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<generator>Blogsmith http://www.blogsmith.com/</generator><item><title><![CDATA[The Secret World's engine takes center stage]]></title><link>http://massively.joystiq.com/2012/01/09/the-secret-worlds-engine-takes-center-stage/</link><guid isPermaLink="true">http://massively.joystiq.com/2012/01/09/the-secret-worlds-engine-takes-center-stage/</guid><comments>http://massively.joystiq.com/2012/01/09/the-secret-worlds-engine-takes-center-stage/#comments</comments><description><![CDATA[<p>Filed under: <a href="http://massively.joystiq.com/category/horror/" rel="tag">Horror</a>, <a href="http://massively.joystiq.com/category/real-life/" rel="tag">Real life</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/news-items/" rel="tag">News items</a>, <a href="http://massively.joystiq.com/category/the-secret-world/" rel="tag">The Secret World</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/2012/01/09/the-secret-worlds-engine-takes-center-stage/"><img alt="Maybe this will work out okay.  Maybe... maybe he just wants a friend." src="http://www.blogcdn.com/massively.joystiq.com/media/2012/01/tsw-engine-epl-109.jpg" /></a></div>
Unified engines for MMOs have long been a rarity, simply due to the time needed to develop a game and the number of different companies developing separate products. <em><a href="http://massively.joystiq.com/category/The-Secret-World/">The Secret World</a></em> manages to buck this trend, using the same core Dreamworld Engine as <a href="http://massively.joystiq.com/tag/Funcom/">Funcom</a>'s <a href="http://massively.joystiq.com/category/Age-of-Conan/"><em>Age of Conan</em></a>. <a href="http://hydrainitiative.com/blog/interview_with_oystein_eftavaag">A recent interview</a> with lead programmer <a href="http://massively.joystiq.com/tag/Oystein-Eftevaag/">&Oslash;ystein Eftevaag</a> discusses the way that the engine interacts with the newer game, how the unified engine helps both games, and what special features the game is using in a technical sense.<br />
<br />
Eftevaag explains that the Dreamworld Engine benefits chiefly from cross-pollination; improvements made in terms of optimization for <em>Age of Conan</em> can be imported to the engine on <em>The Secret World</em> with minimal extra legwork. The engine also uses a series of dynamic equations to determine what player characters should be able to see, subsequently leaving obscured areas blank to save on processor cycles. It's <a href="http://hydrainitiative.com/blog/interview_with_oystein_eftavaag">an interesting look under the hood at the technical side</a> of Funcom's upcoming conspiracy and horror title, even if this particular dream world is tilted toward a nightmare.<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/2012/01/09/the-secret-worlds-engine-takes-center-stage/">The Secret World's engine takes center stage</a> originally appeared on <a href="http://massively.joystiq.com">Massively</a> on Mon, 09 Jan 2012 22:00:00 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/2012/01/09/the-secret-worlds-engine-takes-center-stage/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/forward/20144557/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/2012/01/09/the-secret-worlds-engine-takes-center-stage/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>age-of-conan</category><category>aoc</category><category>Øystein-Eftevaag</category><category>coding</category><category>core-engine</category><category>dreamworld-engine</category><category>engine</category><category>funcom</category><category>game-engine</category><category>game-features</category><category>graphical-features</category><category>interview</category><category>interviews</category><category>oystein-eftevaag</category><category>programming</category><category>the-secret-world</category><category>tsw</category><dc:creator><![CDATA[Eliot Lefebvre]]></dc:creator><pubDate>Mon, 09 Jan 2012 22:00:00 EST</pubDate></item><item><title><![CDATA[The Game Archaeologist crosses Meridian 59: An interview with Brian Green (part 1)]]></title><link>http://massively.joystiq.com/2011/12/20/the-game-archaeologist-crosses-meridian-59-an-interview-with-br/</link><guid isPermaLink="true">http://massively.joystiq.com/2011/12/20/the-game-archaeologist-crosses-meridian-59-an-interview-with-br/</guid><comments>http://massively.joystiq.com/2011/12/20/the-game-archaeologist-crosses-meridian-59-an-interview-with-br/#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/meridian-59-evolution/" rel="tag">Meridian 59</a>, <a href="http://massively.joystiq.com/category/culture/" rel="tag">Culture</a>, <a href="http://massively.joystiq.com/category/interviews/" rel="tag">Interviews</a>, <a href="http://massively.joystiq.com/category/mmo-industry/" rel="tag">MMO industry</a>, <a href="http://massively.joystiq.com/category/free-to-play/" rel="tag">Free-to-play</a>, <a href="http://massively.joystiq.com/category/the-game-archaeologist/" rel="tag">The Game Archaeologist</a></p><div style="text-align: center;">
	<a href="http://massively.joystiq.com/2011/12/20/the-game-archaeologist-crosses-meridian-59-an-interview-with-br/"><img alt="Meridian 59" src="http://www.blogcdn.com/massively.joystiq.com/media/2011/12/m591.jpg" /></a></div>
<a href="http://massively.joystiq.com/2011/12/13/the-game-archaeologist-crosses-meridian-59-the-highlights/">Last week we began to examine</a> one of the most significant MMOs in history: <a href="http://www.meridian59.com/"><em>Meridian 59</em></a>. While it never rose to the level of fame and subscriber numbers as its successors did, <a href="http://massively.joystiq.com/tag/meridian-59/"><em>Meridian 59</em></a> was a daring pioneer that paved the way for all that followed. Its story is almost like a movie, with the title born from the fruits of two amateur programmers, surviving studio shutdowns and huge competition, and persevering from 1996 through today.<br />
<br />
As I'll recount over the next two episodes of <a href="http://massively.joystiq.com/category/the-game-archaeologist/">The Game Archaeologist</a>, I sat down with <a href="http://massively.joystiq.com/tag/brian-green/">Brian Green</a>, a blogger and game developer who oversaw the resurrection of <em>Meridian 59</em> in the early 2000s and ran it for the better part of a decade. Green graciously agreed to participate, saying that he always loves talking about games -- and this one in particular.<br />
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<strong>The Game Archaeologist: Hi! Please introduce yourself and your current position and project.</strong><br />
