should-be/"><img alt="There have been more than ten other incarnations of this character.  None of them have ever committed suicide over losing a video game." src="http://www.blogcdn.com/massively.joystiq.com/media/2012/03/soapbox-onetrue-way-epl-304.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 />
Every fandom has it. In Transformers fandom, it's the segment of the population that insists the franchise peaked with the original G1 cartoon (and its numerous animation errors, bad scripting, and downright ridiculous plots). Star Trek fans will insist that the franchise should be more like the original series, where every plot revolved around Kirk's trying to bone someone or Spock's acting stoic. And then there are the tabletop gamers who miss the days of early Dungeons &amp; Dragons, as if the books stopped working once the line stopped being active.<br />
<br />
Some fandoms have terms just for this crowd; some don't. But they're all in the same general group -- they're the One True Way crowd. They're fans who insist that one particular incarnation was the right way to go and everything afterward has been a poor imitation. The camp exists with MMOs, as well, and just as with any other franchise, it's arguably the most harmful portion of the fanbase.<p><a href="http://massively.joystiq.com/2012/03/06/the-soapbox-thats-the-way-it-should-be/" rel="bookmark">Continue reading <em>The Soapbox: That's the way it should be!</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/2012/03/06/the-soapbox-thats-the-way-it-should-be/">The Soapbox: That's the way it should be!</a> originally appeared on <a href="http://massively.joystiq.com">Massively</a> on Tue, 06 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/2012/03/06/the-soapbox-thats-the-way-it-should-be/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/forward/20185439/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/2012/03/06/the-soapbox-thats-the-way-it-should-be/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>column</category><category>columns</category><category>design</category><category>editorial</category><category>featured</category><category>game-design</category><category>game-industry</category><category>innovation</category><category>older-games</category><category>one-true-way</category><category>op-ed</category><category>opinion</category><category>rant</category><category>rants</category><category>sandbox</category><category>soapbox</category><category>the-soapbox</category><category>themepark</category><category>throwbacks</category><dc:creator><![CDATA[Eliot Lefebvre]]></dc:creator><pubDate>Tue, 06 Mar 2012 12:00:00 EST</pubDate></item><item><title><![CDATA[The Daily Grind: Who will be our MMO development heroes of tomorrow?]]></title><link>http://massively.joystiq.com/2012/02/25/the-daily-grind-who-will-be-our-mmo-development-heroes-of-tomor/</link><guid isPermaLink="true">http://massively.joystiq.com/2012/02/25/the-daily-grind-who-will-be-our-mmo-development-heroes-of-tomor/</guid><comments>http://massively.joystiq.com/2012/02/25/the-daily-grind-who-will-be-our-mmo-development-heroes-of-tomor/#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>, <a href="http://massively.joystiq.com/category/the-daily-grind/" rel="tag">The Daily Grind</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/2012/02/25/the-daily-grind-who-will-be-our-mmo-development-heroes-of-tomor/"><img alt="Greatest American Hero" src="http://www.blogcdn.com/massively.joystiq.com/media/2012/02/greatestamericanhero.jpg" /></a></div>
The lifespan of the MMO genre is still fairly short when you take general gaming into consideration. Fifteen years ago, most of us wouldn't have dreamed of what's available online today, thanks to the innovators who brought together graphical roleplaying games and the MUDs of the day. People like <a href="http://massively.joystiq.com/tag/Richard-Garriott/">Richard Garriott</a>, <a href="http://massively.joystiq.com/tag/Raph-Koster/">Raph Koster</a>, <a href="http://massively.joystiq.com/tag/Starr-Long/">Starr Long</a>, <a href="http://massively.joystiq.com/tag/J-Todd-Coleman/">J. Todd Coleman</a>, and a handful of others helped create what we know today as MMORPGs.<br />
<br />
But who will be the innovators and trend-setters of tomorrow's MMOs? We see a lot of innovation these days, but ascribing those ideas to one person isn't as easy (or applicable) as it was in the early days of five-man studios. Still, there are geniuses in these modern studios making some much-needed improvements that will carry on for many years.<br />
<br />
So if you're a player and you know of someone who will be known for his or her innovation in the future, let us know. If you're a developer who wants to call out a co-worker for something he or she has done to change the genre, get that name out there!<br />
<br />
<img align="left" alt="" border="0" hspace="0" src="http://www.blogcdn.com/www.massively.com/media/2010/09/coffee.jpg" style="padding-right: 10px;" vspace="0" /><em>Every morning, the Massively bloggers probe the minds of their readers with deep, thought-provoking questions about that most serious of topics: massively online gaming. We crave your opinions, so grab your caffeinated beverage of choice and chime in on today's <a href="http://www.massively.com/category/the-daily-grind/">Daily Grind</a>!</em><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/2012/02/25/the-daily-grind-who-will-be-our-mmo-development-heroes-of-tomor/">The Daily Grind: Who will be our MMO development heroes of tomorrow?</a> originally appeared on <a href="http://massively.joystiq.com">Massively</a> on Sat, 25 Feb 2012 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/2012/02/25/the-daily-grind-who-will-be-our-mmo-development-heroes-of-tomor/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/forward/20178938/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/2012/02/25/the-daily-grind-who-will-be-our-mmo-development-heroes-of-tomor/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>heroes</category><category>innovation</category><category>j-todd-coleman</category><category>mmo-industry</category><category>opinion</category><category>raph-koster</category><category>richard-garriott</category><category>starr-long</category><category>tdg</category><category>the-daily-grind</category><dc:creator><![CDATA[Shawn Schuster]]></dc:creator><pubDate>Sat, 25 Feb 2012 08:00:00 EST</pubDate></item><item><title><![CDATA[James Ohlen hits back against critics, defends SWTOR's innovation]]></title><link>http://massively.joystiq.com/2012/01/12/james-ohlen-hits-back-against-critics-defends-swtors-innovatio/</link><guid isPermaLink="true">http://massively.joystiq.com/2012/01/12/james-ohlen-hits-back-against-critics-defends-swtors-innovatio/</guid><comments>http://massively.joystiq.com/2012/01/12/james-ohlen-hits-back-against-critics-defends-swtors-innovatio/#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/interviews/" rel="tag">Interviews</a>, <a href="http://massively.joystiq.com/category/launches/" rel="tag">Launches</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://massively.joystiq.com/2012/01/12/james-ohlen-hits-back-against-critics-defends-swtors-innovatio/"><img alt="SWTOR metacritic" src="http://www.blogcdn.com/massively.joystiq.com/media/2012/01/swtorreview.jpg" /></a></div>
<a href="http://massively.joystiq.com/category/star-wars-the-old-republic/"><em>Star Wars: The Old Republic</em></a> Game Director <a href="http://massively.joystiq.com/tag/james-ohlen/">James Ohlen</a> isn't surprised that the game's received the flak it has from a segment of reviews and fans. In a candid interview with <a href="http://www.eurogamer.net/articles/2012-01-12-bioware-swtor-post-mortem-its-more-innovative-than-an-fps">Eurogamer</a>, Ohlen addresses both the issues of being a "big target" for critics and the claims that <em>SWTOR's </em>lacking innovation.<br />
<br />
For the most part, players and critics have praised the game, Ohlen shares, and <a href="http://massively.joystiq.com/tag/bioware/">BioWare</a> is seeing an "exceptionally high" desire among its playerbase for continued subscriptions. But was BioWare prepared for the backlash as well? Ohlen says it was: "We knew that there was going to be people who wanted us to fail. But that's just the nature of the game. If you're going to build a huge game and try to go out to a lot of people, you're going to have people who just react poorly."<br />
<br />
He does push back hard against claims that <em>SWTOR </em>failed on the innovation front, stating, "We wanted to take the lessons that have been developed in that genre over years and years and years and basically refine them, much like other companies do with other genres. So, I don't know, it's just the way it is, but I don't see us as not being innovative. We're actually a lot more innovative within the MMO space than comparable games in other spaces like the first-person genre, the action genre -- games like 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/2012/01/12/james-ohlen-hits-back-against-critics-defends-swtors-innovatio/">James Ohlen hits back against critics, defends SWTOR's innovation</a> originally appeared on <a href="http://massively.joystiq.com">Massively</a> on Thu, 12 Jan 2012 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://massively.joystiq.com/2012/01/12/james-ohlen-hits-back-against-critics-defends-swtors-innovatio/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/forward/20147613/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/2012/01/12/james-ohlen-hits-back-against-critics-defends-swtors-innovatio/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>backlash</category><category>bioware</category><category>critic</category><category>ea-bioware</category><category>eurogamer</category><category>innovation</category><category>innovative</category><category>james-ohlen</category><category>metacritic</category><category>metacritic-score</category><category>review</category><category>review-scores</category><category>star-wars-the-old-republic</category><category>swtor</category><category>video-game-genres</category><dc:creator><![CDATA[Justin Olivetti]]></dc:creator><pubDate>Thu, 12 Jan 2012 17:00:00 EST</pubDate></item><item><title><![CDATA[Rod Humble details experimentation and innovation at Linden Lab]]></title><link>http://massively.joystiq.com/2011/11/08/rob-humble-details-experimentation-and-innovation-at-linden-lab/</link><guid isPermaLink="true">http://massively.joystiq.com/2011/11/08/rob-humble-details-experimentation-and-innovation-at-linden-lab/</guid><comments>http://massively.joystiq.com/2011/11/08/rob-humble-details-experimentation-and-innovation-at-linden-lab/#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/virtual-worlds/" rel="tag">Virtual worlds</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/2011/11/08/rob-humble-details-experimentation-and-innovation-at-linden-lab/ "><img alt="Linden Lab logo" src="http://www.blogcdn.com/massively.joystiq.com/media/2011/11/linden.jpg" /></a></div>
<div>
