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<generator>Blogsmith http://www.blogsmith.com/</generator><item><title><![CDATA[BioWare Producer on heroism and villainy in Star Wars: The Old Republic]]></title><link>http://massively.joystiq.com/2009/10/20/bioware-producer-on-heroism-and-villainy-in-star-wars-the-old-r/</link><guid isPermaLink="true">http://massively.joystiq.com/2009/10/20/bioware-producer-on-heroism-and-villainy-in-star-wars-the-old-r/</guid><comments>http://massively.joystiq.com/2009/10/20/bioware-producer-on-heroism-and-villainy-in-star-wars-the-old-r/#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/classes/" rel="tag">Classes</a>, <a href="http://massively.joystiq.com/category/game-mechanics/" rel="tag">Game mechanics</a>, <a href="http://massively.joystiq.com/category/lore/" rel="tag">Lore</a>, <a href="http://massively.joystiq.com/category/new-titles/" rel="tag">New titles</a>, <a href="http://massively.joystiq.com/category/quests/" rel="tag">Quests</a>, <a href="http://massively.joystiq.com/category/star-wars-the-old-republic/" rel="tag">Star Wars: The Old Republic</a></p><a href="massively.joystiq.com/category/star-wars-the-old-republic"><img vspace="4" hspace="4" border="1" align="middle" alt="" src="http://www.blogcdn.com/massively.joystiq.com/media/2009/10/darkvslightswtorat580.jpg" /></a><br /><a href="http://massively.joystiq.com/tag/bioware">BioWare</a> Producer <a href="http://massively.joystiq.com/tag/blaine-christine">Blaine Christine</a> recently sat down for a <a href="http://www.swtor.com"><em>Star Wars: The Old Republic</em></a> interview with Steven Crews at <a href="http://www.mmogamer.com/author/alys">The MMO Gamer</a>. The interview hits on a number of facets of <a href="http://massively.joystiq.com/category/star-wars-the-old-republic"><em>SWTOR</em></a>'s gameplay and the process of creating the title. They also discuss how <a href="http://www.bioware.com">BioWare</a> is designing the game to dissuade everyone from (only) running around wielding lightsabers through the unique strengths of each class, but their talk really focuses on the game's story. <br /><br />Blaine discusses how the story for <em>SWTOR</em> players, whether they choose to be good or evil, will always be more than kill ten rats or <em>"collect ten boxes for some random vendor."</em> That story you play through fits the role you've chosen for yourself. Blaine likens a player's story progression to <a href="http://www.bioware.com/games/knights_old_republic/"><em>Knights of the Old Republic</em></a>. He tells The MMO Gamer, <em>"If you look at KOTOR and how that worked out, if you played light side versus dark side, there were distinct differences in the story, and distinct differences in how your character developed. It's going to be very similar to that." </em><p><a href="http://massively.joystiq.com/2009/10/20/bioware-producer-on-heroism-and-villainy-in-star-wars-the-old-r/" rel="bookmark">Continue reading <em>BioWare Producer on heroism and villainy in Star Wars: The Old Republic</em></a></p><p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://massively.joystiq.com"><img src="http://massively.joystiq.com/media/feedlogo.gif" alt="Massively" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://massively.joystiq.com/2009/10/20/bioware-producer-on-heroism-and-villainy-in-star-wars-the-old-r/">BioWare Producer on heroism and villainy in Star Wars: The Old Republic</a> originally appeared on <a href="http://massively.joystiq.com">Massively</a> on Tue, 20 Oct 2009 18:00:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href=http://www.mmogamer.com/10/18/2009/bioware-blaine-christine-the-old-republic>Read</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/2009/10/20/bioware-producer-on-heroism-and-villainy-in-star-wars-the-old-r/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/forward/19202812/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/2009/10/20/bioware-producer-on-heroism-and-villainy-in-star-wars-the-old-r/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>bioware</category><category>blaine-christine</category><category>classes</category><category>game-mechanics</category><category>interviews</category><category>knights-of-the-old-republic</category><category>kotor</category><category>lore</category><category>new-titles</category><category>quests</category><category>sci-fi</category><category>star-wars</category><category>star-wars-the-old-republic</category><category>steven-crews</category><category>story</category><category>swtor</category><category>the-mmo-gamer</category><dc:creator><![CDATA[James Egan]]></dc:creator><pubDate>Tue, 20 Oct 2009 18:00:00 EST</pubDate></item><item><title><![CDATA[Fallen