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<generator>Blogsmith http://www.blogsmith.com/</generator><item><title><![CDATA[ArenaNet: Guild Wars 2 a 'reaction' to sluggish MMO design]]></title><link>http://massively.joystiq.com/2012/05/21/arenanet-guild-wars-2-a-reaction-to-sluggish-mmo-design/</link><guid isPermaLink="true">http://massively.joystiq.com/2012/05/21/arenanet-guild-wars-2-a-reaction-to-sluggish-mmo-design/</guid><comments>http://massively.joystiq.com/2012/05/21/arenanet-guild-wars-2-a-reaction-to-sluggish-mmo-design/#comments</comments><description><![CDATA[<p>Filed under: <a href="http://massively.joystiq.com/category/betas/" rel="tag">Betas</a>, <a href="http://massively.joystiq.com/category/fantasy/" rel="tag">Fantasy</a>, <a href="http://massively.joystiq.com/category/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/guild-wars-2/" rel="tag">Guild Wars 2</a></p><div style="text-align: center;">
	<a href="http://massively.joystiq.com/2012/05/21/arenanet-guild-wars-2-a-reaction-to-sluggish-mmo-design/"><img alt="Guild Wars 2" src="http://www.blogcdn.com/massively.joystiq.com/media/2012/05/gw007.jpg" /></a></div>
Do you believe that the MMO genre has been stuck in a rut over the past few years? So does <a href="http://massively.joystiq.com/tag/christopher-lye/">Christopher Lye</a>, the global brand director for <a href="http://massively.joystiq.com/tag/arenanet/">ArenaNet</a>, who publicly denounced the post-<a href="http://massively.joystiq.com/category/world-of-warcraft"><em>World of Warcraft</em></a> trend in the industry as stagnant.<br />
<br />
<a href="http://www.gamasutra.com/view/news/170650/Is_Guild_Wars_2_the_answer_to_stagnant_MMO_design.php">In an interview with Gamasutra</a>, Lye stated that <a href="http://massively.joystiq.com/category/guild-wars-2/"><em>Guild Wars 2</em></a> is walking the walk when it comes to genuinely challenging the status quo in the industry. "Honestly, I think the problem is that there's been a lack of change in MMO design and that <em>Guild Wars 2</em> is a reaction to that," he said. "People will call this risky, but we think it's riskier just to churn out the same MMO that everyone has played before."<br />
<br />
Lye pointed to <em>Guild Wars 2's</em> scaling dynamic event system and its action combat as examples of how ArenaNet is forging its own path. Observing that player consumption of content is "virtually insatiable," Lye said that the team has developed tools to allow it to implement changes and additions to dynamic events in hours, not weeks.<br />
<br />
Is this industry stagnation coming to an end? Lye says yes: "We're finally seeing a point where companies realize that they're not going to create the next great MMO by just copying what's come before."<p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://massively.joystiq.com"><img src="http://massively.joystiq.com/media/feedlogo.gif" alt="Massively" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://massively.joystiq.com/2012/05/21/arenanet-guild-wars-2-a-reaction-to-sluggish-mmo-design/">ArenaNet: Guild Wars 2 a 'reaction' to sluggish MMO design</a> originally appeared on <a href="http://massively.joystiq.com">Massively</a> on Mon, 21 May 2012 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/2012/05/21/arenanet-guild-wars-2-a-reaction-to-sluggish-mmo-design/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/forward/20241585/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/2012/05/21/arenanet-guild-wars-2-a-reaction-to-sluggish-mmo-design/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>action-combat</category><category>activision</category><category>anet</category><category>arenanet</category><category>beta</category><category>blizzard</category><category>blizzard-entertainment</category><category>chris-lye</category><category>christopher-lye</category><category>dynamic-events</category><category>fantasy</category><category>gamasutra</category><category>guild-wars-2</category><category>gw2</category><category>industry</category><category>interview</category><category>mmo-industry</category><category>ncsoft</category><category>stagnant</category><category>trend</category><category>warcraft</category><category>world-of-warcraft</category><category>wow</category><dc:creator><![CDATA[Justin Olivetti]]></dc:creator><pubDate>Mon, 21 May 2012 10:00:00 EST</pubDate></item><item><title><![CDATA[Pascal's thoughts on multiplayer