	<a href="http://www.massively.com/tag/linden-labs">Linden Lab</a>'s popular <a href="http://www.massively.com/category/second-life"><em>Second Life</em></a> is known for being one of the more creative, outside-the-box titles available on the market. That tradition carries over into Linden Lab CEO <a href="http://www.massively.com/tag/rod-humble">Rod Humble</a>'s newest initiative, which he says "puts the 'lab' in Linden Lab." Rather than having his developers spend all their time between projects working on bug-fixes, Humble has begun a rapid-prototyping R&amp;D initiative. For all the information on this new project, head on over to Gamasutra and check out the full feature.</div><p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://massively.joystiq.com"><img src="http://massively.joystiq.com/media/feedlogo.gif" alt="Massively" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://massively.joystiq.com/2011/11/08/rob-humble-details-experimentation-and-innovation-at-linden-lab/">Rod Humble details experimentation and innovation at Linden Lab</a> originally appeared on <a href="http://massively.joystiq.com">Massively</a> on Tue, 08 Nov 2011 16:00:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href="http://massively.joystiq.com/2011/11/08/rob-humble-details-experimentation-and-innovation-at-linden-lab/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/forward/20101559/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/2011/11/08/rob-humble-details-experimentation-and-innovation-at-linden-lab/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>experimentation</category><category>innovation</category><category>linden-lab</category><category>linden-labs</category><category>rod-humble</category><category>second-life</category><category>sl</category><dc:creator><![CDATA[Matt Daniel]]></dc:creator><pubDate>Tue, 08 Nov 2011 16:00:00 EST</pubDate></item><item><title><![CDATA[The Soapbox: Applying Neal Stephenson's Innovation Starvation to MMOs]]></title><link>http://massively.joystiq.com/2011/10/25/the-soapbox-applying-neal-stephensons-innovation-starvation-to/</link><guid isPermaLink="true">http://massively.joystiq.com/2011/10/25/the-soapbox-applying-neal-stephensons-innovation-starvation-to/</guid><comments>http://massively.joystiq.com/2011/10/25/the-soapbox-applying-neal-stephensons-innovation-starvation-to/#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/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/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>, <a href="http://massively.joystiq.com/category/sandbox/" rel="tag">Sandbox</a></p><div style="text-align: center;">
	<a href="http://massively.joystiq.com/2011/10/25/the-soapbox-applying-neal-stephensons-innovation-starvation-to/"><img alt="Rocket launch failure" src="http://www.blogcdn.com/massively.joystiq.com/media/2011/10/indian-rocket-explodes-after-launch.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 />
You've probably heard of <a href="http://en.wikipedia.org/wiki/Neal_Stephenson">Neal Stephenson</a>. The celebrated sci-fi author recently released his 13th novel, Reamde, and while it treads a little closer to traditional thriller territory than some of his more cerebral efforts, it still packs a futurist punch (and even led the author to comment on MMOs, virtual worlds, and <a href="http://worldofwarcraft.com"><em>World of Warcraft</em></a> in a <a href="http://massively.joystiq.com/2011/09/21/neal-stephenson-talks-mmorpgs-and-virtual-economies/">recent interview</a>).<br />
<br />
In addition to speculative fiction, Stephenson is also prone to the occasional essay, the latest of which found its way onto the intarwebs a few weeks ago. While not directly related to the gaming or massively multiplayer industries, the piece does feature some interesting observations about the stagnant creative culture to be found in contemporary corporate America, and Stephenson also offers plenty of food for thought that can be applied to the current state of the MMO space.<p><a href="http://massively.joystiq.com/2011/10/25/the-soapbox-applying-neal-stephensons-innovation-starvation-to/" rel="bookmark">Continue reading <em>The Soapbox: Applying Neal Stephenson's Innovation Starvation to MMOs</em></a></p><p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://massively.joystiq.com"><img src="http://massively.joystiq.com/media/feedlogo.gif" alt="Massively" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://massively.joystiq.com/2011/10/25/the-soapbox-applying-neal-stephensons-innovation-starvation-to/">The Soapbox: Applying Neal Stephenson's Innovation Starvation to MMOs</a> originally appeared on <a href="http://massively.joystiq.com">Massively</a> on Tue, 25 Oct 2011 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://massively.joystiq.com/2011/10/25/the-soapbox-applying-neal-stephensons-innovation-starvation-to/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/forward/20083588/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/2011/10/25/the-soapbox-applying-neal-stephensons-innovation-starvation-to/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>bioware</category><category>craig-morrison</category><category>culture</category><category>david-brevik</category><category>design</category><category>design-rut</category><category>featured</category><category>funcom</category><category>innovation</category><category>innovation-starvation</category><category>Miscellaneous</category><category>mmo-design</category><category>mmo-design-rut</category><category>mmo-industry</category><category>mmo-innovation-starvation</category><category>neal-stephenson</category><category>opinion</category><category>polish</category><category>polishing-a-turd</category><category>risk</category><category>risk-aversion</category><category>sandbox</category><category>soapbox</category><category>soapbox-jef-reahard</category><category>star-wars-galaxies</category><category>star-wars-the-old-republic</category><category>swtor</category><category>the-soapbox</category><category>themepark</category><dc:creator><![CDATA[Jef Reahard]]></dc:creator><pubDate>Tue, 25 Oct 2011 17:00:00 EST</pubDate></item><item><title><![CDATA[Gazillion's president says MMOs are in a rut]]></title><link>http://massively.joystiq.com/2011/10/11/gazillions-ceo-says-mmos-are-in-a-rut/</link><guid isPermaLink="true">http://massively.joystiq.com/2011/10/11/gazillions-ceo-says-mmos-are-in-a-rut/</guid><comments>http://massively.joystiq.com/2011/10/11/gazillions-ceo-says-mmos-are-in-a-rut/#comments</comments><description><![CDATA[<p>Filed under: <a href="http://massively.joystiq.com/category/super-hero/" rel="tag">Super-hero</a>, <a href="http://massively.joystiq.com/category/business-models/" rel="tag">Business models</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/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/marvel-heroes/" rel="tag">Marvel Heroes</a></p><div style="text-align: center;">
	<a href="http://massively.joystiq.com/2011/10/11/gazillions-president-says-mmos-are-in-a-rut/"><img alt="The Incredible Hulk is very pissed off" src="http://www.blogcdn.com/massively.joystiq.com/media/2011/10/hulksmashbyelgrimlock.jpg" /></a></div>
"I think MMOs in general are in a rut. It's still mainly <a href="http://massively.joystiq.com/tag/world-of-warcraft"><em>WoW</em></a> clones. A lot of people have done these games, but it's been that same kind of gameplay, and that doesn't mean that's what it has to be," says <a href="http://massively.joystiq.com/tag/gazillion">Gazillion's</a> <a href="http://massively.joystiq.com/tag/david-brevik">David Brevik</a>.<br />
<br />
Who's David Brevik?<br />
<br />
Well he's the president and COO of the company bringing you the free-to-play <a href="http://massively.joystiq.com/tag/marvel-universe-online">Marvel Universe</a> MMO (yeah, the one where you can't make your own character). More importantly -- in terms of gamer cred -- he also co-founded <a href="http://massively.joystiq.com/tag/blizzard">Blizzard North</a>.<br />
<br />
Brevik was recently interviewed about <em>WoW</em> clones, free-to-play business models, and everything in between, and you can read the full text at GamesIndustry.biz. You'll need to register for an account to access the content, but registration is free.<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/2011/10/11/gazillions-ceo-says-mmos-are-in-a-rut/">Gazillion's president says MMOs are in a rut</a> originally appeared on <a href="http://massively.joystiq.com">Massively</a> on Tue, 11 Oct 2011 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/2011/10/11/gazillions-ceo-says-mmos-are-in-a-rut/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/forward/20078780/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/2011/10/11/gazillions-ceo-says-mmos-are-in-a-rut/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>blizzard</category><category>blizzard-north</category><category>business-models</category><category>design-rut</category><category>f2p</category><category>free-to-play</category><category>gazillion</category><category>hulk-smash</category><category>innovation</category><category>interviews</category><category>marvel-universe</category><category>marvel-universe-online</category><category>mmo-industry</category><category>superhero</category><category>world-of-warcraft</category><category>wow</category><dc:creator><![CDATA[Jef Reahard]]></dc:creator><pubDate>Tue, 11 Oct 2011 12:00:00 EST</pubDate></item><item><title><![CDATA[Not So Massively: Eurogamer Expo 2011 edition]]></title><link>http://massively.joystiq.com/2011/10/03/not-so-massively-eurogamer-expo-2011-edition/</link><guid isPermaLink="true">http://massively.joystiq.com/2011/10/03/not-so-massively-eurogamer-expo-2011-edition/</guid><comments>http://massively.joystiq.com/2011/10/03/not-so-massively-eurogamer-expo-2011-edition/#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/video/" rel="tag">Video</a>, <a href="http://massively.joystiq.com/category/events-real-world/" rel="tag">Events, real-world</a>, <a href="http://massively.joystiq.com/category/game-mechanics/" rel="tag">Game mechanics</a>, <a href="http://massively.joystiq.com/category/new-titles/" rel="tag">New titles</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/news-items/" rel="tag">News items</a>, <a href="http://massively.joystiq.com/category/pve/" rel="tag">PvE</a>, <a href="http://massively.joystiq.com/category/hands-on/" rel="tag">Hands-on</a>, <a href="http://massively.joystiq.com/category/consoles/" rel="tag">Consoles</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/2011/10/03/not-so-massively-eurogamer-expo-2011-edition/"><img alt="Not So Massively title image" src="http://www.blogcdn.com/massively.joystiq.com/media/2011/10/nsmtrovoc-titleb.jpg" style="border-width: 0px; border-style: solid; margin: 4px;" /></a></div>
<em>Welcome to <a href="http://massively.joystiq.com/category/not-so-massively/">Not So Massively</a>, our weekly roundup of the top news from popular multiplayer online battle arenas (MOBAs) and other multiplayer online games that aren't quite MMOs. Published every Monday, the column covers games such a</em><em>s </em><a href="http://www.leagueoflegends.com/">League of Legends</a><em>, </em><a href="http://www.heroesofnewerth.com/">Heroes of Newerth</a><em>, </em><a href="http://www.riseofimmortals.com/">Rise of Immortals</a><em>, </em><a href="http://www.bloodlinechampions.com/">Bloodline Champions</a><em> and more.</em><br />
<br />
It's been just over a week since <a href="http://massively.joystiq.com/tag/eurogamer-expo-2011/">Eurogamer Expo 2011</a>, where countless upcoming and released games were demonstrated to attendees and made playable on the show floor. While some of them neatly fell into singleplayer or MMO categories, action adventure <em>Dark Souls</em> and the beautifully zen <em>Journey</em> sought to blur the line between those categories more than any game I've seen to date. Both are singleplayer games in which other players can seamlessly enter your world during play, a fascinating concept that I'm now dying to dig into.<br />
<br />
Red 5 resolved its dispute with Webzen this week, allowing <em>Firefall</em> to continue development unhindered by legal drama. <em>Brawl Busters</em> enters a new phase of closed beta, and we have a dump truck full of beta keys to give away. <em>League of Legends</em> reveals details of upcoming champions Xerath and The Nine Tail Fox, in addition to a new livestreaming site designed to collect money for gaming charity Child's Play. <em>Rise of Immortals</em> launched on Steam this week and released its first post-launch Immortal Trovoc, the Last Dragon. Finally, hints at a console version for <em>Diablo III</em> or console controls for the PC version have surfaced this week due to some cryptic forum responses by Blizzard staff.<br />
