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  • Science picks Dead Space 2 as 360's scariest game

    by 
    Justin McElroy
    Justin McElroy
    09.08.2011

    You could rely on your friends, game critics or helpful GameStop sales associates to tell you which games are scary, but that's so two-thousand-and-late. We're sticking with science, thanks to this helpful feature from Gamasutra, which used player feedback and biometric data to rate not only the most frightening games, but their most horrifying moments. [Update: The study itself was conducted by Vertical Slice, so if you're looking for dream jobs in the research field, that's where we'd start.) A victor was picked, but some of the study's other conclusions were more interesting. For instance: The threat of combat was typically scarier than combat itself. Also, gore, while provocative, wasn't, particularly frightening. The game that understood those concepts the best? Well, that would be Dead Space 2, which took the brass ring over Condemned, Alan Wake and Resident Evil 5. Presumably, Sherlock Holmes: Nemesis was not in the running.

  • Innovating outwards: The joining of EVE Online with DUST 514

    by 
    Justin Olivetti
    Justin Olivetti
    09.02.2011

    Even though the PC-using EVE Online and the PlayStation 3-playing DUST 514 gamers may be separated by platform boundaries, CCP fans in both worlds will be joined at the hip in an odd, first-of-its-kind symbiotic relationship when DUST 514 launches. It's an intriguing prospect, but fans are wondering just how CCP is going to pull it off and how the two games will interact in practice. DUST 514 producer Thomas Farrer sat down with Gamasutra to shed some light on the nitty-gritty details behind the auspicious plan. Farrer says that the buzz over DUST isn't as big as the team hoped, but he thinks this is due to the project taking a completely new angle on the industry: "Often, particularly in first-person games, games often look very inwards when it comes to how they are trying to innovate or move things forward. What we've tried to do is look more outwards." Farrer outlined how the two titles will share the same economy, corporate structure, and social features. He says that the already-constructed EVE Online universe was a boon to the team's plans, since the established setting provided a perfect backdrop to a persistent shooter MMO, and that the two teams are in constant contact with each other as the project goes forward. Of course, some computer players are put out that DUST 514 will be exclusive to the PS3, but Farrer acknowledges the slight possibility that it might not always be so: "Right now, we're pretty much just entirely focused on PlayStation. That's what we're going to remain focused on at least for the foreseeable future. But you know, who knows what happens in the future."

  • The slippery slope: Analysing the decline of World of Warcraft

    by 
    Justin Olivetti
    Justin Olivetti
    08.31.2011

    It's the word on the street these days: World of Warcraft is no longer quite the king that it used to be. The massive title has lost around one million subscribers over the past year, even with Cataclysm releasing last December. Gamasutra sat down with Blizzard for a frank talk about why the title is in decline, and what the studio has planned to counter this trend. While Blizzard is pleased with the tune-up that Cataclysm provided to the landscape and questing, some players cite the erosion of difficulty and challenge as a reason for their leaving. Lead Systems Designer Greg Street acknowledges this, but says that the WoW team is in uncharted territory: "We just don't have a lot of examples of games that have lasted this long and been this popular for so long to show the right way to do it. I think coming up with new mechanics and new systems is relatively easy, the problem is integrating it with what we already have. World of Warcraft today is so much more complicated than it was when it launched six or seven years ago." Ultimately, it may come down to players becoming bored more quickly as Blizzard struggles to pump out content to keep their attention. UC Irvine's Thomas Debeauvais conducted a study of 2,865 WoW players across the world, and found that 75% of them had stopped playing the game for at least a month while still being subscribed to it. Blizzard says that it wants to provide faster content updates and continue to overhaul the game's mechanics and graphics to give the players a reason to stay.

  • Scott Hartsman says gold farming hurts our games more than we know

    by 
    Justin Olivetti
    Justin Olivetti
    07.21.2011

    Gold buying is one of those aspects of MMO culture that is seemingly universally denounced, yet enough people partake in the practice to keep the wheels of this grey market activity going. Scott Hartsman may be saying the obvious when he denounced gold farming and selling to Gamasutra, but apparently it is still something we need to hear. The Trion Worlds general manager shared a glimpse of just how hard these activities hit games, and how concerned he and other studio execs are about the proliferation of credit card fraud that results: "It's those kinds of things where people laugh and go, 'Oh, that never happens.' No. It happens. It happens a s**tload. To the point where, over the last three or four years, I would dare anybody to ask an exec at a gaming company how much they've had to pay in MasterCard and Visa fines, because of fraud. It happens a lot." According to Hartsman, the more these events take place, the more money studios spend on paying fines and dealing with them instead of reinvesting funds into the games themselves -- all because of the "jerks" perpetuating the crimes.