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<strong>Brian Green: </strong>I'm Brian "Psychochild" Green, a long-time MMO designer and programmer. I'm known for <a href="http://psychochild.org/">my professional blog</a> and my work on <em>Meridian 59</em>. I'm currently working on the <a href="http://www.storybricks.com/"><em>Storybricks</em></a> project as the MMO Wizard. We're a startup, so that means I do whatever needs to be done at the moment.<p><a href="http://massively.joystiq.com/2011/12/20/the-game-archaeologist-crosses-meridian-59-an-interview-with-br/" rel="bookmark">Continue reading <em>The Game Archaeologist crosses Meridian 59: An interview with Brian Green (part 1)</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/2011/12/20/the-game-archaeologist-crosses-meridian-59-an-interview-with-br/">The Game Archaeologist crosses Meridian 59: An interview with Brian Green (part 1)</a> originally appeared on <a href="http://massively.joystiq.com">Massively</a> on Tue, 20 Dec 2011 14:00:00 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/2011/12/20/the-game-archaeologist-crosses-meridian-59-an-interview-with-br/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/forward/20130532/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/2011/12/20/the-game-archaeologist-crosses-meridian-59-an-interview-with-br/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>3do</category><category>brian-green</category><category>c++</category><category>coding</category><category>ea</category><category>electronic-arts</category><category>farside</category><category>featured</category><category>genocide</category><category>highlands</category><category>interview</category><category>Kerovnia</category><category>meridian-59</category><category>mud</category><category>n64</category><category>near-death-studios</category><category>origin</category><category>programming</category><category>psychochild</category><category>q</category><category>rob-ellis</category><category>rob-ellis-ii</category><category>Stephen-R-Donaldson</category><category>the-game-archaeologist</category><category>Thomas-Covenant</category><category>ultima-online</category><dc:creator><![CDATA[Justin Olivetti]]></dc:creator><pubDate>Tue, 20 Dec 2011 14:00:00 EST</pubDate></item><item><title><![CDATA[EVE Online expanding API functionality]]></title><link>http://massively.joystiq.com/2011/09/07/eve-online-expanding-api-functionality/</link><guid isPermaLink="true">http://massively.joystiq.com/2011/09/07/eve-online-expanding-api-functionality/</guid><comments>http://massively.joystiq.com/2011/09/07/eve-online-expanding-api-functionality/#comments</comments><description><![CDATA[<p>Filed under: <a href="http://massively.joystiq.com/category/sci-fi/" rel="tag">Sci-fi</a>, <a href="http://massively.joystiq.com/category/eve-online/" rel="tag">EVE Online</a>, <a href="http://massively.joystiq.com/category/culture/" rel="tag">Culture</a>, <a href="http://massively.joystiq.com/category/news-items/" rel="tag">News items</a></p><div style="text-align: center;">
	<a href="http://massively.joystiq.com/2011/09/07/eve-online-expanding-api-functionality/"><img alt="It's really hard to find a screenshot of immersive programming." src="http://www.blogcdn.com/massively.joystiq.com/media/2011/09/eve-api-epl-907.jpg" /></a></div>
Amidst all of the scandals and player controversy, it's important to remember what really matters in <em><a href="http://massively.joystiq.com/category/EVE-Online/">EVE Online</a></em> -- API development. Well, maybe not for every player, but there's certainly a burgeoning community that's quite happy to hear about major updates to the game's overall API structure. And there are indeed two large changes discussed <a href="http://www.eveonline.com/devblog.asp?a=blog&amp;nbid=2383">in the newest devblog</a> -- the addition of customizable API keys for players and the inclusion of new contract functionality.<br />
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If you're not familiar with the programming side of the API, naturally, the developer blog is largely going to read like so much arcane nonsense to you. The takeaways for all players are that there is greater flexibility in setting access keys with limited durations, and calling contract information is now easier than it was before. On the other hand, if you are a part of the game's programming community and want to know more about the changes, the blog should provide a great deal of more in-depth and useful information for improved functionality.<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/2011/09/07/eve-online-expanding-api-functionality/">EVE Online expanding API functionality</a> originally appeared on <a href="http://massively.joystiq.com">Massively</a> on Wed, 07 Sep 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/2011/09/07/eve-online-expanding-api-functionality/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/forward/20037010/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/2011/09/07/eve-online-expanding-api-functionality/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>api</category><category>api-updates</category><category>ccp</category><category>ccp-games</category><category>developer-blogs</category><category>developer-entries</category><category>eve</category><category>eve-online</category><category>functional-updates</category><category>game-updates</category><category>news</category><category>programming</category><dc:creator><![CDATA[Eliot Lefebvre]]></dc:creator><pubDate>Wed, 07 Sep 2011 21:00:00 EST</pubDate></item><item><title><![CDATA[Break into the gaming industry as an ArenaNet intern]]></title><link>http://massively.joystiq.com/2011/08/16/break-into-the-gaming-industry-as-an-arenanet-intern/</link><guid isPermaLink="true">http://massively.joystiq.com/2011/08/16/break-into-the-gaming-industry-as-an-arenanet-intern/</guid><comments>http://massively.joystiq.com/2011/08/16/break-into-the-gaming-industry-as-an-arenanet-intern/#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/news-items/" rel="tag">News items</a>, <a href="http://massively.joystiq.com/category/misc/" rel="tag">Miscellaneous</a></p><div style="text-align: center;">
	<a href="http://massively.joystiq.com/2011/08/16/break-into-the-gaming-industry-as-an-arenanet-intern/"><img alt="ArenaNet Studio" src="http://www.blogcdn.com/massively.joystiq.com/media/2011/08/an.jpg" /></a></div>
<em>I can do that!</em><br />
<br />
Budding game artists and programmers rejoice! If you have been looking for a way to break into the industry, <a href="http://massively.joystiq.com/tag/arenanet">ArenaNet</a> is offering just that opportunity -- it is now considering applications to its 2012 Internship Program. The Class of 2012 will offer the following disciplines: Character Art, Environment Art, Technical Art/VFX, Animation, and Programming.<br />
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ArenaNet feels that "artists learn more in the first few months of a game industry job than in their entire time at art school." The focus is on "an immersive work-based educational program where intern artists work alongside professionals" to develop and hone their skills.<br />
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If accepted to the program, interns will have to relocate to the Bellevue, WA area at their own expense, but they will be paid an hourly stipend for their work as well as have the opportunity to participate in an internal educational program.<br />
