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<generator>Blogsmith http://www.blogsmith.com/</generator><item><title><![CDATA[Designing a single-server MMO]]></title><link>http://massively.joystiq.com/2009/05/18/designing-a-single-server-mmo/</link><guid isPermaLink="true">http://massively.joystiq.com/2009/05/18/designing-a-single-server-mmo/</guid><comments>http://massively.joystiq.com/2009/05/18/designing-a-single-server-mmo/#comments</comments><description><![CDATA[<p>Filed under: <a href="http://massively.joystiq.com/category/a-tale-in-the-desert/" rel="tag">A Tale in the Desert</a>, <a href="http://massively.joystiq.com/category/eve-online/" rel="tag">EVE Online</a>, <a href="http://massively.joystiq.com/category/culture/" rel="tag">Culture</a>, <a href="http://massively.joystiq.com/category/economy/" rel="tag">Economy</a>, <a href="http://massively.joystiq.com/category/game-mechanics/" rel="tag">Game mechanics</a>, <a href="http://massively.joystiq.com/category/crafting/" rel="tag">Crafting</a>, <a href="http://massively.joystiq.com/category/pve/" rel="tag">PvE</a>, <a href="http://massively.joystiq.com/category/opinion/" rel="tag">Opinion</a></p><div align="center"><a href="http://dbzcorp.com/index.html"><img vspace="4" hspace="4" border="1" src="http://www.blogcdn.com/massively.joystiq.com/media/2009/05/dbz.jpg" alt="" /></a><br /></div>
<a href="http://www.gamesetwatch.com/">Game Set Watch</a> have posted an opinion piece by James Portnow, founder of <a href="http://dbzcorp.com/index.html">Divide by Zero Games</a>, that looks at the design approaches to creating unsharded MMOs, and the advantages that they can bring.<br /><br />
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<div>Games that manage this, such as <a href="http://massively.joystiq.com/tag/eve-online"><em>EVE Online</em></a> and <em><a href="http://massively.joystiq.com/tag/a-tale-in-the-desert">A Tale in the Desert</a></em>, manage to provide an environment in which players can affect the world they play in due to the fact that they share a single world. Portnow suggests that MMOs won't be able to provide meaningful stores in games that don't provide this due to not being able to change the world because different servers may have made different choices. Portnow goes on to explain in detail what the problems are with creating a single shard world and proposes some solutions to the design to support the large number of people involved. This includes the resources supporting crafting, letting the players build their own settlements and making the PvE content to make it interesting.<br /><br />You can read the full article over at <a href="http://www.gamesetwatch.com/2009/05/opinion_designing_a_single_ser.php">Game Set Watch</a>.<br /></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/2009/05/18/designing-a-single-server-mmo/">Designing a single-server MMO</a> originally appeared on <a href="http://massively.joystiq.com">Massively</a> on Mon, 18 May 2009 17:00:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href=http://www.gamesetwatch.com/2009/05/opinion_designing_a_single_ser.php>Read</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/2009/05/18/designing-a-single-server-mmo/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/forward/1548812/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/2009/05/18/designing-a-single-server-mmo/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>a-tale-in-the-desert</category><category>divide-by-zero</category><category>eve-online</category><category>james-portnow</category><dc:creator><![CDATA[Jon Shute]]></dc:creator><pubDate>Mon, 18 May 2009 17:00:00 EST</pubDate></item><item><title><![CDATA[GDC09: User generated stories in shardless worlds]]></title><link>http://massively.joystiq.com/2009/03/25/gdc09-user-generated-stories-in-shardless-worlds/</link><guid isPermaLink="true">http://massively.joystiq.com/2009/03/25/gdc09-user-generated-stories-in-shardless-worlds/</guid><comments>http://massively.joystiq.com/2009/03/25/gdc09-user-generated-stories-in-shardless-worlds/#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/guilds/" rel="tag">Guilds</a>, <a href="http://massively.joystiq.com/category/mmo-industry/" rel="tag">MMO industry</a>, <a