<br />
In this week's <a href="http://massively.joystiq.com/category/not-so-massively/">Not So Massively</a>, I give some first impressions of <em>Dark Souls</em> and <em>Journey</em> from Eurogamer Expo 2011 and delve into all the latest news from games that aren't quite MMOs.<p><a href="http://massively.joystiq.com/2011/10/03/not-so-massively-eurogamer-expo-2011-edition/" rel="bookmark">Continue reading <em>Not So Massively: Eurogamer Expo 2011 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/2011/10/03/not-so-massively-eurogamer-expo-2011-edition/">Not So Massively: Eurogamer Expo 2011 edition</a> originally appeared on <a href="http://massively.joystiq.com">Massively</a> on Mon, 03 Oct 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/2011/10/03/not-so-massively-eurogamer-expo-2011-edition/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/forward/20071515/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/2011/10/03/not-so-massively-eurogamer-expo-2011-edition/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>Action-RPG</category><category>blizzard</category><category>Blizzard-Entertainment</category><category>brawl-busters</category><category>dark-souls</category><category>demons-souls</category><category>diablo-3</category><category>diablo-iii</category><category>dialo</category><category>dungeon-crawler</category><category>eurogamer-expo</category><category>Eurogamer-Expo-2011</category><category>featured</category><category>firefall</category><category>first-impressions</category><category>hands-on</category><category>holy-crap-these-games-are-awesome</category><category>innovation</category><category>journey</category><category>league-of-legends</category><category>lol</category><category>multiplayer</category><category>news</category><category>not-so-massively</category><category>petroglyph</category><category>red-5-studios</category><category>riot-games</category><category>rise-of-immortals</category><category>rpg</category><category>that-game-company</category><category>ThatGameCompany</category><category>video</category><category>webzen</category><dc:creator><![CDATA[Brendan Drain]]></dc:creator><pubDate>Mon, 03 Oct 2011 20:00:00 EST</pubDate></item><item><title><![CDATA[SWTOR companions detailed in new video, interview]]></title><link>http://massively.joystiq.com/2011/09/23/swtor-companions-detailed-in-new-video-interview/</link><guid isPermaLink="true">http://massively.joystiq.com/2011/09/23/swtor-companions-detailed-in-new-video-interview/</guid><comments>http://massively.joystiq.com/2011/09/23/swtor-companions-detailed-in-new-video-interview/#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/video/" rel="tag">Video</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/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/news-items/" rel="tag">News items</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://massively.joystiq.com/2011/09/23/swtor-companions-detailed-in-new-video-interview/"><img alt="Star Wars The Old Republic - companions" src="http://www.blogcdn.com/massively.joystiq.com/media/2011/09/95119920110922640screen001.jpg" /></a></div>
So, who wants to learn about companions? No, not <a href="http://www.youtube.com/watch?v=x4CesptgxVA&amp;feature=related">that kind</a> (and more's the pity). We're talking about the traveling chums <a href="http://massively.joystiq.com/tag/bioware">BioWare</a> is providing for your savior-of-the-galaxy in its upcoming <a href="http://massively.joystiq.com/tag/star-wars-the-old-republic"><em>Star Wars The Old Republic</em></a> science-fantasy opus.<br />
<br />
A new video and interview at Gamespot has all the <a href="http://www.gamespot.com/pc/rpg/star-wars-the-old-republic/news/6336121/star-wars-the-old-republic-updated-qanda-companions?sid=6336121&amp;mode=previews&amp;tag=gumballs;img;2">companion-related info</a> that's fit to print -- or compress into a seven-minute clip and throw on a file server, to be more precise -- and game director <a href="http://massively.joystiq.com/tag/james-ohlen">James Ohlen</a> has a lot to say about companion customization, gameplay mechanics, and the fact that your computer-controlled co-stars "are going to be a significant innovation to MMORPGs."<br />
<br />
While the recent brouhaha over same-gender companion romance generated much rancor both in and out of the <em>SWTOR</em> community, BioWare steers clear of the topic here and focuses squarely on the launch-day features. Have a look at the video after the cut, and head to Gamespot for the interview text.<p><a href="http://massively.joystiq.com/2011/09/23/swtor-companions-detailed-in-new-video-interview/" rel="bookmark">Continue reading <em>SWTOR companions detailed in new video, interview</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/2011/09/23/swtor-companions-detailed-in-new-video-interview/">SWTOR companions detailed in new video, interview</a> originally appeared on <a href="http://massively.joystiq.com">Massively</a> on Fri, 23 Sep 2011 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/2011/09/23/swtor-companions-detailed-in-new-video-interview/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/forward/20050257/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/2011/09/23/swtor-companions-detailed-in-new-video-interview/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>bioware</category><category>brouhaha</category><category>companions</category><category>game-mechanics</category><category>innovation</category><category>interview</category><category>james-ohlen</category><category>mmo-industry</category><category>omg-its-swtor</category><category>sci-fi</category><category>science-fantasy</category><category>star-wars</category><category>star-wars-the-old-republic</category><category>swtor</category><category>video</category><dc:creator><![CDATA[Jef Reahard]]></dc:creator><pubDate>Fri, 23 Sep 2011 09:00:00 EST</pubDate></item><item><title><![CDATA[Innovating outwards: The joining of EVE Online with DUST 514]]></title><link>http://massively.joystiq.com/2011/09/02/innovating-outwards-the-joining-of-eve-online-with-dust-514/</link><guid isPermaLink="true">http://massively.joystiq.com/2011/09/02/innovating-outwards-the-joining-of-eve-online-with-dust-514/</guid><comments>http://massively.joystiq.com/2011/09/02/innovating-outwards-the-joining-of-eve-online-with-dust-514/#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/interviews/" rel="tag">Interviews</a>, <a href="http://massively.joystiq.com/category/mmofps/" rel="tag">MMOFPS</a>, <a href="http://massively.joystiq.com/category/dust-514/" rel="tag">DUST 514</a></p><div style="text-align: center;">
	<a href="http://massively.joystiq.com/2011/09/02/innovating-outwards-the-joining-of-eve-online-with-dust-514/"><img alt="DUST 514" src="http://www.blogcdn.com/massively.joystiq.com/media/2011/09/dust.jpg" /></a></div>
Even though the PC-using <a href="http://massively.joystiq.com/category/eve-online"><em>EVE Online</em></a> and the PlayStation 3-playing <a href="http://massively.joystiq.com/category/dust-514/"><em>DUST 514</em></a> gamers may be separated by platform boundaries, <a href="http://massively.joystiq.com/tag/ccp/">CCP</a> fans in both worlds will be joined at the hip in an odd, first-of-its-kind symbiotic relationship when <em>DUST 514</em> launches. It's an intriguing prospect, but fans are wondering just how CCP is going to pull it off and how the two games will interact in practice.<br />
<br />
<em>DUST 514 </em>producer <a href="http://massively.joystiq.com/tag/thomas-farrer">Thomas Farrer</a> sat down with Gamasutra <a href="http://www.gamasutra.com/view/feature/6475/ambitious_plans_the_marriage_of_.php">to shed some light on the nitty-gritty details</a> behind the auspicious plan. Farrer says that the buzz over <em>DUST </em>isn't as big as the team hoped, but he thinks this is due to the project taking a completely new angle on the industry: "Often, particularly in first-person games, games often look very inwards when it comes to how they are trying to innovate or move things forward. What we've tried to do is look more outwards."<br />
<br />
Farrer outlined how the two titles will share the same economy, corporate structure, and social features. He says that the already-constructed <em>EVE Online</em> universe was a boon to the team's plans, since the established setting provided a perfect backdrop to a persistent shooter MMO, and that the two teams are in constant contact with each other as the project goes forward.<br />
<br />
Of course, some computer players are put out that <em>DUST 514</em> will be exclusive to the PS3, but Farrer acknowledges the slight possibility that it might not always be so: "Right now, we're pretty much just entirely focused on PlayStation. That's what we're going to remain focused on at least for the foreseeable future. But you know, who knows what happens in the future."<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/2011/09/02/innovating-outwards-the-joining-of-eve-online-with-dust-514/">Innovating outwards: The joining of EVE Online with DUST 514</a> originally appeared on <a href="http://massively.joystiq.com">Massively</a> on Fri, 02 Sep 2011 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/2011/09/02/innovating-outwards-the-joining-of-eve-online-with-dust-514/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/forward/20033523/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/2011/09/02/innovating-outwards-the-joining-of-eve-online-with-dust-514/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>ccp</category><category>ccp-games</category><category>dust-514</category><category>eve</category><category>eve-online</category><category>fps</category><category>gamasutra</category><category>innovate</category><category>innovation</category><category>interview</category><category>mmofps</category><category>persistent-shooter</category><category>playstation-3</category><category>ps3</category><category>scifi</category><category>thomas-farrer</category><dc:creator><![CDATA[Justin Olivetti]]></dc:creator><pubDate>Fri, 02 Sep 2011 11:00:00 EST</pubDate></item><item><title><![CDATA[LEGO Universe builds community via community building]]></title><link>http://massively.joystiq.com/2011/03/24/lego-universe-builds-community-via-community-building/</link><guid isPermaLink="true">http://massively.joystiq.com/2011/03/24/lego-universe-builds-community-via-community-building/</guid><comments>http://massively.joystiq.com/2011/03/24/lego-universe-builds-community-via-community-building/#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/news-items/" rel="tag">News items</a>, <a href="http://massively.joystiq.com/category/lego-universe/" rel="tag">LEGO Universe</a>, <a href="http://massively.joystiq.com/category/kids/" rel="tag">Kids</a>, <a href="http://massively.joystiq.com/category/family/" rel="tag">Family</a></p><div style="text-align: center;">
	<a href="http://universe.lego.com"><img src="http://www.blogcdn.com/massively.joystiq.com/media/2011/03/lego-community-epl-324.jpg" style="border-width: 1px; border-style: solid; margin: 4px;" /></a></div>
The fun of playing with LEGO sets is only half in the assembly -- a lot of the enjoyment comes with showing off what you've created to others, no matter your age. It's an element that <a href="http://universe.lego.com"><em>LEGO Universe</em></a> has taken to heart, as <a href="http://www.verticalwire.com/releases/2316--i-lego-universe-i-players-innovate-to-win-mmog-fame-and-fortune-">a recent release</a> talks about the community events the game has run thus far and the plans for more events in the future.<br />