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The deadline for entry into the 2012 class is September 21st, 2011. If you think you have what it takes, check out the <a href="http://www.arena.net/blog/arenanet-class-of-2012-internship-program-now-accepting-applications">official announcement</a> for full details and links to each discipline's respective applications.<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/2011/08/16/break-into-the-gaming-industry-as-an-arenanet-intern/">Break into the gaming industry as an ArenaNet intern</a> originally appeared on <a href="http://massively.joystiq.com">Massively</a> on Tue, 16 Aug 2011 11:30:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href="http://massively.joystiq.com/2011/08/16/break-into-the-gaming-industry-as-an-arenanet-intern/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/forward/20018702/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/2011/08/16/break-into-the-gaming-industry-as-an-arenanet-intern/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>ArenaNet</category><category>arenanet-blog</category><category>ArenaNet-internship</category><category>art</category><category>game-industry</category><category>GameIndustry</category><category>gaming</category><category>internships</category><category>programming</category><dc:creator><![CDATA[MJ Guthrie]]></dc:creator><pubDate>Tue, 16 Aug 2011 11:30:00 EST</pubDate></item><item><title><![CDATA[Ex-NetDevil programmer talks LEGO Universe and getting an industry job]]></title><link>http://massively.joystiq.com/2011/07/25/ex-netdevil-programmer-talks-lego-universe-and-getting-an-indust/</link><guid isPermaLink="true">http://massively.joystiq.com/2011/07/25/ex-netdevil-programmer-talks-lego-universe-and-getting-an-indust/</guid><comments>http://massively.joystiq.com/2011/07/25/ex-netdevil-programmer-talks-lego-universe-and-getting-an-indust/#comments</comments><description><![CDATA[<p>Filed under: <a href="http://massively.joystiq.com/category/interviews/" rel="tag">Interviews</a>, <a href="http://massively.joystiq.com/category/mmo-industry/" rel="tag">MMO industry</a>, <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></p><div style="text-align: center;">
	<a href="http://massively.joystiq.com/2011/07/25/ex-netdevil-programmer-talks-lego-universe-and-getting-an-indust/"><img border="1" hspace="4" src="http://www.blogcdn.com/massively.joystiq.com/media/2011/07/lego-universe.jpg" vspace="4" /></a></div>
Fan site MMO Fallout has an interesting interview with <a href="http://massively.joystiq.com/tag/stephen-calender">Stephen Calender</a> that's worth a read. Who's Stephen Calender? He's a Flash developer who was front and center for the brouhaha that went down when The LEGO Group acquired the <a href="http://massively.joystiq.com/category/lego-universe"><em>LEGO Universe</em></a> MMO from <a href="http://massively.joystiq.com/tag/netdevil">NetDevil</a> (putting many NetDevil programmers out of work in the process).<br />
<br />
The interview is a wide-ranging and lengthy affair, and it features discussion on <a href="http://massively.joystiq.com/tag/gazillion">Gazillion's</a> relationship with NetDevil, a blurb about the ill-fated <a href="http://massively.joystiq.com/tag/auto-assault"><em>Auto Assault</em></a>, and of course, the bulk of the piece that focuses on the past and future of <em>LEGO Universe</em>. For all of the aspiring game devs in the audience, Calender also spends quite a bit of time talking about selling yourself in an increasingly competitive industry.<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/2011/07/25/ex-netdevil-programmer-talks-lego-universe-and-getting-an-indust/">Ex-NetDevil programmer talks LEGO Universe and getting an industry job</a> originally appeared on <a href="http://massively.joystiq.com">Massively</a> on Mon, 25 Jul 2011 10:00:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href="http://massively.joystiq.com/2011/07/25/ex-netdevil-programmer-talks-lego-universe-and-getting-an-indust/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/forward/19999231/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/2011/07/25/ex-netdevil-programmer-talks-lego-universe-and-getting-an-indust/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>dev-interviews</category><category>f2p</category><category>family</category><category>free-to-play</category><category>gazillion</category><category>interview</category><category>kids</category><category>lego</category><category>lego-group</category><category>lego-universe</category><category>mmo-industry</category><category>netdevil</category><category>programming</category><category>stephen-calender</category><category>the-lego-group</category><dc:creator><![CDATA[Jef Reahard]]></dc:creator><pubDate>Mon, 25 Jul 2011 10:00:00 EST</pubDate></item><item><title><![CDATA[EVE devblogs discuss developments in the war on lag and RMT]]></title><link>http://massively.joystiq.com/2010/12/14/eve-devblogs-discuss-developments-in-the-war-on-lag-and-rmt/</link><guid isPermaLink="true">http://massively.joystiq.com/2010/12/14/eve-devblogs-discuss-developments-in-the-war-on-lag-and-rmt/</guid><comments>http://massively.joystiq.com/2010/12/14/eve-devblogs-discuss-developments-in-the-war-on-lag-and-rmt/#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/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/dev-diaries/" rel="tag">Dev Diaries</a></p><div style="text-align: center;"><a href="http://massively.joystiq.com/category/eve-online/"><img vspace="4" hspace="4" border="1" src="http://www.blogcdn.com/massively.joystiq.com/media/2010/12/devblog-title.jpg" alt="" /></a></div>
With the <a href="http://massively.joystiq.com/tag/incursion/"><em>Incursion</em></a> expansion's second phase almost ready to deploy, it's been a busy few weeks for the developers at <a href="http://www.ccpgames.com">CCP Games</a>. Work is well underway, but a few of the folks at CCP have taken time out of their busy schedules this week to explain some of the interesting developments that have recently gone on behind the scenes. <a href="http://massively.joystiq.com/tag/gm-grimmi/">GM Grimmi</a>, <a href="http://massively.joystiq.com/2009/08/11/the-fight-against-rmt-in-eve-online/">well-known for his work </a>battling <a href="http://massively.joystiq.com/category/eve-online/"><em>EVE</em></a>'s RMT (Real Money Trading) problem, delivered an update on the problem and what CCP is doing to tackle it. Similarly, aptly named developer CCP Masterplan wrote two in-depth devblogs detailing the latest developments in the war on lag.<br />
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Lag has always been an issue in <a href="http://www.eve-online.com"><em>EVE Online</em></a>'s territorial warfare, as each side in a fight will try to bring as many ships as possible to major battles. The point at which the <em>EVE</em> server lags and server nodes begin to drop has been increased over the years through <a href="http://massively.joystiq.com/2010/08/22/eve-evolved-the-war-on-lag/">hardware upgrades and software performance optimisations</a>, allowing much larger fights than were previously possible. With the playerbase growing every year, however, the number of players who can potentially meet in one place for a major battle has similarly risen and the issue of lag has persisted.<br />