href="http://massively.joystiq.com/category/quests/" rel="tag">Quests</a>, <a href="http://massively.joystiq.com/category/massively-event-coverage/" rel="tag">Massively Event Coverage</a></p><a href="http://dbzcorp.com/index.html"><img vspace="4" hspace="4" border="1" align="right" alt="" src="http://www.blogcdn.com/massively.joystiq.com/media/2009/03/dividebyzerologoat225.jpg" /></a>Massively checked out an interesting session at GDC 2009 titled "<a href="https://www.cmpevents.com/GD09/a.asp?option=C&amp;V=11&amp;SessID=9294">User Generated Story: The Promise of Unsharded Worlds</a>" by <a href="https://www.cmpevents.com/GD09/a.asp?option=G&amp;V=3&amp;id=562947">James Portnow</a>, CEO and Creative Director of <a href="http://dbzcorp.com">Divide by Zero</a>. His talk was part of the <a href="http://www.massively.cm/tag/worlds-in-motion">Worlds in Motion Summit</a>, and focused on how single worlds and their shared space can also give rise to shared stories. Portnow discussed ways that game designers can encourage and enable players to tell their own stories within the virtual space.<br /><br />
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<br />The storylines we've seen thus far in MMOs aren't yet tapping the potential of massively multiplayer online games, Portnow relates, largely because they're not capitalizing on an MMOs greatest asset -- its players. Portnow says, <em>"We haven't achieved stories that really rely upon the core of our media, the playerbase that a MMO environment environment gives us. We haven't achieved player-driven stories really directed by players themselves. And lastly we haven't achieved meaningful stories."</em><br /><br />Why do people skip the quest text? It's because they have no stake in it. Unlike the experience they get from single player games, their actions don't affect the the world they play in. Story, then, doesn't add to immersion and thus players don't feel engaged by quests. The solution then is to unshard worlds and <a href="http://massively.joystiq.com/2008/09/23/agdc-08-the-secret-to-storytelling-in-mmos/">give agency back to the players</a>, with real choices, real consequences, and less restrictions. <br /><br /><div class="postgallery"><p><strong>Gallery: <a href="http://massively.joystiq.com/photos/gdc09-the-promise-of-unsharded-worlds-panel/">GDC09: The Promise of Unsharded Worlds panel</a></strong></p><a href="http://massively.joystiq.com/photos/gdc09-the-promise-of-unsharded-worlds-panel/#1450347"><img src="http://www.blogcdn.com/www.massively.com/media/2009/03/img_4234_thumbnail.jpg" alt="" title="" /></a><a href="http://massively.joystiq.com/photos/gdc09-the-promise-of-unsharded-worlds-panel/#1450309"><img src="http://www.blogcdn.com/www.massively.com/media/2009/03/img_4236_thumbnail.jpg" alt="" title="" /></a><a href="http://massively.joystiq.com/photos/gdc09-the-promise-of-unsharded-worlds-panel/#1450313"><img src="http://www.blogcdn.com/www.massively.com/media/2009/03/img_4237_thumbnail.jpg" alt="" title="" /></a><a href="http://massively.joystiq.com/photos/gdc09-the-promise-of-unsharded-worlds-panel/#1450315"><img src="http://www.blogcdn.com/www.massively.com/media/2009/03/img_4238_thumbnail.jpg" alt="" title="" /></a><a href="http://massively.joystiq.com/photos/gdc09-the-promise-of-unsharded-worlds-panel/#1450317"><img src="http://www.blogcdn.com/www.massively.com/media/2009/03/img_4239_thumbnail.jpg" alt="" title="" /></a></div><p><a href="http://massively.joystiq.com/2009/03/25/gdc09-user-generated-stories-in-shardless-worlds/" rel="bookmark">Continue reading <em>GDC09: User generated stories in shardless worlds</em></a></p><p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://massively.joystiq.com"><img src="http://massively.joystiq.com/media/feedlogo.gif" alt="Massively" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://massively.joystiq.com/2009/03/25/gdc09-user-generated-stories-in-shardless-worlds/">GDC09: User generated stories in shardless worlds</a> originally appeared on <a href="http://massively.joystiq.com">Massively</a> on Wed, 25 Mar 2009 