<br />
Each month of the game's operation has been based around a core theme for community events and challenges, giving players unified goals to work toward. March is the Battle Month, with the final event taking place this weekend in <a href="http://universe.lego.com/en-us/community/newsnetwork/story.aspx?id=300768">the Battle for Nimbus Station</a>. Players who successfully face off against 29 waves of enemies will be in the running to win a variety of in-game prizes as well as some real-world LEGO sets.<br />
<br />
The <a href="http://universe.lego.com/en-gb/community/creationlab/default.aspx">Creation Lab</a> has also been a major area of development, allowing user-generated content to come front and center in the community. Even if you're not currently playing <em><a href="http://massively.joystiq.com/category/LEGO-Universe/">LEGO Universe</a></em>, you can take part in some of the contests and get your own buildings in the game -- sharing what you've built with everyone even if it's not made out of plastic bricks.<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/2011/03/24/lego-universe-builds-community-via-community-building/">LEGO Universe builds community via community building</a> originally appeared on <a href="http://massively.joystiq.com">Massively</a> on Thu, 24 Mar 2011 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/2011/03/24/lego-universe-builds-community-via-community-building/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/forward/19890883/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/2011/03/24/lego-universe-builds-community-via-community-building/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>building</category><category>community-contests</category><category>community-events</category><category>contests</category><category>creation</category><category>innovation</category><category>kid-games</category><category>kids</category><category>lego</category><category>lego-bricks</category><category>lego-universe</category><category>lu</category><category>netdevil</category><category>original-creation</category><category>ugc</category><category>user-generated-content</category><dc:creator><![CDATA[Eliot Lefebvre]]></dc:creator><pubDate>Thu, 24 Mar 2011 21:00:00 EST</pubDate></item><item><title><![CDATA[The Daily Grind: What is the next MMO innovation?]]></title><link>http://massively.joystiq.com/2011/02/26/the-daily-grind-what-is-the-next-mmo-innovation/</link><guid isPermaLink="true">http://massively.joystiq.com/2011/02/26/the-daily-grind-what-is-the-next-mmo-innovation/</guid><comments>http://massively.joystiq.com/2011/02/26/the-daily-grind-what-is-the-next-mmo-innovation/#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/the-daily-grind/" rel="tag">The Daily Grind</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/the-daily-grind/"><img border="1" hspace="4" src="http://www.blogcdn.com/massively.joystiq.com/media/2011/02/innovation.jpg" vspace="4" /></a></div>
Everyone knows how many <a href="http://worldofwarcraft.com"><em>World of Warcraft</em></a> clones there are out there, right? "This is just <a href="http://massively.joystiq.com/category/world-of-warcraft/"><em>WoW</em></a> in space." "This is just <em>WoW</em> with tanks." "This is just <em>WoW</em> covered in chocolate." Just after <em>WoW</em> took the MMO world by storm, every gaming company decided that the <em>WoW</em> formula was the only way to make money in the industry. Now, however, we have started to see a move in other directions. But which innovation will come out on top? Some developers have really started to go back to the basics of sandbox gameplay -- like <a href="http://www.wurmonline.com/"><em>Wurm Online</em></a> or <em><a href="http://www.minecraft.net/">Minecraft</a> -- </em>or have taken a console approach, like <a href="http://globalagendagame.com"><em>Global Agenda</em></a> or <a href="http://dcuniverseonline.com"><em>DC Universe Online</em></a>.<br />
<br />
So what do you think will be the next big innovation in MMOs? Will worlds get wider with more depth like <a href="http://www.eveonline.com/"><em>EVE</em></a> times 10? Perhaps they will be come more character-driven and linear like <a href="http://swtor.com"><em>Star Wars: The Old Republic</em></a>? It's possible that a first-person shooter will be the next MMO wave, isn't it? What do you think developers will make the next big thing? What do you want it to be?<br />
<br />
<img align="left" alt="" border="0" hspace="0" src="http://www.blogcdn.com/www.massively.com/media/2010/09/coffee.jpg" style="padding-right: 10px;" vspace="0" /><em>Every morning, the Massively bloggers probe the minds of their readers with deep, thought-provoking questions about that most serious of topics: massively online gaming. We crave your opinions, so grab your caffeinated beverage of choice and chime in on today's <a href="http://www.massively.com/category/the-daily-grind/">Daily Grind</a>!</em><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/2011/02/26/the-daily-grind-what-is-the-next-mmo-innovation/">The Daily Grind: What is the next MMO innovation?</a> originally appeared on <a href="http://massively.joystiq.com">Massively</a> on Sat, 26 Feb 2011 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/2011/02/26/the-daily-grind-what-is-the-next-mmo-innovation/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/forward/19856946/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/2011/02/26/the-daily-grind-what-is-the-next-mmo-innovation/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>change</category><category>dc-universe-online</category><category>DCUO</category><category>EVE</category><category>eve-online</category><category>game-mechanics</category><category>global-agenda</category><category>innovation</category><category>minecraft</category><category>mmo-industry</category><category>new-titles</category><category>opinion</category><category>star-wars-the-old-republic</category><category>SWTOR</category><category>tdg</category><category>the-daily-grind</category><category>the-old-republic</category><category>TOR</category><category>World-of-Warcraft</category><category>WoW</category><category>Wurm</category><category>wurm-online</category><dc:creator><![CDATA[Larry Everett]]></dc:creator><pubDate>Sat, 26 Feb 2011 08:00:00 EST</pubDate></item><item><title><![CDATA[Valve's Gabe Newell recognizes the innovation of MMOs]]></title><link>http://massively.joystiq.com/2011/01/06/valves-gabe-newell-recognizes-the-innovation-of-mmos/</link><guid isPermaLink="true">http://massively.joystiq.com/2011/01/06/valves-gabe-newell-recognizes-the-innovation-of-mmos/</guid><comments>http://massively.joystiq.com/2011/01/06/valves-gabe-newell-recognizes-the-innovation-of-mmos/#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/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 style="text-align: center;"><img hspace="4" border="1" vspace="4" alt="" src="http://www.blogcdn.com/massively.joystiq.com/media/2011/01/valve.jpg" /></div>
Think the PC is losing its grip as the dominant platform when it comes to gaming innovation? Not so fast, says <a href="http://www.valvesoftware.com/">Valve's</a> Gabe Newell. In fact, he even cites MMOs as a leading cause of the PC platform's continued innovation. And when Newell speaks, gamers and game makers listen, as his company is an industry heavyweight responsible for the likes of <em>Half-Life</em>, <em>Left 4 Dead</em>, and <em>Counterstrike</em> (not to mention the <a href="http://store.steampowered.com/about/">Steam</a> digital distribution platform). <br />
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Yesterday, at the <a href="http://www.cesweb.org/">Consumer Electronics Show</a> in Las Vegas, Newell sung the praises of Intel's new GPU/CPU and also <a href="http://www.gamersmint.com/gabe-newell-pc-still-the-the-centre-of-innovation-for-gaming">offered a counterpoint</a> to those who feel that consoles like the Xbox 360 and the Playstation 3 have overtaken the PC as industry catalysts.<br />
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"<em>We see [the PC] as the center of innovation of everything that's going on, whether it's microtransactions, MMOs, free-to-play, or something like </em><a href="http://www.facebook.com/apps/application.php?id=291549705119">CityVille</a><em> which -- after its first month -- has 84 million people playing</em>," Newell said. "<em>To us, this is just an indication of why open platforms are where innovations are going to occur</em>."<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/2011/01/06/valves-gabe-newell-recognizes-the-innovation-of-mmos/">Valve's Gabe Newell recognizes the innovation of MMOs</a> originally appeared on <a href="http://massively.joystiq.com">Massively</a> on Thu, 06 Jan 2011 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://massively.joystiq.com/2011/01/06/valves-gabe-newell-recognizes-the-innovation-of-mmos/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/forward/19791028/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/2011/01/06/valves-gabe-newell-recognizes-the-innovation-of-mmos/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>business-models</category><category>ces</category><category>ces-las-vegas</category><category>consumer-electronics-show</category><category>f2p</category><category>free-to-play</category><category>gabe-newell</category><category>innovation</category><category>Microtransactions</category><category>opinion</category><category>pc</category><category>playstation-3</category><category>Playstation3</category><category>steam</category><category>valve</category><category>valve-software</category><category>xbox-360</category><dc:creator><![CDATA[Jef Reahard]]></dc:creator><pubDate>Thu, 06 Jan 2011 23:00:00 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 />
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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 />
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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[Why we don't get more innovative games]]></title><link>http://massively.joystiq.com/2010/01/12/why-we-dont-get-more-innovative-games/</link><guid isPermaLink="true">http://massively.joystiq.com/2010/01/12/why-we-dont-get-more-innovative-games/</guid><comments>http://massively.joystiq.com/2010/01/12/why-we-dont-get-more-innovative-games/#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/opinion/" rel="tag">Opinion</a></p><div style="text-align: center;"><a href="http://www.alganon.com"><img vspace="4" hspace="4" border="1" align="top" src="http://www.blogcdn.com/massively.joystiq.com/media/2010/01/blogs-innovation-epl-111.jpg"  alt="" /></a></div>
Innovation is as often as not used as a blank check when asked why MMOs aren't as good as they could be. While the sentiment isn't constant, it's recurring: a vague sense that something isn't there that ought to be. Often, the answer thrown around is that we need innovative games -- but when the people hollering for them are asked to explain what they mean, usually they shuffle, stare at their feet, and reply <a href="http://en.wikipedia.org/wiki/This_Is_Spinal_Tap">"well, these would go to 11."</a>  We want something new, but we're not sure what, and we're not sure why we aren't getting it.<br />
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<a href="http://www.psychochild.org">Brian "Psychochild" Green</a> recently wrote up a post on <a href="http://www.psychochild.org/?p=892">the problems of innovation in MMOs</a>, as well as several reasons we don't tend to get a great deal of it.  In short, there are two main reasons.  Innovation is risky, which makes a company more and more wary of investing money in a game that might not make any of it back.  It also goes directly against another virtue that we look for in our games: polish.  By its very definition, an innovative game can't be polished, since there's not as much precedent for refining systems.<br />