Earth's Lee Hammock on integrating story with the post-apocalyptic MMO]]></title><link>http://massively.joystiq.com/2009/06/29/fallen-earths-lee-hammock-on-integrating-story-with-the-post-ap/</link><guid isPermaLink="true">http://massively.joystiq.com/2009/06/29/fallen-earths-lee-hammock-on-integrating-story-with-the-post-ap/</guid><comments>http://massively.joystiq.com/2009/06/29/fallen-earths-lee-hammock-on-integrating-story-with-the-post-ap/#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/fallen-earth/" rel="tag">Fallen Earth</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/lore/" rel="tag">Lore</a>, <a href="http://massively.joystiq.com/category/quests/" rel="tag">Quests</a></p><a href="http://massively.joystiq.com/category/fallen-earth"><img vspace="4" hspace="4" border="1" align="middle" alt="" src="http://www.blogcdn.com/massively.joystiq.com/media/2009/06/fallenearthexclusive10-sms-0609.jpg" /></a><br />A post-apocalyptic setting can open up fantastic opportunities for storytelling. After all, it's the end of society as we know it. All our institutions are gone, our belief systems either torn away or seriously challenged. That resulting vacuum would no doubt be filled by new outlooks on the world and on life triggered by the apocalypse -- in rare cases optimistic, but more often utterly deranged. Then again, some survivors might seek to rectify the mistakes made by too many generations before the burn or plague wiped out humanity, and aim to rebuild a better world. There are so many possibilities, and these are some of the avenues that will be explored in the upcoming post-apocalyptic MMO <a href="http://www.fallenearth.com"><em>Fallen Earth</em></a>. Of course, this presents some real challenges for the game designers as well -- what is the best way to integrate these themes into the gameplay experience?<br /><br />Storytelling in <a href="http://massively.joystiq.com/category/fallen-earth"><em>Fallen Earth</em></a> is the focus of a recent interview with lead designer <a href="http://massively.joystiq.com/tag/lee-hammock">Lee Hammock</a>, who spoke with <a href="http://www.mmogamer.com">The MMO Gamer</a>'s Steven Crews about where story and gameplay will meet in the upcoming title.<p><a href="http://massively.joystiq.com/2009/06/29/fallen-earths-lee-hammock-on-integrating-story-with-the-post-ap/" rel="bookmark">Continue reading <em>Fallen Earth's Lee Hammock on integrating story with the post-apocalyptic MMO</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/2009/06/29/fallen-earths-lee-hammock-on-integrating-story-with-the-post-ap/">Fallen Earth's Lee Hammock on integrating story with the post-apocalyptic MMO</a> originally appeared on <a href="http://massively.joystiq.com">Massively</a> on Mon, 29 Jun 2009 09:00:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href=http://www.mmogamer.com/06/23/2009/fallen-earth-lead-designer-lee-hammock-talks-post-apocalyptic-storytelling>Read</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/2009/06/29/fallen-earths-lee-hammock-on-integrating-story-with-the-post-ap/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/forward/19080712/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/2009/06/29/fallen-earths-lee-hammock-on-integrating-story-with-the-post-ap/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>backstory</category><category>fallen-earth</category><category>game-mechanics</category><category>interviews</category><category>lee-hammock</category><category>lore</category><category>quests</category><category>sci-fi</category><category>steven-crews</category><category>storyline</category><category>storytelling</category><category>the-mmo-gamer</category><dc:creator><![CDATA[James Egan]]></dc:creator><pubDate>Mon, 29 Jun 2009 09:00:00 EST</pubDate></item><item><title><![CDATA[NCsoft aims to bridge the East-West divide with Aion]]></title><link>http://massively.joystiq.com/2009/06/18/ncsoft-aims-to-bridge-the-east-west-divide-with-aion/</link><guid isPermaLink="true">http://massively.joystiq.com/2009/06/18/ncsoft-aims-to-bridge-the-east-west-divide-with-aion/</guid><comments>http://massively.joystiq.com/2009/06/18/ncsoft-aims-to-bridge-the-east-west-divide-with-aion/#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/aion/" rel="tag">Aion</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></p><a href="http://massively.joystiq.com/category/aion"><img vspace="4" hspace="4" border="1" align="middle" alt="" src="http://www.blogcdn.com/massively.joystiq.com/media/2009/06/os567_aion_580.jpg" /></a><br />Stereotypes and ingrained perceptions can be frustrating to deal with, but let's face it -- some stereotypes <span style="font-style: italic;">do</span> exist for a reason, and