<br />
Skip past the cut for a roundup of three new devblogs detailing <a href="http://massively.joystiq.com/tag/ccp-games/">CCP</a>'s progress in the war on lag, recently deployed optimisations for fleet battles, and the progress made in the fight against RMT and botting.<p><a href="http://massively.joystiq.com/2010/12/14/eve-devblogs-discuss-developments-in-the-war-on-lag-and-rmt/" rel="bookmark">Continue reading <em>EVE devblogs discuss developments in the war on lag and RMT</em></a></p><p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://massively.joystiq.com"><img src="http://massively.joystiq.com/media/feedlogo.gif" alt="Massively" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://massively.joystiq.com/2010/12/14/eve-devblogs-discuss-developments-in-the-war-on-lag-and-rmt/">EVE devblogs discuss developments in the war on lag and RMT</a> originally appeared on <a href="http://massively.joystiq.com">Massively</a> on Tue, 14 Dec 2010 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/2010/12/14/eve-devblogs-discuss-developments-in-the-war-on-lag-and-rmt/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/forward/19760797/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/2010/12/14/eve-devblogs-discuss-developments-in-the-war-on-lag-and-rmt/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>ccp</category><category>ccp-eve</category><category>ccp-games</category><category>ccp-masterplan</category><category>devblog</category><category>eve</category><category>eve-ccp</category><category>eve-mmorpg</category><category>eve-online</category><category>featured</category><category>gm-grimmi</category><category>lag</category><category>programming</category><category>rmt</category><category>server</category><category>thin-client</category><category>unholy-rage</category><dc:creator><![CDATA[Brendan Drain]]></dc:creator><pubDate>Tue, 14 Dec 2010 19:00:00 EST</pubDate></item><item><title><![CDATA[The Daily Grind: What game would you like to see go open source?]]></title><link>http://massively.joystiq.com/2010/05/08/the-daily-grind-what-game-would-you-like-to-see-go-open-source/</link><guid isPermaLink="true">http://massively.joystiq.com/2010/05/08/the-daily-grind-what-game-would-you-like-to-see-go-open-source/</guid><comments>http://massively.joystiq.com/2010/05/08/the-daily-grind-what-game-would-you-like-to-see-go-open-source/#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/ryzom/" rel="tag">Ryzom</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></p><div style="text-align: center;"><a href="http://www.ryzom.com"><img vspace="4" hspace="4" border="1" align="top" alt="" src="http://www.blogcdn.com/massively.joystiq.com/media/2010/05/ryzom-opensource-epl-506.jpg" /></a></div>
For a game long known for its emphasis on player-created content, mods, and even skills, the big <a href="http://www.ryzom.com"><em>Ryzom</em></a> announcement perhaps should have been expected. But the revelation that the game was going into the murky waters of <a href="http://massively.joystiq.com/2010/05/06/ryzom-is-now-open-source/">open source</a>, albeit with a few omissions such as height maps and sound files, is a far-reaching one for almost any game not wholly built around user generation (a la <a href="http://www.secondlife.com"><em>Second Life</em></a>). <br />
<br />
And it naturally leads to the question: what other games would be nice to have access to from the source code up. It opens a huge number of doors, everything from <a href="http://massively.joystiq.com/2010/04/09/the-daily-grind-want-a-private-server/">private servers</a> to full-on rewrites of the game as a single-player experience. For knowledgable coders, it turns every single patch and design decision into something that can be modified by the players. The breadth of options is almost overwhelming. <br />
<br />
Of course, <a href="http://massively.joystiq.com/category/Ryzom/"><em>Ryzom</em></a> is a niche title with a strong emphasis on these kinds of innovations, so in a way it's to be expected. But it's the closest we've seen to a mainstream game going this route -- so what would you like to see? An older game that could benefit from the publicity? A newer game you feel could be improved? Or a sadly-cancelled game whose source code could be used as a resurrection?<p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://massively.joystiq.com"><img src="http://massively.joystiq.com/media/feedlogo.gif" alt="Massively" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://massively.joystiq.com/2010/05/08/the-daily-grind-what-game-would-you-like-to-see-go-open-source/">The Daily Grind: What game would you like to see go open source?</a> originally appeared on <a href="http://massively.joystiq.com">Massively</a> on Sat, 08 May 2010 08:00:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href="http://massively.joystiq.com/2010/05/08/the-daily-grind-what-game-would-you-like-to-see-go-open-source/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/forward/19467499/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/2010/05/08/the-daily-grind-what-game-would-you-like-to-see-go-open-source/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>coding</category><category>modifications</category><category>open-source</category><category>opinion</category><category>player-made-content</category><category>private-server</category><category>programming</category><category>ryzom</category><category>tdg</category><category>the-daily-grind</category><category>the-saga-of-ryzom</category><dc:creator><![CDATA[Eliot Lefebvre]]></dc:creator><pubDate>Sat, 08 May 2010 08:00:00 EST</pubDate></item><item><title><![CDATA[Second Life script limitations to prejudice against Mono?]]></title><link>http://massively.joystiq.com/2010/03/16/second-life-script-limitations-to-prejudice-against-mono/</link><guid isPermaLink="true">http://massively.joystiq.com/2010/03/16/second-life-script-limitations-to-prejudice-against-mono/</guid><comments>http://massively.joystiq.com/2010/03/16/second-life-script-limitations-to-prejudice-against-mono/#comments</comments><description><![CDATA[<p>Filed under: <a href="http://massively.joystiq.com/category/economy/" rel="tag">Economy</a>, <a href="http://massively.joystiq.com/category/opinion/" rel="tag">Opinion</a>, <a href="http://massively.joystiq.com/category/second-life/" rel="tag">Second Life</a>, <a href="http://massively.joystiq.com/category/virtual-worlds/" rel="tag">Virtual worlds</a></p><p><a style="" href="http://massively.com/tag/linden-lab"><img hspace="4" vspace="4" border="1" align="right" src="http://www.blogcdn.com/massively.joystiq.com/media/2010/02/softwaredev.jpg" alt="" /></a>In a sense, script memory limitations aren't coming to <a href="http://secondlife.com/"><em>Second Life</em></a>; they already exist.</p>
<p>What's going on is the process of <a href="http://massively.com/tag/linden-lab">Linden Lab</a> making those limits predictable, and setting things up in such a way that script memory usage doesn't cause simulator processes to thrash madly (from paging memory to and from disk).</p>