  • New Gamasutra feature looks to define fairness in MMOs

    by 
    Matt Daniel
    Matt Daniel
    07.05.2011

    Buying power! Class Balance! Easy mode! We'd be willing to bet that those pharses invoke some pretty strong feelings in many of you. When it comes to MMORPGs -- especially those of the free-to-play variety -- fairness is often a huge concern. Whether it's in the form of class balance, content tuning, or buying to win, equality is a delicate subject. Mr. Simon Ludgate over at Gamasutra realizes this, and has put together an incredibly in-depth feature discussing the philosophy of fairness in MMORPGs. The feature is packed with star-power, with commentary from En Masse's Brian Knox, Trion Worlds' Scott Hartsman, Richard Garriott, and more. For the full, in-depth, and interesting feature, head on over to Gamasutra.

  • RIFT approaching the one million sell-through mark

    by 
    Justin Olivetti
    Justin Olivetti
    06.07.2011

    For some, success is measured in how fun a game is and how much it accomplishes that which it promised. For others, success is all about the cold, hard numbers -- subscribers, units sold, accounts created, concurrent players. Today, Trion Worlds considers RIFT a success on the latter front as well as the former, as it announced that the company is nearing the million sell-through mark for the game. A unit sold-through means that a copy of RIFT -- physical or digital -- has been sold to a customer, not merely shipped to retail. In an interview with Gamasutra, Trion's David Reid says that the company's $50 million title is doing well with direct competition against established fantasy MMOs like World of Warcraft. "We're really pleased with what we're seeing. And beyond that, it was a pleasure to see in the latest Activision Blizzard earnings call that RIFT was inquired about when Blizzard announced their subscriber numbers went from 12 million to 11.4 million," Reid said. "You can do some math... we know very well where those 600,000 people are." Trion is becoming well-known for its aggressive marketing push behind RIFT, which Reid thinks is paying off handsomely: "We know we have a very stick game, we know we are getting a lot of success right now... If in fact the 600,000 players [Blizzard] lost came to RIFT, I don't think they'll be getting those 600,000 people back as quick as they did from Aion, Conan, Warhammer and the like."

  • Perfect World Entertainment surpasses market expectations

    by 
    Larry Everett
    Larry Everett
    05.24.2011

    Perhaps the belief that free-to-play games are bad and do not make money is unfounded. If you asked anyone with stock in Perfect World Entertainment, he would tell you that F2P is where it's at. The creator of the Perfect World International and Forsaken World has stunned the market as it reported a 15% revenue increase last quarter (January 2011 to March 2011) over last year (January 2010 to March 2010.) However, the biggest surprise is the amount of profit the company generated. The 110% growth over last year greatly surpassed the high-end expectations of the company itself. CEO Michael Chi attributed the stellar growth to the recent release of Forsaken World and Empire of the Immortals. But the profit is due to more than the entry of these two games into the market. "At the same time, we also experienced lower sales and marketing expenses as we did not have as many new launches as we did in the previous quarter. All of these factors contributed to our strong bottom-line growth in the first quarter," Chi explains in a Gamasutra article. Perfect World Entertainment hopes for continued growth as it continues to solidify its place in the F2P market with more games coming soon.

  • Arena University offers real-world experience for interns

    by 
    Rubi Bayer
    Rubi Bayer
    05.11.2011

    Most industries offer internship programs to help transition potential employees from sitting in a classroom to earning a paycheck, and the gaming industry is no exception. While ArenaNet has offered a type of internship program within the gaming industry since 2010, they've recently progressed into new territory with their Arena University. ArenaNet's SVP of global business, Randall Price, spent some time chatting with Gamasutra about the program, detailing how it prepares graduates for the real world. Participants in Arena University work with the goal of seeing their art in game; for example, some of the bits and pieces in today's Lion's Arch flythrough video came straight from Arena University. The purpose of the program, according to Randall, is much more than just offering a few college credits. The ArenaNet staffers who work with the interns keep a eye toward teaching their interns not only game design, but also office workflow, communication, and creation as it applies to current projects.