this can certainly apply to games as much as to anything else. There have been no small amount of Asian import MMOs that have been localized poorly for the western market, and this has certainly left a bad taste in gamers' mouths. Localization is a major challenge for any developer, and there's a rather wide chasm between what makes a game popular in an Asian market like Korea and what players embrace in the west. The westward-bound MMO that many people are focusing on right now is <a href="http://www.aiononline.com/us/"><em>Aion</em></a>, from <a href="http://www.ncsoft.com/global/">NCsoft</a>. <br /><br />The westernization of <a href="http://massively.joystiq.com/category/aion"><em>Aion</em></a> is the subject of another solid interview at <a href="http://www.mmogamer.com">The MMO Gamer</a> by <a href="http://massively.joystiq.com/tag/steven-crews">Steven Crews</a>, who sat down with <em>Aion</em> producer Brian "Xaen" Knox, the person largely responsible for NC West's localization of this title. Knox talks about what he sees as being the best aspects of both East and West in terms of game development, and how some western influences on <em>Aion</em>'s design have actually proven to be successful in Korea. It's a fairly in-depth interview and hits on a number of Knox's ideas about how a game can begin to bridge the game culture divide between East and West, seen in the context of <em>Aion</em>. Check it out <a href="http://www.mmogamer.com/06/17/2009/bridging-the-culture">over at The MMO Gamer</a>.<p><a href="http://massively.joystiq.com/2009/06/18/ncsoft-aims-to-bridge-the-east-west-divide-with-aion/" rel="bookmark">Continue reading <em>NCsoft aims to bridge the East-West divide with Aion</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/2009/06/18/ncsoft-aims-to-bridge-the-east-west-divide-with-aion/">NCsoft aims to bridge the East-West divide with Aion</a> originally appeared on <a href="http://massively.joystiq.com">Massively</a> on Thu, 18 Jun 2009 19:00:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href=http://www.mmogamer.com/06/17/2009/bridging-the-culture>Read</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/2009/06/18/ncsoft-aims-to-bridge-the-east-west-divide-with-aion/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/forward/19071706/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/2009/06/18/ncsoft-aims-to-bridge-the-east-west-divide-with-aion/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>aion</category><category>asia</category><category>brian-knox</category><category>east</category><category>fantasy</category><category>game-design</category><category>game-mechanics</category><category>interviews</category><category>korea</category><category>localization</category><category>nc-west</category><category>ncsoft</category><category>steven-crews</category><category>the-mmo-gamer</category><category>west</category><category>xaen</category><dc:creator><![CDATA[James Egan]]></dc:creator><pubDate>Thu, 18 Jun 2009 19:00:00 EST</pubDate></item><item><title><![CDATA[Petroglyph general manager Chuck Kroegel on Mytheon's union of MMO and RTS]]></title><link>http://massively.joystiq.com/2009/04/29/petroglyph-general-manager-chuck-kroegel-on-mytheons-union-of-m/</link><guid isPermaLink="true">http://massively.joystiq.com/2009/04/29/petroglyph-general-manager-chuck-kroegel-on-mytheons-union-of-m/</guid><comments>http://massively.joystiq.com/2009/04/29/petroglyph-general-manager-chuck-kroegel-on-mytheons-union-of-m/#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/historical/" rel="tag">Historical</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/mmorts/" rel="tag">MMORTS</a></p><a href="http://www.mytheongame.com/"><img vspace="4" hspace="4" border="1" align="middle" alt="" src="http://www.blogcdn.com/massively.joystiq.com/media/2009/04/mytheonlogoonblackat580.jpg" /></a><br />We've been seeing a number of new options in online gaming, some clearly definable as being 'massively multiplayer', others less so. One of those game categories that blurs the line a bit is the <a href="http://massively.joystiq.com/category/mmorts">MMORTS</a> (massively multiplayer online real-time strategy) game... we'll probably just stick with the acronym from now on. But we've wondered, what exactly can we expect from RTS titles as they adopt more features traditionally associated with MMOs? <br /><br /><a href="http://massively.joystiq.com/tag/steven-crews">Steven Crews</a> from <a href="http://www.mmogamer.com">The MMO Gamer</a> spoke with <a href="http://www.petroglyphgames.com/">Petroglyph Games</a> general manager and executive producer <a href="http://massively.joystiq.com/tag/chuck-kroegel">Chuck Kroegel</a> about their upcoming title <a href="http://www.mytheongame.com/"><em>Mytheon</em></a>. The game is a free-to-play, downloadable title that will be supported by microtransactions and focuses on the myths, heroes, and monsters of the world's ancient cultures. Crews asks the questions we think are on a lot of people's minds when they hear "MMORTS" -- <em>"Why bring strategy games into the MMO space? What do you get from a persistent universe that you couldn't get out of something like <a href="http://www.battle.net">Battle.net</a>?"