<p>There's some interesting side-effects emerging from the overall prototype implementation, however. Mono (and, eventually <a href="http://massively.joystiq.com/2010/02/18/linden-lab-investigates-new-updated-technologies-for-second-life/">C# when or if it becomes implemented as a scripting language</a>) look like the losers.</p><p><a href="http://massively.joystiq.com/2010/03/16/second-life-script-limitations-to-prejudice-against-mono/" rel="bookmark">Continue reading <em>Second Life script limitations to prejudice against Mono?</em></a></p><p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://massively.joystiq.com"><img src="http://massively.joystiq.com/media/feedlogo.gif" alt="Massively" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://massively.joystiq.com/2010/03/16/second-life-script-limitations-to-prejudice-against-mono/">Second Life script limitations to prejudice against Mono?</a> originally appeared on <a href="http://massively.joystiq.com">Massively</a> on Tue, 16 Mar 2010 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/2010/03/16/second-life-script-limitations-to-prejudice-against-mono/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/forward/19400701/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/2010/03/16/second-life-script-limitations-to-prejudice-against-mono/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>c</category><category>content-creation</category><category>linden-lab</category><category>lsl</category><category>mono</category><category>opinion</category><category>programming</category><category>scripting</category><category>second-life</category><category>source-code</category><category>virtual-worlds</category><dc:creator><![CDATA[Tateru Nino]]></dc:creator><pubDate>Tue, 16 Mar 2010 16:00:00 EST</pubDate></item><item><title><![CDATA[Nexon iNitiative launching contest for new games]]></title><link>http://massively.joystiq.com/2010/03/04/nexon-initiative-launching-contest-for-new-games/</link><guid isPermaLink="true">http://massively.joystiq.com/2010/03/04/nexon-initiative-launching-contest-for-new-games/</guid><comments>http://massively.joystiq.com/2010/03/04/nexon-initiative-launching-contest-for-new-games/#comments</comments><description><![CDATA[<p>Filed under: <a href="http://massively.joystiq.com/category/contests/" rel="tag">Contests</a>, <a href="http://massively.joystiq.com/category/events-real-world/" rel="tag">Events, real-world</a>, <a href="http://massively.joystiq.com/category/mmo-industry/" rel="tag">MMO industry</a>, <a href="http://massively.joystiq.com/category/news-items/" rel="tag">News items</a></p><a href="http://initiative.nexon.net/" style=""><img vspace="4" hspace="4" border="1" align="right" alt="" src="http://www.blogcdn.com/massively.joystiq.com/media/2010/03/nexon-initiative-epl-304.jpg" /></a>Having a great idea for a video game goes hand-in-hand with playing them, and it goes double for MMOs. (Admit it, you have at least two that you keep locked up tight in your mind on the chance that <a href="http://www.blizzard.com">Blizzard</a> or <a href="http://www.turbine.com">Turbine</a> or <a href="http://www.ncsoft.com">NCsoft</a> come calling. It's okay.) But more often than not, those of us who specialize in playing and talking about making games never get beyond the idea stage. Making these things costs quite a bit of money, after all, and one lone game fan ranting about ideas isn't usually going to attract venture capital.<br />
<br />
<a href="http://www.nexon.net">Nexon America</a> wants to make life just a little bit easier for the indie game developers and aspiring developers out there. They've just launched the <a href="http://initiative.nexon.net/">Nexon iNitiative</a> to bring funding to smaller studios and independent games, with an open contest for submissions. The best idea gets a cool million dollars of invested money, as well as a chance at a <a href="http://massively.joystiq.com/tag/Nexon/">Nexon</a> publishing contract. So while it's not quite a private design studio to make your great MMO idea come to fruition, it's a great chance for small developers to get a big leg up. If you think you've got what it takes, check out the <a href="http://initiative.nexon.net/SubmissionRequirements.aspx">submission guidelines</a> and get cracking!<p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://massively.joystiq.com"><img src="http://massively.joystiq.com/media/feedlogo.gif" alt="Massively" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://massively.joystiq.com/2010/03/04/nexon-initiative-launching-contest-for-new-games/">Nexon iNitiative launching contest for new games</a> originally appeared on <a href="http://massively.joystiq.com">Massively</a> on Thu, 04 Mar 2010 21:00:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href="http://massively.joystiq.com/2010/03/04/nexon-initiative-launching-contest-for-new-games/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/forward/19383743/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/2010/03/04/nexon-initiative-launching-contest-for-new-games/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>development</category><category>game-development</category><category>new-games</category><category>nexon</category><category>nexon-america</category><category>nexon-initiative</category><category>programming</category><category>venture-capital</category><dc:creator><![CDATA[Eliot Lefebvre]]></dc:creator><pubDate>Thu, 04 Mar 2010 21:00:00 EST</pubDate></item><item><title><![CDATA[MMOrigins: Life's funny like that, page 2]]></title><link>http://massively.joystiq.com/2009/12/11/mmorigins-lifes-funny-like-that-page-2/</link><guid isPermaLink="true">http://massively.joystiq.com/2009/12/11/mmorigins-lifes-funny-like-that-page-2/</guid><comments>http://massively.joystiq.com/2009/12/11/mmorigins-lifes-funny-like-that-page-2/#comments</comments><description><![CDATA[<p><a href="http://massively.joystiq.com/2009/12/11/mmorigins-lifes-funny-like-that-page-2/" rel="bookmark">Continue reading <em>MMOrigins: Life's funny like that, page 2</em></a></p><p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://massively.joystiq.com"><img src="http://massively.joystiq.com/media/feedlogo.gif" alt="Massively" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://massively.joystiq.com/2009/12/11/mmorigins-lifes-funny-like-that-page-2/">MMOrigins: Life's funny like that, page 2</a> originally appeared on <a href="http://massively.joystiq.com">Massively</a> on Fri, 11 Dec 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/2009/12/11/mmorigins-lifes-funny-like-that-page-2/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/forward/19274581/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/2009/12/11/mmorigins-lifes-funny-like-that-page-2/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>amiga</category><category>blizzard</category><category>ccp</category><category>computer-science</category><category>dungeons-and-dragons</category><category>ea</category><category>Electronic-Arts</category><category>elite</category><category>eve-evolved</category><category>eve-online</category><category>everquest-2</category><category>everquest-ii</category><category>frontier</category><category>game-design</category><category>jagex</category><category>massively</category><category>nyphur</category><category>ocean</category><category>programming</category><category>runescape</category><category>social</category><category>socialising</category><category>team17</category><category>university</category><dc:creator><![CDATA[Brendan