19:00:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href="http://massively.joystiq.com/2009/03/25/gdc09-user-generated-stories-in-shardless-worlds/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/forward/1497901/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/2009/03/25/gdc09-user-generated-stories-in-shardless-worlds/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>choice</category><category>culture</category><category>divide-by-zero</category><category>eve-online</category><category>factions</category><category>freedom</category><category>game-design</category><category>game-mechanics</category><category>gdc</category><category>gdc-2009</category><category>incentives</category><category>james-portnow</category><category>massive-choice-event</category><category>massive-choice-events</category><category>mmo-industry</category><category>player-created-content</category><category>player-driven</category><category>player-politics</category><category>politics</category><category>quests</category><category>sandbox</category><category>shardless</category><category>story</category><category>storytelling</category><category>unshard</category><category>world-design</category><category>world-shaping</category><dc:creator><![CDATA[James Egan]]></dc:creator><pubDate>Wed, 25 Mar 2009 19:00:00 EST</pubDate></item><item><title><![CDATA[AGDC 08: The Secret to Storytelling in MMOs]]></title><link>http://massively.joystiq.com/2008/09/23/agdc-08-the-secret-to-storytelling-in-mmos/</link><guid isPermaLink="true">http://massively.joystiq.com/2008/09/23/agdc-08-the-secret-to-storytelling-in-mmos/</guid><comments>http://massively.joystiq.com/2008/09/23/agdc-08-the-secret-to-storytelling-in-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/massively-meta/" rel="tag">Massively Meta</a>, <a href="http://massively.joystiq.com/category/academic/" rel="tag">Academic</a>, <a href="http://massively.joystiq.com/category/massively-event-coverage/" rel="tag">Massively Event Coverage</a></p><div align="center"><img vspace="4" hspace="4" border="1" align="top" src="http://www.blogcdn.com/massively.joystiq.com/media/2008/09/agdcsunjames.jpg" alt="" /><br /></div>
At the Austin Game Developers Conference, we sat down to a one-man panel held by James Portnow, of Divide by Zero Games. His topic was "The Secret to Storytelling in a Massively Multiplayer Environment", and it was well worth our time.<br /><br />James' main point was to collect the various servers, or shards, into one continuous world, and how that would affect the idea of composing an overarching storyline. We've compiled a breakdown of James' panel here, condensing his hour-long talk into what we think are his most salient points. Remember, most of these statements are not actual quotes unless specifically pulled out as such. Read on to learn more about "The Secret to Storytelling in a Massively Multiplayer Environment".<p><a href="http://massively.joystiq.com/2008/09/23/agdc-08-the-secret-to-storytelling-in-mmos/" rel="bookmark">Continue reading <em>AGDC 08: The Secret to Storytelling in MMOs</em></a></p><p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://massively.joystiq.com"><img src="http://massively.joystiq.com/media/feedlogo.gif" alt="Massively" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://massively.joystiq.com/2008/09/23/agdc-08-the-secret-to-storytelling-in-mmos/">AGDC 08: The Secret to Storytelling in MMOs</a> originally appeared on <a href="http://massively.joystiq.com">Massively</a> on Tue, 23 Sep 2008 13:00:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href="http://massively.joystiq.com/2008/09/23/agdc-08-the-secret-to-storytelling-in-mmos/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/forward/1318634/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/2008/09/23/agdc-08-the-secret-to-storytelling-in-mmos/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>agdc08</category><category>austin-game-developers-conference</category><category>battletech-3025</category><category>eve-online</category><category>featured</category><category>james-portnow</category><category>joystiqfeatures</category><category>kart-rider</category><category>panel</category><category>unsharded</category><category>world-of-warcraft</category><dc:creator><![CDATA[Akela Talamasca]]></dc:creator><pubDate>Tue, 23 Sep 2008 13:00:00 EST</pubDate></item></channel></rss>