</em><p><a href="http://massively.joystiq.com/2009/04/29/petroglyph-general-manager-chuck-kroegel-on-mytheons-union-of-m/" rel="bookmark">Continue reading <em>Petroglyph general manager Chuck Kroegel on Mytheon's union of MMO and RTS</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/2009/04/29/petroglyph-general-manager-chuck-kroegel-on-mytheons-union-of-m/">Petroglyph general manager Chuck Kroegel on Mytheon's union of MMO and RTS</a> originally appeared on <a href="http://massively.joystiq.com">Massively</a> on Wed, 29 Apr 2009 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://www.mmogamer.com/04/28/2009/petroglyph-studios-ceo-chuck-kroegel-on-their-upcoming-action-strategy-mmo-mytheon>Read</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/2009/04/29/petroglyph-general-manager-chuck-kroegel-on-mytheons-union-of-m/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/forward/1531929/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/2009/04/29/petroglyph-general-manager-chuck-kroegel-on-mytheons-union-of-m/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>battle.net</category><category>chuck-kroegel</category><category>dreamlords</category><category>dreamlords-the-reawakening</category><category>fantasy</category><category>free-to-play</category><category>historical</category><category>interviews</category><category>microtransactions</category><category>mmo-gamer</category><category>mmo-industry</category><category>mmorts</category><category>mytheon</category><category>petroglyph</category><category>petroglyph-games</category><category>petroglyph-studios</category><category>rts</category><category>steven-crews</category><category>the-mmo-gamer</category><dc:creator><![CDATA[James Egan]]></dc:creator><pubDate>Wed, 29 Apr 2009 20:00:00 EST</pubDate></item><item><title><![CDATA[Live Gamer's Andy Schneider on legitimizing RMT in games and virtual worlds]]></title><link>http://massively.joystiq.com/2009/04/27/live-gamers-andy-schneider-on-legitimizing-rmt-in-games-and-vir/</link><guid isPermaLink="true">http://massively.joystiq.com/2009/04/27/live-gamers-andy-schneider-on-legitimizing-rmt-in-games-and-vir/</guid><comments>http://massively.joystiq.com/2009/04/27/live-gamers-andy-schneider-on-legitimizing-rmt-in-games-and-vir/#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/virtual-worlds/" rel="tag">Virtual worlds</a></p><img vspace="4" hspace="4" border="1" align="right" alt="" src="http://www.blogcdn.com/massively.joystiq.com/media/2009/04/livegamer225.jpg" />Most mentions of <a href="http://massively.joystiq.com/tag/rmt">real money trading</a> (RMT) in massively multiplayer online games and virtual worlds conjure up images of virtual sweatshops and the resulting blitz of gold spam. Despite how loudly many protest against the idea of RMT in games, the fact remains that there <em>is</em> a market for this and people spend a lot of real world money on <a href="http://massively.joystiq.com/tag/virtual-goods">virtual goods</a> every year. <br /><br /><a href="http://www.livegamer.com/">Live Gamer</a> is a company that aims to legitimize real money trading, creating a way for players to spend their cash without the risks inherent in dealing with shady gold and item sellers. It also ensures that money spent on virtual goods is going back into the pockets of the game companies. While services such as <a href="http://massively.joystiq.com/tag/live-gamer">Live Gamer</a> don't end the debate on whether or not RMT should be permitted in the first place, it's clearly here to stay, and some game publishers are <a href="http://massively.joystiq.com/2009/03/28/gdc09-applied-rmt-design-with-gopets-and-live-gamer/">getting proactive about real money trading</a>.