Drain]]></dc:creator><pubDate>Fri, 11 Dec 2009 19:00:00 EST</pubDate></item><item><title><![CDATA[MMOrigins: Life's funny like that]]></title><link>http://massively.joystiq.com/2009/12/11/mmorigins-lifes-funny-like-that/</link><guid isPermaLink="true">http://massively.joystiq.com/2009/12/11/mmorigins-lifes-funny-like-that/</guid><comments>http://massively.joystiq.com/2009/12/11/mmorigins-lifes-funny-like-that/#comments</comments><description><![CDATA[<p>Filed under: <a href="http://massively.joystiq.com/category/real-life/" rel="tag">Real life</a>, <a href="http://massively.joystiq.com/category/culture/" rel="tag">Culture</a>, <a href="http://massively.joystiq.com/category/opinion/" rel="tag">Opinion</a>, <a href="http://massively.joystiq.com/category/virtual-worlds/" rel="tag">Virtual worlds</a>, <a href="http://massively.joystiq.com/category/mmorigins/" rel="tag">MMOrigins</a></p><div style="text-align: center;"><a href="http://massively.joystiq.com/category/mmorigins/"><img vspace="4" hspace="4" border="1" src="http://www.blogcdn.com/massively.joystiq.com/media/2009/12/me-title.jpg" alt="" /></a></div>
We all got started gaming somewhere. For a lot of people, it was the Sega Mega-drive, the Atari 2600 or the NES that signaled their first steps into gaming. For me, it was the Commodore Amiga, a machine that was more a complete home computer than a games console. It was on the Amiga that groups like <em>Team 17</em>, <em>Ocean</em>, <a href="http://massively.joystiq.com/tag/electronic-arts/"><em>Electronic Arts</em></a> and <a href="http://massively.joystiq.com/tag/blizzard/"><em>Blizzard</em></a> first really made their mark on gaming and it was a great time of innovation in the industry. I recall <a href="http://en.wikipedia.org/wiki/Frontier:_Elite_II">long nights spent playing Frontier: Elite II</a>, scooping hydrogen fuel from the corona of a star or wormholing into deep space. Another favourite that I still play occasionally was <a href="http://en.wikipedia.org/wiki/K240">K240, an early space 4x game</a> and still one of the best I've ever played.<br />
<br />
It was the public domain market on the Amiga that really caught my attention. It's one thing to play a game, but here was the opportunity to make one and sell it via a page in CU Amiga magazine or a PD order disk. I've always been more interested in making games than playing them but being young with no programming experience, I was limited in what I could do. I tooled endlessly with the "Shoot 'em up Construction Kit" and "Reality Game Creator" packages, making countless primitive prototype games that only I ever played.<p><a href="http://massively.joystiq.com/2009/12/11/mmorigins-lifes-funny-like-that/" rel="bookmark">Continue reading <em>MMOrigins: Life's funny like that</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/2009/12/11/mmorigins-lifes-funny-like-that/">MMOrigins: Life's funny like that</a> originally appeared on <a href="http://massively.joystiq.com">Massively</a> on Fri, 11 Dec 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/2009/12/11/mmorigins-lifes-funny-like-that/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/forward/19274479/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/2009/12/11/mmorigins-lifes-funny-like-that/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>amiga</category><category>blizzard</category><category>ccp</category><category>computer-science</category><category>dungeons-and-dragons</category><category>ea</category><category>Electronic-Arts</category><category>elite</category><category>eve-evolved</category><category>eve-online</category><category>everquest-2</category><category>everquest-ii</category><category>featured</category><category>frontier</category><category>game-design</category><category>jagex</category><category>massively</category><category>nyphur</category><category>ocean</category><category>programming</category><category>runescape</category><category>social</category><category>socialising</category><category>team17</category><category>university</category><dc:creator><![CDATA[Brendan Drain]]></dc:creator><pubDate>Fri, 11 Dec 2009 19:00:00 EST</pubDate></item><item><title><![CDATA[Champions Online dev discusses how to become a game designer]]></title><link>http://massively.joystiq.com/2008/04/19/champions-online-dev-discusses-how-to-become-a-game-designer/</link><guid isPermaLink="true">http://massively.joystiq.com/2008/04/19/champions-online-dev-discusses-how-to-become-a-game-designer/</guid><comments>http://massively.joystiq.com/2008/04/19/champions-online-dev-discusses-how-to-become-a-game-designer/#comments</comments><description><![CDATA[<p>Filed under: <a href="http://massively.joystiq.com/category/real-life/" rel="tag">Real life</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/academic/" rel="tag">Academic</a>, <a href="http://massively.joystiq.com/category/champions-online/" rel="tag">Champions Online</a></p><a href="http://sdma.mildred-elley.edu/images/Game%20design%20pic.jpg"><img vspace="4" hspace="4" border="1" align="right" alt="" src="http://www.blogcdn.com/massively.joystiq.com/media/2008/04/gamedesignsketchtoreal.jpg" /></a>'Heretic' on the <a style="font-style: italic;" href="http://massively.joystiq.com/category/champions-online/">Champions Online</a> developer blog, has posted a short piece on how to "break the wall" and become a game designer. The factors involved are fairly obvious once given consideration, but it's always worth going over them again, to refresh one's memory. <br /><br />Among the important issues are getting experience in a related, or "parallel" line of work, such as programming or art; noting that there are few available design positions available, and these are typically filled from within the company; and remembering professionalism, courtesy, responsibility, confidence and diplomacy as important assets for any employee.