<br />
It's hard to summarize the full essay in a few sentences, however, as it covers a lot of ground and a wide variety of games.  If you're interested in why it seems like there's little new under the MMO sun, you could do worse than <a href="http://www.psychochild.org/?p=892">reading the full thing through</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/2010/01/12/why-we-dont-get-more-innovative-games/">Why we don't get more innovative games</a> originally appeared on <a href="http://massively.joystiq.com">Massively</a> on Tue, 12 Jan 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://www.psychochild.org/?p=892>Read</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/2010/01/12/why-we-dont-get-more-innovative-games/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/forward/19312117/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/2010/01/12/why-we-dont-get-more-innovative-games/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>brian-green</category><category>brian-psychochild-green</category><category>innovation</category><category>polish</category><category>psychochild</category><category>refinement</category><category>spinal-tap</category><dc:creator><![CDATA[Eliot Lefebvre]]></dc:creator><pubDate>Tue, 12 Jan 2010 15:00:00 EST</pubDate></item><item><title><![CDATA[Anti-Aliased: We put the no in innovation]]></title><link>http://massively.joystiq.com/2009/11/12/anti-aliased-we-put-the-no-in-innovation/</link><guid isPermaLink="true">http://massively.joystiq.com/2009/11/12/anti-aliased-we-put-the-no-in-innovation/</guid><comments>http://massively.joystiq.com/2009/11/12/anti-aliased-we-put-the-no-in-innovation/#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/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/anti-aliased/" rel="tag">Anti-Aliased</a>, <a href="http://massively.joystiq.com/category/alganon/" rel="tag">Alganon</a></p><div style="text-align: center;"><a href="http://massively.joystiq.com/category/anti-aliased"><img hspace="4" border="1" vspace="4" src="http://www.blogcdn.com/massively.joystiq.com/media/2009/11/aliasedinnovation.jpg" alt="" /></a><br /></div>
So, yesterday I was browsing our site, and I was happy to see that our <a href="http://massively.joystiq.com/2009/11/11/alganon-community-interview-your-questions-answered/#continued">community interview with David Allen</a> had gone up, as I didn't get the chance to read it. We had lots of great questions sent in, and I think the ones that Shawn chose were really some hard, direct questions, that I felt someone really had to ask.<br /><br />Reading <a href="http://massively.joystiq.com/tag/david-allen">David'</a>s answers left me thinking, however. David is a person who I certainly admire, as he was <a href="http://www.absoluteastronomy.com/topics/Horizons:_Empire_of_Istaria">the brain behind</a> <a href="http://www.istaria.com/"><span style="font-style: italic;">Istaria</span></a>, and he really presented some very innovative gameplay mechanics in that game. <a href="http://alganon.com/"><span style="font-style: italic;">Alganon</span></a>, however, is not innovative nor is it cutting edge. It is, quite frankly, another <a href="http://www.worldofwarcraft.com"><span style="font-style: italic;">World of Warcraft</span></a>. Something that, in my opinion, this genre does not need another of.<br /><br />David's rationale as to why <a href="http://massively.joystiq.com/category/alganon"><span style="font-style: italic;">Alganon</span></a> looks and plays like <a href="http://massively.joystiq.com/category/world-of-warcraft"><span style="font-style: italic;">Warcraft</span></a> is the part of the interview where I was left in thought. While I understand he wanted to make a game that players could easily adapt to... did it have to resonate of <span style="font-style: italic;">Warcraft</span> so strongly? Furthermore, are we, as a genre, stuck in a rut?<br /><br /><span style="font-weight: bold;">Editor's Note:</span> (As always, if you wish to comment on this edition of <a href="http://massively.joystiq.com/category/anti-aliased">Anti-Aliased</a>, please do so on page two of the column.  Thank you!)<p><a href="http://massively.joystiq.com/2009/11/12/anti-aliased-we-put-the-no-in-innovation/" rel="bookmark">Continue reading <em>Anti-Aliased: We put the no in innovation</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/2009/11/12/anti-aliased-we-put-the-no-in-innovation/">Anti-Aliased: We put the no in innovation</a> originally appeared on <a href="http://massively.joystiq.com">Massively</a> on Thu, 12 Nov 2009 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/2009/11/12/anti-aliased-we-put-the-no-in-innovation/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/forward/19234014/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/2009/11/12/anti-aliased-we-put-the-no-in-innovation/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>alganon</category><category>anti-aliased</category><category>art</category><category>creativity</category><category>david-allen</category><category>design</category><category>featured</category><category>innovation</category><category>mmofps</category><category>opinion</category><category>theme</category><category>user-interface</category><category>world-of-warcraft</category><dc:creator><![CDATA[Seraphina Brennan]]></dc:creator><pubDate>Thu, 12 Nov 2009 15:00:00 EST</pubDate></item><item><title><![CDATA[Behind the Curtain: Innovation]]></title><link>http://massively.joystiq.com/2008/12/14/behind-the-curtain-innovation/</link><guid isPermaLink="true">http://massively.joystiq.com/2008/12/14/behind-the-curtain-innovation/</guid><comments>http://massively.joystiq.com/2008/12/14/behind-the-curtain-innovation/#comments</comments><description><![CDATA[<a href="http://flickr.com/photos/georgevnoucek/3029004598/"><img align="right" src="http://www.blogcdn.com/massively.joystiq.com/media/2008/12/light_blub_resize.jpg" id="img1" alt="" /></a>I'd like to talk about Innovation for a little bit. <br /><br />There's an argument which runs along the lines of, "gamers don't get innovation because gamers don't want innovation." There's a certain logic there - if we, as consumers, are not willing to spend money buying games with innovative features or content, then why should developers and publishers spend money to make them? <br /><br />Eating the same food again and again, refusing to change your diet would be monumentally unhealthy for you. Why then, do so many of us do almost exactly that when it comes to our gaming habits? <br /><br />In my opinion, there's been plenty of innovation in gaming in past years. <a href="http://en.wikipedia.org/wiki/Half-Life_2" style="font-style: italic;">Half life 2</a> introduced a character I'm sure many of you grew attached to almost as much as I did; <span style="text-decoration: line-through;"><a href="http://en.wikipedia.org/wiki/Headcrab#Lamarr">Lamarr</a></span> <a href="http://en.wikipedia.org/wiki/Alyx_Vance">Miss Alyx Vance</a>. For the first time ever, we had an NPC did more than just get in your way, die easily and spout the same catchphrase over and over. While Alyx really shines in <a href="http://en.wikipedia.org/wiki/Half-Life_2:_Episode_One" style="font-style: italic;">Episode One</a>, the introduction of her character in the original game stands out for me.<p><a href="http://massively.joystiq.com/2008/12/14/behind-the-curtain-innovation/" rel="bookmark">Continue reading <em>Behind the Curtain: Innovation</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/2008/12/14/behind-the-curtain-innovation/">Behind the Curtain: Innovation</a> originally appeared on <a href="http://massively.joystiq.com">Massively</a> on Sun, 14 Dec 2008 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/2008/12/14/behind-the-curtain-innovation/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/forward/1400747/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/2008/12/14/behind-the-curtain-innovation/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>alyx-vance</category><category>behind-the-curtain</category><category>featured</category><category>half-life-2</category><category>innovate</category><category>innovation</category><category>lamarr</category><category>richard-garriott</category><category>tabula-rasa</category><category>tr</category><category>world-of-warcraft</category><category>wow</category><dc:creator><![CDATA[Craig Withers]]></dc:creator><pubDate>Sun, 14 Dec 2008 15:00:00 EST</pubDate></item><item><title><![CDATA[Will Darkfall be important to the genre?]]></title><link>http://massively.joystiq.com/2008/12/09/will-darkfall-be-important-to-the-genre/</link><guid isPermaLink="true">http://massively.joystiq.com/2008/12/09/will-darkfall-be-important-to-the-genre/</guid><comments>http://massively.joystiq.com/2008/12/09/will-darkfall-be-important-to-the-genre/#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/darkfall/" rel="tag">Darkfall</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/opinion/" rel="tag">Opinion</a></p><div align="center"><a href="http://www.darkfallonline.com/gallery/visuals"><em><img hspace="4" vspace="4" border="1" src="http://www.blogcdn.com/massively.joystiq.com/media/2008/12/darkfallboarmount-sms-1208.jpg"  alt="" /></em></a><br /></div>
<em>"Darkfall deserves your best wishes, even if you don't plan on buying it.</em>"<br /><br />This seems to be the sentiment of most <a href="http://www.darkfallonline.com/"><em>Darkfall</em></a> enthusiasts, as the reality of the game's announced launch date has set in. It's no secret that the wild success of <a href="http://www.worldofwarcraft.com"><em>World of Warcraft</em></a> has changed how studios develop games for the last 3-4 years, but is it about time that we went back to <a href="http://meridian59.neardeathstudios.com/">how MMOs were originally created</a>? <br /><br /><em><a href="http://massively.joystiq.com/tag/darkfall/">Darkfall</a></em> boasts a sandbox-type freedom and the return of the once-hated ganking and player killing found in earlier MMOs. It boasts innovation (then again, who doesn't) and a death penalty that makes you actually fearful of dying. These factors, and many more, are what drive <a href="http://www.darkfallonline.com/community/">the game's loyal fanbase</a> for over seven years.<br /><br />So to answer the question posed in the title, yes <em>Darkfall </em>will be important to the genre. If this niche game succeeds, it will show that innovation is not dead and we're collectively ready for a change. If it fails, it means that we're not really as ready for <a href="http://www.rgtr.com">something different</a> as we all claim.<br /><br />[Via <a href="http://www.worldiv.com/blog/?p=744">WorldIV</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/2008/12/09/will-darkfall-be-important-to-the-genre/">Will Darkfall be important to the genre?</a> originally appeared on <a href="http://massively.joystiq.com">Massively</a> on Tue, 09 Dec 2008 13:00:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href=http://www.mmocrunch.com/2008/12/08/why-darkfall-is-important/>Read</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/2008/12/09/will-darkfall-be-important-to-the-genre/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/forward/1395592/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/2008/12/09/will-darkfall-be-important-to-the-genre/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>aventurine</category><category>aventurine-sa</category><category>darkfall</category><category>darkfall-online</category><category>different</category><category>innovation</category><dc:creator><![CDATA[Shawn Schuster]]></dc:creator><pubDate>Tue, 09 Dec 2008 13:00:00 EST</pubDate></item><item><title><![CDATA[Online gaming on Google's Lively to take on "corporate mentality"]]></title><link>http://massively.joystiq.com/2008/09/29/online-gaming-on-googles-lively-to-take-on-corporate-mentality/</link><guid isPermaLink="true">http://massively.joystiq.com/2008/09/29/online-gaming-on-googles-lively-to-take-on-corporate-mentality/</guid><comments>http://massively.joystiq.com/2008/09/29/online-gaming-on-googles-lively-to-take-on-corporate-mentality/#comments</comments><description><![CDATA[<p>Filed under: <a href="http://massively.joystiq.com/category/mmo-industry/" rel="tag">MMO industry</a>, <a href="http://massively.joystiq.com/category/news-items/" rel="tag">News items</a>, <a href="http://massively.joystiq.com/category/browser/" rel="tag">Browser</a></p><div align="center"><a href="http://massively.joystiq.com/tag/lively"><img vspace="4" hspace="4" border="1" src="http://www.blogcdn.com/massively.joystiq.com/media/2008/09/lively_425.jpg" alt="" /></a><br />