  • Controlling share in Bigpoint purchased for $350 million

    by 
    Justin Olivetti
    Justin Olivetti
    04.26.2011

    The prolific MMO developer Bigpoint is answering to couple of new bosses today. According to Gamasutra, Summit Partners and TA Associates have banded together to heavily invest in the company -- and by doing so, to take a controlling share in Bigpoint. The two firms, which are now on the board of directors, have jointly invested $350 million into Bigpoint. These funds will recapitalize the studio and expand its presence worldwide. Bigpoint founder and CEO Heiko Hubertz, who controls 30 percent of the company, appears optimistic: "The investment by TA Associates and Summit Partners is a validation of Bigpoint's leadership position within the gaming industry, and will give us a huge boost toward becoming one of the most successful gaming companies worldwide." Bigpoint has a wide portfolio of titles including Battlestar Galactica Online, DarkOrbit, and the upcoming Drakensang Online.

  • Analysts consider dance genre 'bubble,' Ubisoft says more 'The Experience' games possible

    by 
    Alexander Sliwinski
    Alexander Sliwinski
    04.25.2011

    Ubisoft's Just Dance and its successful clones like Michael Jackson: The Experience, along with Harmonix's Dance Central, have established the dance genre as a viable market for milking. Now the industry must play the delicate game of sucking the marrow dry without creating a zombie. Gamasutra hit up go-to industry analysts Michael Pachter and Jesse Divnich for their takes on the sustainability of the genre. Both analysts essentially characterized dance games as part of a bubble that is largely unaffected by critical reception (UK hit Zumba Fitness has a 43 on Metacritic). "In short, yes, the dance category is a bubble," said Divnich, "much like most things in entertainment." That doesn't mean that the bubble is about to burst -- or that the bottle of suds is close to empty. At least, Ubisoft is planning to keep on dipping in. The publisher's Tony Key teased that Michael Jackson: The Experience is "just the first 'The Experience' brand." He added that there's no reason why "another artist can't make a great dance game under 'The Experience brand,'" but didn't pitch any bright ideas. The Smurfs, anyone?

  • Analyst says one million subscribers are attainable for SWTOR

    by 
    Larry Everett
    Larry Everett
    04.25.2011

    At the Electronic Arts fourth-quarter shareholders conference earlier this year, CEO John Riccitiello stated this about his soon-to-be-released MMORPG Star Wars: The Old Republic: "At half a million subscribers, the game is substantially profitable, but it's not the kind of thing we would write home about. Anything north of a million subscribers, it's a very profitable business." This has been questioned by fans and shareholders alike as all wonder whether the game could actually reach the goal of one million subscribers. According to Janco analyst Mike Hickey, the answer is yes! Gaming business website Gamasutra quoted Hickey as saying that Janco "suspect[s] a willingness from investors to believe [500,000] to 1 million Star Wars MMO subscribers is an attainable target." Hickey has been focused on games and the gaming industry for some time now, specifically on EA, so the rise and fall of EA-published Warhammer Online cannot be off his radar when he makes his predictions about SWTOR. Ultimately, Hickey states that one million subscribers will mean $161.9 million in gross sales and up to $35 million in total profit for EA if his prediction is true. Although there is still no exact release date for Star Wars: The Old Republic, we will know how close to the mark Hickey's prediction is when the game launches later this year.

  • Rescuing Final Fantasy: FFXIV producer discusses the game's future

    by 
    Rubi Bayer
    Rubi Bayer
    04.01.2011

    Most MMO launches have a few bumps in the road during the first six months or so -- it's almost par for the course. Final Fantasy XIV definitely had more than its fair share, but the team at Square-Enix is working hard to get back on track. FFXIV producer Naoki Yoshida sat down for a chat with Gamasutra about several aspects of the rocky launch and aftermath. Yoshida gave his thoughts on what the team has planned for the future, where the company stands now, and what caused so many problems in the first place: "XIV had many issues. There was technology trouble, in-game trouble. The game at the time of release did not live up to expectations that players had of current generation MMOs. Like, 'this should be in a current generation MMO,' and that wasn't there." The three-page interview also carries some in-depth answers on community feedback and how the team is responding to it, the suspension of subscription fees, Yoshida's philosophy on customer communication, and much more. He's got big plans and high hopes for the future of FFXIV -- you can read the full interview at Gamasutra.