<p><a href="http://massively.joystiq.com/2008/04/19/champions-online-dev-discusses-how-to-become-a-game-designer/" rel="bookmark">Continue reading <em>Champions Online dev discusses how to become a game designer</em></a></p><p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://massively.joystiq.com"><img src="http://massively.joystiq.com/media/feedlogo.gif" alt="Massively" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://massively.joystiq.com/2008/04/19/champions-online-dev-discusses-how-to-become-a-game-designer/">Champions Online dev discusses how to become a game designer</a> originally appeared on <a href="http://massively.joystiq.com">Massively</a> on Sat, 19 Apr 2008 11:00:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href=http://www.champions-online.com/dev_blog/breaking_the_wall>Read</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/2008/04/19/champions-online-dev-discusses-how-to-become-a-game-designer/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/forward/1172000/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/2008/04/19/champions-online-dev-discusses-how-to-become-a-game-designer/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>advice</category><category>art</category><category>atari</category><category>breaking-the-wall</category><category>champions-online</category><category>employment</category><category>game-design</category><category>heretic</category><category>programming</category><dc:creator><![CDATA[Akela Talamasca]]></dc:creator><pubDate>Sat, 19 Apr 2008 11:00:00 EST</pubDate></item><item><title><![CDATA[Raph Koster answers a letter from a 12-year-old]]></title><link>http://massively.joystiq.com/2008/03/12/raph-kosters-answers-a-letter-from-a-12-year-old/</link><guid isPermaLink="true">http://massively.joystiq.com/2008/03/12/raph-kosters-answers-a-letter-from-a-12-year-old/</guid><comments>http://massively.joystiq.com/2008/03/12/raph-kosters-answers-a-letter-from-a-12-year-old/#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/academic/" rel="tag">Academic</a>, <a href="http://massively.joystiq.com/category/education/" rel="tag">Education</a></p><img vspace="4" hspace="4" border="1" align="right" alt="" src="http://www.blogcdn.com/massively.joystiq.com/media/2008/03/raph-koster.jpg" />Pretty darn cool of Raph Koster to <a href="http://www.raphkoster.com/2008/03/11/a-letter-to-a-12-year-old">answer this letter from a 12-year-old kid</a> on his blog. And though we've <a href="http://massively.joystiq.com/2008/02/18/metaverse-u-conversation-raph-koster-cory-ondrejka-howard-rhe/">heard</a> the guy <a href="http://massively.joystiq.com/2008/02/25/gdc08-raph-kosters-reinventing-mmos-a-metaplace-antemortem/">talk</a> before, it's fun to see him boil down exactly what he's doing into language a younger kid would understand. It's one thing to talk about "complex server cluster architectures," but it's another to hear Koster explain what <a href="http://en.wikipedia.org/wiki/Integrated_development_environment">an "Integrated Development Environment"</a> is in simple terms.<br /><br />And I like his characterization of programming, too -- I've always told someone I'm trying to teach to use a computer that they "don't do what you want them to do, only what you tell them to do." That's the crux of a good programmer -- he or she knows how to tell the computer do to the right things.<br /><br />Definitely a good read for insight into the mind of an MMO maker, whether you're 12 or 112.<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/2008/03/12/raph-kosters-answers-a-letter-from-a-12-year-old/">Raph Koster answers a letter from a 12-year-old</a> originally appeared on <a href="http://massively.joystiq.com">Massively</a> on Wed, 12 Mar 2008 17:30:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href=http://www.raphkoster.com/2008/03/11/a-letter-to-a-12-year-old>Read</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/2008/03/12/raph-kosters-answers-a-letter-from-a-12-year-old/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/forward/1138538/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/2008/03/12/raph-kosters-answers-a-letter-from-a-12-year-old/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>3D</category><category>answered</category><category>integrated-development-environment</category><category>letter</category><category>mmo</category><category>programming</category><category>questions</category><category>raph-koster</category><dc:creator><![CDATA[Mike Schramm]]></dc:creator><pubDate>Wed, 12 Mar 2008 17:30:00 EST</pubDate></item><item><title><![CDATA[GDC08: When Love came to town]]></title><link>http://massively.joystiq.com/2008/02/26/gdc08-when-love-came-to-town/</link><guid isPermaLink="true">http://massively.joystiq.com/2008/02/26/gdc08-when-love-came-to-town/</guid><comments>http://massively.joystiq.com/2008/02/26/gdc08-when-love-came-to-town/#comments</comments><description><![CDATA[<p>Filed under: <a href="http://massively.joystiq.com/category/at-a-glance/" rel="tag">At a glance</a>, <a href="http://massively.joystiq.com/category/galleries/" rel="tag">Galleries</a>, <a href="http://massively.joystiq.com/category/video/" rel="tag">Video</a>, <a href="http://massively.joystiq.com/category/business-models/" rel="tag">Business models</a>, <a href="http://massively.joystiq.com/category/events-real-world/" rel="tag">Events, real-world</a>, <a href="http://massively.joystiq.com/category/mmo-industry/" rel="tag">MMO industry</a>, <a href="http://massively.joystiq.com/category/previews/" rel="tag">Previews</a>, <a href="http://massively.joystiq.com/category/mmofps/" rel="tag">MMOFPS</a>, <a href="http://massively.joystiq.com/category/massively-interviews/" rel="tag">Massively Interviews</a>, <a href="http://massively.joystiq.com/category/massively-hands-on/" rel="tag">Massively Hands-on</a>, <a href="http://massively.joystiq.com/category/massively-event-coverage/" rel="tag">Massively Event Coverage</a>, <a href="http://massively.joystiq.com/category/love/" rel="tag">Love</a></p><center><a href="http://quelsolaar.com/love/screens/me_gdc_screen_2.png"><img vspace="4" hspace="4" border="1" src="http://www.blogcdn.com/massively.joystiq.com/media/2008/02/what-the0fucking-fuck-fuck.jpg" alt="" /></a></center>Every once in a while you have one of those unique experiences where you catch a glimpse of inspirational human intelligence. We were lucky enough to have such an experience at GDC in the hour we spent with Eskil Steenberg, the gifted programmer behind the fledgling one-man MMO project, <em><a href="http://quelsolaar.com/love/index.html">Love</a></em>. Once you get past the stage of incredulity at the idea that anyone would even attempt to create a massive game as a solo effort in the age of <em>WoW</em>-sized development and content teams, you start to get a window into exactly why this work in progress is unusual, preciously unique and extremely exciting. <br /><br /> Starting with a caveat: Love is not yet in production (indeed, there's no solid guarantee it ever will be), nor is it glossy and polished like most of the blockbuster AAA titles we feature in our list of core titles -- but the latter tends to work in its favor. It's not like any MMO you've ever seen; what we saw shimmering and dancing on Steenberg's laptop was otherworldly, breathing, and dreamy -- more reminiscent of a Van Gogh painting or of <a href="http://imdb.com/title/tt0243017/">Waking Life</a> than of any massive game we've ever played. The video embedded after the break is somewhat crude, having been shot off a laptop display (and occasionally featuring a reflection of Eskil himself, which you can decide for yourself whether it enhances or detracts from the experience), but captures the essence of the strange world in motion with its breathtaking landscape and day/night cycling as you wander about the planet.