<div align="left">Kevin Hanna, creative director of <a href="http://www.google.com">Google</a>'s <a href="http://www.lively.com/html/landing.html"><em>Lively</em></a>, <a href="http://www.gamesindustry.biz/articles/google-lively-to-become-online-games-platform">said at AGDC that he hopes that <em>Lively</em> will become an online gaming platform that will challenge the status quo</a> in a game industry he says is currently dominated by a "corporate mentality" that is "sucking the life out of what should be the most creative and innovative medium out there."<br /><br />He said that game developers and publishers seem eager to be "first to be second." That is, they have no interest in creating anything genuinely new. They just want to capitalize on ideas that have already been proven. His hope is that <a href="http://massively.joystiq.com/tag/lively"><em>Lively</em></a> will lower the barrier to entry so would-be developers ("passionate startups and kids in college") can experiment with new ideas with less risk.<br /><br />So far, the aspects of <a href="http://massively.joystiq.com/tag/google">Google</a>'s vision for <em>Lively</em> as a game development platform that we've seen have looked like a greatly scaled back, poor man's version of <a href="http://www.metaplace.com"><em>MetaPlace</em></a>; just the tools for creating simple arcade-like games, without any of the loftier purpose. But Hanna's comments suggest that at least some folks on the <em>Lively</em> team have grander ambitions after all.</div>
<div align="left"> </div>
</div><p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://massively.joystiq.com"><img src="http://massively.joystiq.com/media/feedlogo.gif" alt="Massively" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://massively.joystiq.com/2008/09/29/online-gaming-on-googles-lively-to-take-on-corporate-mentality/">Online gaming on Google's Lively to take on "corporate mentality"</a> originally appeared on <a href="http://massively.joystiq.com">Massively</a> on Mon, 29 Sep 2008 16:00:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href=http://www.gamesindustry.biz/articles/google-lively-to-become-online-games-platform>Read</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/2008/09/29/online-gaming-on-googles-lively-to-take-on-corporate-mentality/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/forward/1327534/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/2008/09/29/online-gaming-on-googles-lively-to-take-on-corporate-mentality/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>agdc</category><category>agdc-08</category><category>agdc-2008</category><category>agdc08</category><category>agdc2008</category><category>austin-gdc</category><category>browser-based</category><category>creativity</category><category>development</category><category>google</category><category>indie</category><category>industry</category><category>innovation</category><category>interview</category><category>kevin-hanna</category><category>lively</category><category>metaplace</category><category>web-based</category><dc:creator><![CDATA[Samuel Axon]]></dc:creator><pubDate>Mon, 29 Sep 2008 16:00:00 EST</pubDate></item><item><title><![CDATA[WoW vs. LotRO: The future of MMOs]]></title><link>http://massively.joystiq.com/2008/09/16/wow-vs-lotro-the-future-of-mmos/</link><guid isPermaLink="true">http://massively.joystiq.com/2008/09/16/wow-vs-lotro-the-future-of-mmos/</guid><comments>http://massively.joystiq.com/2008/09/16/wow-vs-lotro-the-future-of-mmos/#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/lord-of-the-rings-online/" rel="tag">Lord of the Rings Online</a>, <a href="http://massively.joystiq.com/category/business-models/" rel="tag">Business models</a>, <a href="http://massively.joystiq.com/category/expansions/" rel="tag">Expansions</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></p><div align="center"><a href="http://news.bigdownload.com/photos/lord-of-the-rings-online-mines-of-moria/1030391/"><img hspace="4" border="1" vspace="4" alt="" src="http://www.blogcdn.com/massively.joystiq.com/media/2008/09/mom-khazad-sms-0908.jpg" /></a><br /></div>
The comparison is always made between any fantasy-based MMO and <a href="http://www.worldofwarcraft.com"><em>World of Warcraft</em></a>. It's just the nature of the beast these days. In <a href="http://www.warcry.com/articles/view/editorials/jonathansteinhauer/5246-WoW-vs-LOTRO-and-the-Future-of-MMOs">a recent editorial over at Warcry</a>, they compare <a href="http://www.lotro.com"><em>Lord of the Rings Online</em></a> with <em><a href="http://massively.joystiq.com/tag/world-of-warcraft">WoW</a></em>, mainly for the fact that they both have expansions releasing later this year. For <em>WoW</em>, this will be their second in 4 years, while <em><a href="http://massively.joystiq.com/tag/lotro">LotRO</a></em> will be turning out their first in the 1.5 years they've been around.<br /><br />The article brings up some good points when it comes to how similar the two games are, and goes on to proclaim that the future of MMOs lies in innovation and daring to be different from <em>WoW</em>. While the failure of some recent MMO releases would contradict this theory, it's more of a focus on long-term, while "staying [in the] comfortable <em>WoW</em> nest where it's warm and safe" is more of a short-term solution for competitors.<p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://massively.joystiq.com"><img src="http://massively.joystiq.com/media/feedlogo.gif" alt="Massively" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://massively.joystiq.com/2008/09/16/wow-vs-lotro-the-future-of-mmos/">WoW vs. LotRO: The future of MMOs</a> originally appeared on <a href="http://massively.joystiq.com">Massively</a> on Tue, 16 Sep 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://www.warcry.com/articles/view/editorials/jonathansteinhauer/5246-WoW-vs-LOTRO-and-the-Future-of-MMOs>Read</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/2008/09/16/wow-vs-lotro-the-future-of-mmos/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/forward/1314553/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/2008/09/16/wow-vs-lotro-the-future-of-mmos/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>blizzard</category><category>codemasters</category><category>editorial</category><category>future-of-mmos</category><category>innovation</category><category>lord-of-the-rings-online</category><category>lotro</category><category>opinion</category><category>turbine</category><category>warcry</category><category>world-of-wacraft</category><category>wow</category><dc:creator><![CDATA[Shawn Schuster]]></dc:creator><pubDate>Tue, 16 Sep 2008 09:00:00 EST</pubDate></item><item><title><![CDATA[Wii need innovative MMOs]]></title><link>http://massively.joystiq.com/2008/06/08/wii-need-innovative-mmos/</link><guid isPermaLink="true">http://massively.joystiq.com/2008/06/08/wii-need-innovative-mmos/</guid><comments>http://massively.joystiq.com/2008/06/08/wii-need-innovative-mmos/#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/age-of-conan/" rel="tag">Age of Conan</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/news-items/" rel="tag">News items</a>, <a href="http://massively.joystiq.com/category/opinion/" rel="tag">Opinion</a>, <a href="http://massively.joystiq.com/category/casual/" rel="tag">Casual</a></p><div style="text-align: center;"><a href="http://blog.wired.com/games/2008/06/where-is-the-wi.html"><img vspace="4" hspace="4" border="1" alt="" src="http://www.blogcdn.com/massively.joystiq.com/media/2008/06/mmoinnovation.jpg" /></a><br /></div>
Let's get honest for a second here -- every MMO that seems to come out nowadays is the same game with a new paint job and one game design feature expressed above the rest. Currently, that game is <a href="http://community.ageofconan.com"><em>Age of Conan</em></a>, where larger breasts and the real-time combat system got the spotlight in this round of game making.<br /><br />If game designers keep this up, we're going to watch the market dwindle as new gamers become jaded with new games just repeating the <a href="http://www.keenandgraev.com/?p=1064">same content they've already been through over and over again</a>. What we're looking for is an MMO that can break open the market like <a href="http://www.worldofwarcraft.com"><em>World of Warcraft</em></a> did when it launched.<br /><br />According to Earnest Cavalli at Wired, the Wii is the holy grail that MMO developers should chase after; a veritable icon of how to bring the market to a wider audience than just testosterone pumped adolescents.<p><a href="http://massively.joystiq.com/2008/06/08/wii-need-innovative-mmos/" rel="bookmark">Continue reading <em>Wii need innovative MMOs</em></a></p><p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://massively.joystiq.com"><img src="http://massively.joystiq.com/media/feedlogo.gif" alt="Massively" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://massively.joystiq.com/2008/06/08/wii-need-innovative-mmos/">Wii need innovative MMOs</a> originally appeared on <a href="http://massively.joystiq.com">Massively</a> on Sun, 08 Jun 2008 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://blog.wired.com/games/2008/06/where-is-the-wi.html>Read</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/2008/06/08/wii-need-innovative-mmos/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/forward/1219183/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/2008/06/08/wii-need-innovative-mmos/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>age-of-conan</category><category>aoc</category><category>blizzard</category><category>funcom</category><category>game-mechanics</category><category>innovation</category><category>opinion</category><category>wii</category><category>wired</category><category>wired.com</category><category>world-of-warcraft</category><category>wow</category><dc:creator><![CDATA[Seraphina Brennan]]></dc:creator><pubDate>Sun, 08 Jun 2008 21:00:00 EST</pubDate></item><item><title><![CDATA[MMO 2.0 and the next generation of online gaming]]></title><link>http://massively.joystiq.com/2008/05/30/mmo-2-0-and-the-next-generation-of-online-gaming/</link><guid isPermaLink="true">http://massively.joystiq.com/2008/05/30/mmo-2-0-and-the-next-generation-of-online-gaming/</guid><comments>http://massively.joystiq.com/2008/05/30/mmo-2-0-and-the-next-generation-of-online-gaming/#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></p><a href="http://www.mmocrunch.com/2008/05/27/mmo-20-and-the-next-generation-of-online-gaming/"><img vspace="4" hspace="4" border="1" align="right" src="http://www.blogcdn.com/massively.joystiq.com/media/2008/05/koolaidmmocrunch225.jpg" alt="" /></a>Geoff at <a href="http://www.mmocrunch.com">MMOCrunch</a> wrote an interesting piece on the 'next gen' in online gaming. Specifically, why <a href="http://www.mmocrunch.com/2008/05/27/mmo-20-and-the-next-generation-of-online-gaming/">there is no next gen.