games]]></title><link>http://massively.joystiq.com/2008/12/07/pascals-thoughts-on-multiplayer-games/</link><guid isPermaLink="true">http://massively.joystiq.com/2008/12/07/pascals-thoughts-on-multiplayer-games/</guid><comments>http://massively.joystiq.com/2008/12/07/pascals-thoughts-on-multiplayer-games/#comments</comments><description><![CDATA[<p>Filed under: <a href="http://massively.joystiq.com/category/academic/" rel="tag">Academic</a></p><a href="http://www.gamasutra.com/view/feature/3869/the_megatrends_of_game_design_.php?page=4"><img hspace="4" vspace="4" border="1" align="right" src="http://www.blogcdn.com/massively.joystiq.com/media/2008/12/f4b5.jpg" alt="" /></a>Pascal Luban at Gamasutra is now up to <a href="http://www.gamasutra.com/view/feature/3869/the_megatrends_of_game_design_.php">part three in his series</a> on the <a href="http://www.gamasutra.com/view/feature/3772/the_megatrends_of_game_design_.php">multiplayer</a> <a href="http://www.gamasutra.com/view/feature/3842/the_megatrends_of_game_design_.php">megatrend</a> in the game industry. Part one explored how game creators use multiplayer modes, online distribution, and downloadable content to increase the life span of the game. Microtransactions are also used to increase the money-making potential and also increase the speed at which "<a href="http://www.popcap.com/">fast games</a>" can be consumed. Finally, he explored how more interactive, believable environments enhance the gaming experience and will continue to do so as rendering abilities increase over time.<br /><br />The <a href="http://www.gamasutra.com/view/feature/3842/the_megatrends_of_game_design_.php">second article</a> explored the accessibility of games and the need to play them in <a href="http://massively.joystiq.com/2008/05/16/player-vs-everything-game-hopping-like-a-madman/">smaller bursts</a> rather than long <a href="http://massively.joystiq.com/2008/12/03/a-tale-of-geek-purgatory/">marathon sessions</a>. This stems mainly from the types of players (meaning more casual and older players). The latest discussion is around cooperative games, quality control, <a href="http://en.wikipedia.org/wiki/Mobile_game">mobile gaming</a>. And then, buried on <a href="http://www.gamasutra.com/view/feature/3869/the_megatrends_of_game_design_.php?page=4">page 4</a> of the article, is the bit that hits us hard - asking <a href="http://massively.joystiq.com/2008/10/03/the-daily-grind-how-should-we-fight-addiction/">once again</a> if MMOs are a <a href="http://massively.joystiq.com/2007/11/26/second-life-isnt-just-fun-its-therapeutic/">public</a> <a href="http://massively.joystiq.com/2008/06/15/fight-that-wow-pudge-with-the-wii-fit-board/">health</a> <a href="http://massively.joystiq.com/2008/10/02/recovering-mmo-addict-chronicles-his-struggle/">risk</a>. There have <a href="http://massively.joystiq.com/2007/11/24/the-daily-grind-the-nature-of-addiction/">been claims</a> <a href="http://news.cnet.com/2100-1040-881673.html">for years now</a> that <a href="http://en.wikipedia.org/wiki/Video_game_addiction">gaming addiction</a> is a very <a href="http://massively.joystiq.com/2007/11/05/mmogology-addiction-and-you/">real problem</a> - and there have been many <a href="http://massively.joystiq.com/2008/09/08/confessions-of-an-mmo-addict/">answers</a> over that time. For us, we just know that <a href="http://massively.joystiq.com/2008/10/26/the-daily-grind-are-you-actually-addicted/">we love the games</a> and are going to continue playing them... and looking forward to the last part of this article series.<p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://massively.joystiq.com"><img src="http://massively.joystiq.com/media/feedlogo.gif" alt="Massively" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://massively.joystiq.com/2008/12/07/pascals-thoughts-on-multiplayer-games/">Pascal's thoughts on multiplayer games</a> originally appeared on <a href="http://massively.joystiq.com">Massively</a> on Sun, 07 Dec 2008 16:00:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href=http://www.gamasutra.com/view/feature/3869/the_megatrends_of_game_design_.php>Read</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/2008/12/07/pascals-thoughts-on-multiplayer-games/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/forward/1392956/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/2008/12/07/pascals-thoughts-on-multiplayer-games/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>addiction</category><category>gamasutra</category><category>gaming-addiction</category><category>multiplayer</category><category>trend</category><category>trends</category><dc:creator><![CDATA[Alexis