<p><a href="http://massively.joystiq.com/2009/04/27/live-gamers-andy-schneider-on-legitimizing-rmt-in-games-and-vir/" rel="bookmark">Continue reading <em>Live Gamer's Andy Schneider on legitimizing RMT in games and virtual 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/2009/04/27/live-gamers-andy-schneider-on-legitimizing-rmt-in-games-and-vir/">Live Gamer's Andy Schneider on legitimizing RMT in games and virtual worlds</a> originally appeared on <a href="http://massively.joystiq.com">Massively</a> on Mon, 27 Apr 2009 19:00:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href=http://www.mmogamer.com/04/24/2009/real-money-fake-property>Read</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/2009/04/27/live-gamers-andy-schneider-on-legitimizing-rmt-in-games-and-vir/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/forward/1529392/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/2009/04/27/live-gamers-andy-schneider-on-legitimizing-rmt-in-games-and-vir/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>andrew-schneider</category><category>andy-schneider</category><category>gold</category><category>interviews</category><category>live-gamer</category><category>microtransactions</category><category>mmo-gamer</category><category>mmo-industry</category><category>real-money-trading</category><category>real-money-transactions</category><category>rmt</category><category>steven-crews</category><category>virtual-currency</category><category>virtual-goods</category><category>virtual-worlds</category><dc:creator><![CDATA[James Egan]]></dc:creator><pubDate>Mon, 27 Apr 2009 19:00:00 EST</pubDate></item><item><title><![CDATA[NetDevil president discusses company's origins and risks taken along the way]]></title><link>http://massively.joystiq.com/2009/04/13/netdevil-president-discusses-companys-origins-and-risks-taken-a/</link><guid isPermaLink="true">http://massively.joystiq.com/2009/04/13/netdevil-president-discusses-companys-origins-and-risks-taken-a/</guid><comments>http://massively.joystiq.com/2009/04/13/netdevil-president-discusses-companys-origins-and-risks-taken-a/#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></p><a href="http://www.mmogamer.com/04/06/2009/making-mmos-on-a-shoestring"><img vspace="4" hspace="4" border="1" align="right" alt="" src="http://www.blogcdn.com/massively.joystiq.com/media/2009/04/netdevilscottbrownat225.jpg" /></a>A lot of interviews we read about the MMO industry deal with the specifics of a forthcoming title, but it's great when someone gives us a peek into an aspect of the industry we haven't seen before. <a href="http://www.mmogamer.com">The MMO Gamer</a> recently had a chance to sit down with <a href="http://massively.joystiq.com/tag/net-devil">NetDevil</a> president <a href="http://massively.joystiq.com/tag/scott-brown">Scott Brown</a> and discuss how the company came to be. The MMO Gamer piece by <a href="http://www.mmogamer.com/author/alys">Steven Crews</a> is titled "<a href="http://www.mmogamer.com/04/06/2009/making-mmos-on-a-shoestring"><em>Making MMOs on a Shoestring: The NetDevil Story with Scott Brown</em></a>."<br /><br />It's a fairly in-depth look at the origins of <a href="http://www.netdevil.com/company.php">NetDevil</a>. Brown talks about how he got his start in the gaming industry and how NetDevil stuck to those core principles they brought to the table as gamers. Brown says, <em>"We make the games we desperately want to play that for some reason no one else is making." </em>The interview also discusses the risks that NetDevil has taken thus far, and Brown reflects on <a href="http://massively.joystiq.com/tag/auto-assault">the risks that didn't pay off in the end</a>. "<em>Making MMOs on a Shoestring</em>" is a candid look at the NetDevil story and you can <a href="http://www.mmogamer.com/04/06/2009/making-mmos-on-a-shoestring">read it over at The MMO Gamer</a>.<p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://massively.joystiq.com"><img src="http://massively.joystiq.com/media/feedlogo.gif" alt="Massively" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://massively.joystiq.com/2009/04/13/netdevil-president-discusses-companys-origins-and-risks-taken-a/">NetDevil president discusses company's origins and risks taken along the way</a> originally appeared on <a href="http://massively.joystiq.com">Massively</a> on Mon, 13 Apr 2009 19:00:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href=http://www.mmogamer.com/04/06/2009/making-mmos-on-a-shoestring>Read</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/2009/04/13/netdevil-president-discusses-companys-origins-and-risks-taken-a/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/forward/1515987/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/2009/04/13/netdevil-president-discusses-companys-origins-and-risks-taken-a/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>interviews</category><category>mmo-gamer</category><category>mmo-industry</category><category>netdevil</category><category>scott-brown</category><category>steven-crews</category><category>the-mmo-gamer</category><dc:creator><![CDATA[James Egan]]></dc:creator><pubDate>Mon, 13 Apr 2009 19:00:00 EST</pubDate></item></channel></rss>