</a> He comments on some of the recent successes in the MMO space, namely the subscription numbers of the Big Five MMO's and the smooth release of <em><a href="http://www.ageofconan.com">Age of Conan</a></em>. He also hails <a href="http://www.eve-online.com"><em>EVE Online's</em></a> break from typical MMO archetypes as a kind of successful deviance, but one that hasn't truly changed how we play. <br /><br />The forward momentum in the online gaming industry has brought a great deal of fanfare but <a href="http://massively.joystiq.com/2008/05/27/editorial-expresses-dissatisfaction-with-slow-trickle-of-mmo-inn/">little true innovation,</a> Geoff asserts. Sure, <a href="http://massively.joystiq.com/2008/03/31/find-out-why-wow-conquered-the-world/">some MMO's are successful,</a> but it seems they're all a re-hash of what's been done before. A little more polish, a few more features... he laments the fact that <em>"there seems to be very little that is truly pushing the genre towards the next step." </em>He looks to how the web has changed, improved exponentially, while online gaming hasn't kept pace.<p><a href="http://massively.joystiq.com/2008/05/30/mmo-2-0-and-the-next-generation-of-online-gaming/" rel="bookmark">Continue reading <em>MMO 2.0 and the next generation of online gaming</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/2008/05/30/mmo-2-0-and-the-next-generation-of-online-gaming/">MMO 2.0 and the next generation of online gaming</a> originally appeared on <a href="http://massively.joystiq.com">Massively</a> on Fri, 30 May 2008 13:30:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href=http://www.mmocrunch.com/2008/05/27/mmo-20-and-the-next-generation-of-online-gaming/>Read</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/2008/05/30/mmo-2-0-and-the-next-generation-of-online-gaming/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/forward/1210252/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/2008/05/30/mmo-2-0-and-the-next-generation-of-online-gaming/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>age-of-conan</category><category>archetype</category><category>deviance</category><category>deviant</category><category>eve-online</category><category>facebook</category><category>im</category><category>innovation</category><category>mmocrunch</category><category>myspace</category><category>social-networking</category><category>success</category><category>successful</category><category>twitter</category><category>web</category><category>web-2.0</category><dc:creator><![CDATA[James Egan]]></dc:creator><pubDate>Fri, 30 May 2008 13:30:00 EST</pubDate></item><item><title><![CDATA[Lila Dreams blog posts an interview with Jason McIntosh]]></title><link>http://massively.joystiq.com/2008/05/29/lila-dreams-blog-posts-an-interview-with-jason-mcintosh/</link><guid isPermaLink="true">http://massively.joystiq.com/2008/05/29/lila-dreams-blog-posts-an-interview-with-jason-mcintosh/</guid><comments>http://massively.joystiq.com/2008/05/29/lila-dreams-blog-posts-an-interview-with-jason-mcintosh/#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/new-titles/" rel="tag">New titles</a>, <a href="http://massively.joystiq.com/category/raiding/" rel="tag">Raiding</a>, <a href="http://massively.joystiq.com/category/pve/" rel="tag">PvE</a>, <a href="http://massively.joystiq.com/category/casual/" rel="tag">Casual</a></p><a href="http://liladreams.creatrixgames.com/"><em><img vspace="4" hspace="4" border="1" align="right" src="http://www.blogcdn.com/massively.joystiq.com/media/2008/05/lucidia-street-detail.jpg"  alt="" />Lila Dreams</em></a> is a tiny little MMO that <a href="http://massively.joystiq.com/2008/01/30/lila-dreams-a-different-kind-of-mmo/">we've been following</a> <a href="http://massively.joystiq.com/2008/03/03/lila-dreams-devs-are-blogging-up-new-mmo-insights/">somewhat closely</a> here at Massively -- from the descriptions we've seen so far (of an entire virtual world set inside the dreams of a little girl), it seems like an intriguing experimental departure from your standard online game.  And now, over on their blog, they've <a href="http://liladreams.creatrixgames.com/blog/2008/05/28/lila-dreams-interview-from-brazil/">got an interview</a>, translated <a href="http://kongbr.com.br/">from Portuguese</a>, that sheds even more light on this innovative little online game.<br /><br />Unfortunately, there's not too much new here, but the interview does follow some familiar and interesting news about the game: players will be able to actually <a href="http://blog.wired.com/games/2008/02/interview-lila.html">change Lila's moods</a> using game mechanics, and the setting of the game will change based on whatever mood she has at the moment.  While there probably won't be the videogame standbys of swords and plasma guns (though apparently there will be "a mix of modern, medieval, and future stuff"), we are told that players will be able to wander instanced areas with groups, so there will be some MMO conventions in there, tweaked as they may be.<br /><br /><a href="http://massively.joystiq.com/tag/lila-dreams"><em>Lila Dreams</em></a> remains a unique little blip on our radar for now -- the game, as we've said before, will eventually be hosted on <a href="http://www.kongregate.com/">Kongregate</a> as a 2D Java and Flash game.  There's a long way to go until release -- at least a closed alpha, beta, and then an open pre-release period, but we continue to look forward to it.<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/2008/05/29/lila-dreams-blog-posts-an-interview-with-jason-mcintosh/">Lila Dreams blog posts an interview with Jason McIntosh</a> originally appeared on <a href="http://massively.joystiq.com">Massively</a> on Thu, 29 May 2008 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://liladreams.creatrixgames.com/blog/2008/05/28/lila-dreams-interview-from-brazil/>Read</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/2008/05/29/lila-dreams-blog-posts-an-interview-with-jason-mcintosh/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/forward/1209936/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/2008/05/29/lila-dreams-blog-posts-an-interview-with-jason-mcintosh/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>beta</category><category>creatrix</category><category>dreams</category><category>innovation</category><category>interview</category><category>kongregate</category><category>lila-dreams</category><category>little-girl</category><category>moods</category><category>portuguese</category><dc:creator><![CDATA[Mike Schramm]]></dc:creator><pubDate>Thu, 29 May 2008 21:00:00 EST</pubDate></item><item><title><![CDATA[Editorial expresses dissatisfaction with slow trickle of MMO innovation]]></title><link>http://massively.joystiq.com/2008/05/27/editorial-expresses-dissatisfaction-with-slow-trickle-of-mmo-inn/</link><guid isPermaLink="true">http://massively.joystiq.com/2008/05/27/editorial-expresses-dissatisfaction-with-slow-trickle-of-mmo-inn/</guid><comments>http://massively.joystiq.com/2008/05/27/editorial-expresses-dissatisfaction-with-slow-trickle-of-mmo-inn/#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/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><a href="http://nemotaku.info/4chan/images/Innovation.jpg"><img vspace="4" hspace="4" border="1" align="right" alt="" src="http://www.blogcdn.com/massively.joystiq.com/media/2008/05/innovationfinal.jpg" /></a><a href="http://www.gamerswithjobs.com">Gamers With Jobs</a> co-founder Sean Sands contributed to <a href="http://www.escapistmagazine.com">The Escapist</a> a <a href="http://www.escapistmagazine.com/articles/view/editorials/op-ed/4927-The-Fallacy-of-MMO-Innovation">two-page article</a> lamenting the state of the MMO industry. The article is aggressively titled "The Fallacy of MMO Innovation," and uses the example of <a href="http://www.ageofconan.com"><em>Age of Conan</em></a> as the springboard for a discussion of industry-wide issues.<br /><br />We've already asked <a href="http://massively.joystiq.com/2008/05/24/age-of-conan-and-the-question-of-next-gen-mmos/">questions</a> about just how innovative <a href="http://massively.joystiq.com/category/age-of-conan"><em>AoC</em></a> is, but Sands seems certain of the answer, saying "in reality it really brings very little to the table that hasn't been tried before." But who can blame <a href="http://www.funcom.com">Funcom</a> for not revolutionizing the genre? MMOs are so expensive to make, and their successes are uncertain to begin with, says Sands, so it's no surprise that developers and publishers are afraid to innovate. He also suggests that polish is just as essential as innovation; that's what makes <a href="http://www.worldofwarcraft.com"><em>World of Warcraft</em></a> successful, after all.<br /><br />It's a good read, although its contents might not be anything new to the minds of experienced MMO players. There's one question the author doesn't answer, though; is there a way out of this rut? We'd be fools if we tried to provide a definitive answer to that, but it's what the article left us wondering in the end. <em>AoC</em> pushes things forward a tiny bit in some ways. Some hope <a href="http://www.warhammeronline.com"><em>Warhammer Online</em></a> will as well. But neither will totally revolutionize the genre. Is there anything on the horizon you're hoping will take the genre to a new level, or are you just as pessimistic as the rest of us?<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/2008/05/27/editorial-expresses-dissatisfaction-with-slow-trickle-of-mmo-inn/">Editorial expresses dissatisfaction with slow trickle of MMO innovation</a> originally appeared on <a href="http://massively.joystiq.com">Massively</a> on Tue, 27 May 2008 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.escapistmagazine.com/articles/view/editorials/op-ed/4927-The-Fallacy-of-MMO-Innovation>Read</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/2008/05/27/editorial-expresses-dissatisfaction-with-slow-trickle-of-mmo-inn/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/forward/1205004/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/2008/05/27/editorial-expresses-dissatisfaction-with-slow-trickle-of-mmo-inn/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>age-of-conan</category><category>article</category><category>ea-mythic</category><category>gamers-with-jobs</category><category>innovation</category><category>opinion</category><category>sean-sands</category><category>the-escapist</category><category>the-fallacy-of-mmo-innovation</category><dc:creator><![CDATA[Samuel Axon]]></dc:creator><pubDate>Tue, 27 May 2008 19:00:00 EST</pubDate></item><item><title><![CDATA[GDC08: What if your mana bar was green?]]></title><link>http://massively.joystiq.com/2008/02/18/gdc08-what-if-your-mana-bar-was-green/</link><guid isPermaLink="true">http://massively.joystiq.com/2008/02/18/gdc08-what-if-your-mana-bar-was-green/</guid><comments>http://massively.joystiq.com/2008/02/18/gdc08-what-if-your-mana-bar-was-green/#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/browser/" rel="tag">Browser</a>, <a href="http://massively.joystiq.com/category/casual/" rel="tag">Casual</a></p><div align="center"><img vspace="4" hspace="4" border="1" src="http://www.blogcdn.com/massively.joystiq.com/media/2008/02/eh_gdc_healthmana.jpg" alt="" /><br /></div>