Kassan]]></dc:creator><pubDate>Sun, 07 Dec 2008 16:00:00 EST</pubDate></item><item><title><![CDATA[Analyst: More MMOs on cell phones in 2008]]></title><link>http://massively.joystiq.com/2008/01/07/analyst-more-mmos-on-cell-phones-in-2008/</link><guid isPermaLink="true">http://massively.joystiq.com/2008/01/07/analyst-more-mmos-on-cell-phones-in-2008/</guid><comments>http://massively.joystiq.com/2008/01/07/analyst-more-mmos-on-cell-phones-in-2008/#comments</comments><description><![CDATA[<p>Filed under: <a href="http://massively.joystiq.com/category/business-models/" rel="tag">Business models</a>, <a href="http://massively.joystiq.com/category/game-mechanics/" rel="tag">Game mechanics</a>, <a href="http://massively.joystiq.com/category/leveling/" rel="tag">Leveling</a>, <a href="http://massively.joystiq.com/category/opinion/" rel="tag">Opinion</a>, <a href="http://massively.joystiq.com/category/mobile/" rel="tag">Mobile</a>, <a href="http://massively.joystiq.com/category/casual/" rel="tag">Casual</a></p><div align="center"><a href="http://nextlust.com/?s=enticing"><img vspace="4" hspace="4" border="1" src="http://www.blogcdn.com/massively.joystiq.com/media/2008/01/wowiphone1.jpg"  alt="" /></a><br /></div>
If there's one trend so far in 2008, it's mobile MMOs.  Last year, we heard about both <a href="http://massively.joystiq.com/2007/12/04/japanese-media-company-launches-mobile-mmog/">a Japanese game</a> and <a href="http://massively.joystiq.com/2007/11/07/new-product-will-let-you-mmo-on-the-go/">a mobile platform</a>, and already this year, John Carmack has says he wants to <a href="http://massively.joystiq.com/2008/01/06/john-carmack-to-make-a-cell-phone-mmo/">do an MMO on-the-go</a>.  And now, analyst and VC Baris Karadogan says <a href="http://www.wral.com/business/local_tech_wire/venture/story/2241743/">MMObile games are only going to get bigger</a>.<br /><br />And not just in terms of games you play on the phone.  He does say that casual phone games will <a href="http://massively.joystiq.com/2007/12/13/the-rise-of-warbook-and-other-casual-social-games/">become more social</a>, but he also says that huge MMOs like <a href="http://massively.joystiq.com/category/world-of-warcraft"><em>World of Warcraft</em></a> will attempt to develop casual, mobile versions that can be "played" from a phone, and have an effect in the game itself.  As in, you'll play a quick casual game on your phone, and how you do on that game will give you XP or skill points or even some extra cash in the online game.<br /><br />I doubt Blizzard will be the first to jump on such a bandwagon-- their history is releasing polished games on established platforms, not breaking new ground.  But it's easy to see how a smaller, up-and-coming, very <a href="http://en.wikipedia.org/wiki/Application_programming_interface">API</a> friendly game might try to duck into the mobile software space, and put together a model for how MMObile or MMO-to-go games might work.<br /><p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://massively.joystiq.com"><img src="http://massively.joystiq.com/media/feedlogo.gif" alt="Massively" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://massively.joystiq.com/2008/01/07/analyst-more-mmos-on-cell-phones-in-2008/">Analyst: More MMOs on cell phones in 2008</a> originally appeared on <a href="http://massively.joystiq.com">Massively</a> on Mon, 07 Jan 2008 22:30:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href=http://www.wral.com/business/local_tech_wire/venture/story/2241743/>Read</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/2008/01/07/analyst-more-mmos-on-cell-phones-in-2008/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/forward/1080538/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/2008/01/07/analyst-more-mmos-on-cell-phones-in-2008/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>2008</category><category>analyst</category><category>cell-phones</category><category>innovation</category><category>mmo-to-go</category><category>mmobile</category><category>mobile</category><category>speculation</category><category>trend</category><category>world-of-warcraft</category><dc:creator><![CDATA[Mike Schramm]]></dc:creator><pubDate>Mon, 07 Jan 2008 22:30:00 EST</pubDate></item></channel></rss>