<br /><br /><div class="postgallery"><p><strong>Gallery: <a href="http://massively.joystiq.com/photos/gdc08-love-by-eskil-steenberg/">GDC08: Love by Eskil Steenberg</a></strong></p><a href="http://massively.joystiq.com/photos/gdc08-love-by-eskil-steenberg/#662713"><img src="http://www.blogcdn.com/www.massively.com/media/2008/02/love-orig-screens-06_thumbnail.jpg" alt="" title="" /></a><a href="http://massively.joystiq.com/photos/gdc08-love-by-eskil-steenberg/#662710"><img src="http://www.blogcdn.com/www.massively.com/media/2008/02/love-orig-screens-04_thumbnail.jpg" alt="" title="" /></a><a href="http://massively.joystiq.com/photos/gdc08-love-by-eskil-steenberg/#662709"><img src="http://www.blogcdn.com/www.massively.com/media/2008/02/love-orig-screens-05_thumbnail.jpg" alt="" title="" /></a><a href="http://massively.joystiq.com/photos/gdc08-love-by-eskil-steenberg/#662708"><img src="http://www.blogcdn.com/www.massively.com/media/2008/02/love-orig-screens-03_thumbnail.jpg" alt="" title="" /></a><a href="http://massively.joystiq.com/photos/gdc08-love-by-eskil-steenberg/#662707"><img src="http://www.blogcdn.com/www.massively.com/media/2008/02/love-orig-screens-02_thumbnail.jpg" alt="" title="" /></a></div><p><a href="http://massively.joystiq.com/2008/02/26/gdc08-when-love-came-to-town/" rel="bookmark">Continue reading <em>GDC08: When Love came to town</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/2008/02/26/gdc08-when-love-came-to-town/">GDC08: When Love came to town</a> originally appeared on <a href="http://massively.joystiq.com">Massively</a> on Tue, 26 Feb 2008 14:35:00 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/2008/02/26/gdc08-when-love-came-to-town/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/forward/1124658/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/2008/02/26/gdc08-when-love-came-to-town/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>eskil-steenberg</category><category>featured</category><category>gamedev</category><category>joystiqfeatures</category><category>love</category><category>open-source</category><category>organic</category><category>programming</category><category>quel-solaar</category><category>verse</category><dc:creator><![CDATA[Barb Dybwad]]></dc:creator><pubDate>Tue, 26 Feb 2008 14:35:00 EST</pubDate></item><item><title><![CDATA[Dungeon Runners releases characters in XML]]></title><link>http://massively.joystiq.com/2008/01/31/dungeon-runners-releases-characters-in-xml/</link><guid isPermaLink="true">http://massively.joystiq.com/2008/01/31/dungeon-runners-releases-characters-in-xml/</guid><comments>http://massively.joystiq.com/2008/01/31/dungeon-runners-releases-characters-in-xml/#comments</comments><description><![CDATA[<p>Filed under: <a href="http://massively.joystiq.com/category/dungeon-runners/" rel="tag">Dungeon Runners</a>, <a href="http://massively.joystiq.com/category/mmo-industry/" rel="tag">MMO industry</a>, <a href="http://massively.joystiq.com/category/tips-and-tricks/" rel="tag">Tips and tricks</a>, <a href="http://massively.joystiq.com/category/free-to-play/" rel="tag">Free-to-play</a></p><img vspace="4" hspace="4" border="1" align="right" src="http://www.blogcdn.com/massively.joystiq.com/media/2008/01/ansondrcharacter.jpg"  alt="" />This isn't quite the idea of <a href="http://massively.joystiq.com/tag/mmo-to-go/">MMO-to-go</a> yet, but it's the first step towards something really huge in MMO gaming: a character API.  An API is an <a href="http://en.wikipedia.org/wiki/Application_programming_interface">Application Programming Interface</a>-- basically a document or method of how to get computers to talk to each other through different applications.  Facebook apps are made with the <a href="http://wiki.developers.facebook.com/index.php/API">Facebook API</a>, applications that hook into iTunes use <a href="http://developer.apple.com/sdk/">the iTunes API</a>, and so on.  With an API, programmers can take information from one source, and do almost anything they want with it in other programs.  Players have already done some <a href="http://www.wowjutsu.com/us/">amazing things</a> with <a href="http://massively.joystiq.com/category/world-of-warcraft"><em>World of Warcraft</em></a>'s Armory (even without an actual API-- I'm pretty sure most of that is just HTML scraping), but now NCSoft's <a href="http://massively.joystiq.com/category/dungeon-runners"><em>Dungeon Runners</em></a> has upped the ante-- they've <a href="http://www.dungeonrunners.com/community/character.html">made all the character data in the game</a> available to anyone as <a href="http://en.wikipedia.org/wiki/XML">an XML file</a>.  With just a URL, you can access <a href="http://dungeonrunners.com/characters/anson">info on any player in the game</a>, already marked up in XML.<br /><br />What does this mean to you as a player?  It means that programmers can create <a href="http://www.threeplanetssoftware.com/software/dr/Anson">any number</a> of <a href="http://mythicalblog.com/index.php/blogging/mydungeonrunner/">applications</a> using this data-- they can display your <em>DR</em> character's info almost anywhere at any time.  And a skilled programmer could even track the info over time-- tell you how fast you leveled, how often you change your armor or gear, or how fast you've earned gold in the last day.  And who knows what else people could come up with-- the best part about opening up information like this is that it gets <a href="http://www.joystiq.com/2008/01/22/ihalostats-halo-3-stats-for-your-iphone/">used in all sorts of ways</a> that no one could ever predict.<br /><br /><a href="http://mythicalblog.com/index.php/blogging/an-un-rant-about-game-data-accessibility/">Jeff Freeman's exactly right</a>: "This is really cool... just in case you don't get that."  We're just scratching the surface of this stuff, but eventually you'll be able to do things like get text messages on your phone when your <em>WoW</em> auctions sell, or be able to monitor your guild's bank or your PvP team's wins via <a href="http://en.wikipedia.org/wiki/RSS_(file_format)">RSS</a> (which itself can then plug into <a href="http://www.nabaztag.com/en/index.html">almost anything</a>)  When developers break out data like this for players, the possibilities are endless.<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/2008/01/31/dungeon-runners-releases-characters-in-xml/">Dungeon Runners releases characters in XML</a> originally appeared on <a href="http://massively.joystiq.com">Massively</a> on Thu, 31 Jan 2008 15:30:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href=http://www.dungeonrunners.com/community/character.html>Read</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/2008/01/31/dungeon-runners-releases-characters-in-xml/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/forward/1103232/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/2008/01/31/dungeon-runners-releases-characters-in-xml/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>api</category><category>applications</category><category>Armory</category><category>coding</category><category>data</category><category>dungeon-runners</category><category>jeff-freeman</category><category>programming</category><category>world-of-warcraft</category><category>xml</category><dc:creator><![CDATA[Mike Schramm]]></dc:creator><pubDate>Thu, 31 Jan 2008 15:30:00 EST</pubDate></item></channel></rss>