At a morning GDC session, <a href="http://www.gopetslive.com/en/intro/intro.html">GoPets</a>' <a href="http://massively.joystiq.com/tag/erik-bethke/">Erik Bethke</a> gave a standing-room-only-crowd some sage advice:<br /><br /><em>People who use green for mana bars instead of blue for mana bars... that's just hubris.</em><br /><br />Of course what he means by this is that developers who defy basic gaming trends are setting themselves up for failure. To continue the mana bar metaphor, players have become accustomed to blue mana bars and green health bars from a long history of games. Mixing up this very basic element will only make a game less accessible. On the flip side of this, however, is innovation. If no one breaks the traditional molds, we may never see better games. But at the same time it's hard to argue with Bethke's example: why change a game element that players are accustomed to? It could make the difference between a game that's intuitive and quickly picked up by new players and a game that loses players before the tutorial's finished.<br /><br /><div class="postgallery"><p><strong>Gallery: <a href="http://massively.joystiq.com/photos/gdc-08-worlds-in-motion-summit/">GDC 08: Worlds in Motion summit</a></strong></p><a href="http://massively.joystiq.com/photos/gdc-08-worlds-in-motion-summit/#649333"><img src="http://www.blogcdn.com/www.massively.com/media/2008/02/dsc_0492_thumbnail.jpg" alt="" title="" /></a><a href="http://massively.joystiq.com/photos/gdc-08-worlds-in-motion-summit/#649331"><img src="http://www.blogcdn.com/www.massively.com/media/2008/02/dsc_0501_thumbnail.jpg" alt="" title="" /></a><a href="http://massively.joystiq.com/photos/gdc-08-worlds-in-motion-summit/#649332"><img src="http://www.blogcdn.com/www.massively.com/media/2008/02/dsc_0506_thumbnail.jpg" alt="" title="" /></a><a href="http://massively.joystiq.com/photos/gdc-08-worlds-in-motion-summit/#649335"><img src="http://www.blogcdn.com/www.massively.com/media/2008/02/dsc_0508_thumbnail.jpg" alt="" title="" /></a><a href="http://massively.joystiq.com/photos/gdc-08-worlds-in-motion-summit/#649336"><img src="http://www.blogcdn.com/www.massively.com/media/2008/02/dsc_0511_thumbnail.jpg" alt="" title="" /></a></div><p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://massively.joystiq.com"><img src="http://massively.joystiq.com/media/feedlogo.gif" alt="Massively" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://massively.joystiq.com/2008/02/18/gdc08-what-if-your-mana-bar-was-green/">GDC08: What if your mana bar was green?</a> originally appeared on <a href="http://massively.joystiq.com">Massively</a> on Mon, 18 Feb 2008 21:30:00 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/2008/02/18/gdc08-what-if-your-mana-bar-was-green/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/forward/1118154/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/2008/02/18/gdc08-what-if-your-mana-bar-was-green/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>bethke</category><category>Erik-Bethke</category><category>gdc</category><category>gdc08</category><category>gdc08fanboy</category><category>gopets</category><category>health-bar</category><category>innovation</category><category>mana-bar</category><dc:creator><![CDATA[Elizabeth Harper]]></dc:creator><pubDate>Mon, 18 Feb 2008 21:30:00 EST</pubDate></item><item><title><![CDATA[MMOGology: Control yourself!]]></title><link>http://massively.joystiq.com/2008/02/18/mmogology-control-yourself/</link><guid isPermaLink="true">http://massively.joystiq.com/2008/02/18/mmogology-control-yourself/</guid><comments>http://massively.joystiq.com/2008/02/18/mmogology-control-yourself/#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/mmogology/" rel="tag">MMOGology</a></p><img vspace="4" hspace="4" border="1" align="right" alt="" src="http://www.blogcdn.com/massively.joystiq.com/media/2008/02/ghettocontrols021708.jpg" />Another day, another MMOG canceled. In case you missed the <a href="http://massively.joystiq.com/2008/02/11/marvel-mmo-officially-put-to-rest/">news</a>, Microsoft recently announced their abandonment of the Marvel-based superhero MMOG under development by <a href="http://massively.joystiq.com/tag/cryptic-studios">Cryptic Studios</a>. Gamespy recently posted a <a href="http://www.gamespy.com/articles/852/852380p1.html">roundtable discussion</a> that speculated on the reasons for the cancellation of this once highly anticipated game. During the discussion, Gamespy staffers cited possible cancellation reasons such as Microsoft's unrealistic monetary expectations (based on the high bar set by <a href="http://massively.joystiq.com/category/world-of-warcraft"><em>World of Warcraft</em></a>), an unwillingness on Microsoft's part to develop and innovative within the genre, and an inability to implement a successful product on both the PC and Xbox 360. The element of the discussion that intrigued me most dealt with the difficulties encountered when MMOGs try crossing the console barrier. One of the prohibitive elements to a successful console implementation is the incompatibility between PC and console controls.<br /><br />Most major, mainstream MMOGs like <a href="http://massively.joystiq.com/category/lord-of-the-rings-online"><em>Lord of the Rings Online</em></a>, <a href="http://massively.joystiq.com/category/world-of-warcraft"><em>World of Warcarft</em></a>, and <a href="http://massively.joystiq.com/category/everquest"><em>Everquest </em></a>have complex interfaces organized in a very flat, context-free structure. Movement, combat and non-combat functions are accomplished via the classic mouse and keyboard control combination. Most functions, especially in regard to combat, are accessed via a string of action functions located on "hot bars" or "skill bars". These functions can either be clicked upon directly with the mouse or bound to specific keyboard keys. Although there are occasional exceptions, each key has only one particular function, regardless of the player's situation within the game. Compare the large number of actions located on skill bars to the number of buttons available on a standard PS3 or Xbox 360 controller and you can easily see where basic interface design decisions just don't correlate well between consoles and PCs. It's not that one interface is better than another; they're just inherently different. In attempting to build a game that works on both PCs and consoles you've got to design to the least common denominator. If the console's controller can't support 50 buttons for different actions or can't accommodate quickly selecting actions via a heads-up-display, then you've got to streamline the experience or make it more context sensitive and intuitive. This act of streamlining an interface can only serve to benefit both console and PC gamers in the long haul.<p><a href="http://massively.joystiq.com/2008/02/18/mmogology-control-yourself/" rel="bookmark">Continue reading <em>MMOGology: Control yourself!</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/2008/02/18/mmogology-control-yourself/">MMOGology: Control yourself!</a> originally appeared on <a href="http://massively.joystiq.com">Massively</a> on Mon, 18 Feb 2008 10:00:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href="http://massively.joystiq.com/2008/02/18/mmogology-control-yourself/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/forward/1117397/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/2008/02/18/mmogology-control-yourself/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>Age-of-Conan</category><category>Blizzard</category><category>context-sensitive-gameplay</category><category>control-schemes</category><category>controls</category><category>Cryptic-Studios</category><category>featured</category><category>Funcom</category><category>gamepad</category><category>gameplay</category><category>innovation</category><category>keyboard-and-mouse</category><category>Microsoft</category><category>World-of-Warcraft</category><dc:creator><![CDATA[Marc Nottke]]></dc:creator><pubDate>Mon, 18 Feb 2008 10:00:00 EST</pubDate></item><item><title><![CDATA[Analyst: More MMOs on cell phones in 2008]]></title><link>http://massively.joystiq.com/2008/01/07/analyst-more-mmos-on-cell-phones-in-2008/</link><guid isPermaLink="true">http://massively.joystiq.com/2008/01/07/analyst-more-mmos-on-cell-phones-in-2008/</guid><comments>http://massively.joystiq.com/2008/01/07/analyst-more-mmos-on-cell-phones-in-2008/#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/leveling/" rel="tag">Leveling</a>, <a href="http://massively.joystiq.com/category/opinion/" rel="tag">Opinion</a>, <a href="http://massively.joystiq.com/category/mobile/" rel="tag">Mobile</a>, <a href="http://massively.joystiq.com/category/casual/" rel="tag">Casual</a></p><div align="center"><a href="http://nextlust.com/?s=enticing"><img vspace="4" hspace="4" border="1" src="http://www.blogcdn.com/massively.joystiq.com/media/2008/01/wowiphone1.jpg"  alt="" /></a><br /></div>
If there's one trend so far in 2008, it's mobile MMOs.  Last year, we heard about both <a href="http://massively.joystiq.com/2007/12/04/japanese-media-company-launches-mobile-mmog/">a Japanese game</a> and <a href="http://massively.joystiq.com/2007/11/07/new-product-will-let-you-mmo-on-the-go/">a mobile platform</a>, and already this year, John Carmack has says he wants to <a href="http://massively.joystiq.com/2008/01/06/john-carmack-to-make-a-cell-phone-mmo/">do an MMO on-the-go</a>.  And now, analyst and VC Baris Karadogan says <a href="http://www.wral.com/business/local_tech_wire/venture/story/2241743/">MMObile games are only going to get bigger</a>.<br /><br />And not just in terms of games you play on the phone.  He does say that casual phone games will <a href="http://massively.joystiq.com/2007/12/13/the-rise-of-warbook-and-other-casual-social-games/">become more social</a>, but he also says that huge MMOs like <a href="http://massively.joystiq.com/category/world-of-warcraft"><em>World of Warcraft</em></a> will attempt to develop casual, mobile versions that can be "played" from a phone, and have an effect in the game itself.  As in, you'll play a quick casual game on your phone, and how you do on that game will give you XP or skill points or even some extra cash in the online game.<br /><br />I doubt Blizzard will be the first to jump on such a bandwagon-- their history is releasing polished games on established platforms, not breaking new ground.  But it's easy to see how a smaller, up-and-coming, very <a href="http://en.wikipedia.org/wiki/Application_programming_interface">API</a> friendly game might try to duck into the mobile software space, and put together a model for how MMObile or MMO-to-go games might work.<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/2008/01/07/analyst-more-mmos-on-cell-phones-in-2008/">Analyst: More MMOs on cell phones in 2008</a> originally appeared on <a href="http://massively.joystiq.com">Massively</a> on Mon, 07 Jan 2008 22:30:00 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.wral.com/business/local_tech_wire/venture/story/2241743/>Read</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/2008/01/07/analyst-more-mmos-on-cell-phones-in-2008/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/forward/1080538/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/2008/01/07/analyst-more-mmos-on-cell-phones-in-2008/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>2008</category><category>analyst</category><category>cell-phones</category><category>innovation</category><category>mmo-to-go</category><category>mmobile</category><category>mobile</category><category>speculation</category><category>trend</category><category>world-of-warcraft</category><dc:creator><![CDATA[Mike Schramm]]></dc:creator><pubDate>Mon, 07 Jan 2008 22:30:00 EST</pubDate></item></channel></rss>