  • TERA's Chris Lee on making a Korean MMO into an American hit

    by 
    Jef Reahard
    Jef Reahard
    03.18.2011

    The recent announcement regarding a mind-meld between En Masse Entertainment and Atari for the purposes of bringing Bluehole Studio's TERA to North America has generated a fair bit of industry buzz. Not only does it indicate an impending release date (though En Masse remains coy about anything other than a "2011" date), but it also signifies to fans of AAA Asian-themed MMOs that they'll soon have an alternative to Aion and Lineage II. Gamasutra recently chatted up En Masse publishing vice president Chris Lee about the challenges inherent in bringing TERA to the West, and surprisingly, the "westernization" catch-phrase -- and associated deflections -- were nowhere to be found. Lee instead focused on how En Masse has a long road ahead when it comes to turning a Korean MMO into an American hit (regardless of the title's inherent quality). "One of the biggest misconceptions in the business is that a good game will sell itself," Lee says. Lee also spoke to TERA's decision to bypass the free-to-play craze as well as the title's unique combat mechanic, which is "a large departure from traditional MMOs, regardless of region."

  • Blizzard COO: We hope Titan will still be growing in 20 years

    by 
    Jef Reahard
    Jef Reahard
    03.09.2011

    Finding (or developing) the first real World of Warcraft-killer is something of a holy grail for MMO fans and developers alike. The extraordinary success of Blizzard's fantasy title has set the company and its flagship product on a seemingly unreachable pedestal in terms of financial success and subscriber numbers. Conventional wisdom says that's unlikely to be duplicated any time soon, if ever, but Blizzard COO Paul Sams isn't so sure. In a new interview with Gamasutra, he talks a bit about Titan, the code name for the as-yet-unannounced followup to World of Warcraft. "I believe [it's] the most ambitious thing we've ever attempted," Sams told Gamasutra. "And I feel like we have set our company up to succeed on that. We have some of our most talented and most experienced developers on that team. Many of the people that built World of Warcraft are full time on that other team." Will WoW's 12 million subscribers jump ship and make Titan the raging success that its predecessor was? "The thing that we hope will happen is that it will not stop World of Warcraft but we believe it will eclipse it," Sams said, before adding that he expects Titan to be an industry force over the next two decades.

  • BioWare's Rich Vogel talks gaming history, Ultima, and the first MMO

    by 
    Jef Reahard
    Jef Reahard
    03.08.2011

    Quick, what was the first MMO? No, this isn't the global chat of your favorite game, and no the answer doesn't start with World and end with Warcraft. According to veteran designer (and current Star Wars: The Old Republic producer) Rich Vogel, Meridian 59 was the first MMO, as there were "a lot of firsts with that game, for sure. It was really the first 3D visual of a virtual world, if you want to say that." In a new interview at Gamasutra, Vogel talks about everything from M59, to Star Wars Galaxies, to Ultima Online (and how the PvP minority managed to ruin it for virtual world enthusiasts everywhere). "Frankly when you give people a simulator and the ability to do anything in the world you have to have limits, you have to have constraints that they understand," Vogel explains. UO's free-form PvP, coupled with the thieving mechanic and the ability to manipulate the game world to your advantage, was a recipe for griefing that caught the game's developers completely off guard. "It went through eight or nine iterations before we kind of found a balance of what really worked and what didn't. But it was certainly an experience and many people talk about their experiences in UO. The experience there, no one's ever been able to duplicate today," Vogel says.

  • Right on the first try: Trion Worlds' Buttler confident in RIFT's launch

    by 
    Justin Olivetti
    Justin Olivetti
    02.28.2011

    "Nimble." "Dynamic." "Satisfied." "Revolution." These are just a few choice words that Trion Worlds CEO Lars Buttler has to say about his company's flagship game on the eve of RIFT's official launch. Speaking with Gamasutra, Buttler walks a fine line between expressing confidence in and overselling RIFT's qualities. "This is the most social game in the history of gaming," he declared, pointing out how the game interacts with Twitter and open grouping to pull a myriad of players together. What's the formula for a successful MMO in Buttler's opinion? "We took the time to try to get it right. We built the right technology first, we built an entire new platform architecture first, we then recruited the best team on the planet, and then we took a lot of time to build a complete and polished game, and then also focused very very strongly on slightly improving the things that are already great in MMORPGs, and introducing a lot of things that we and many gamers think are missing." Buttler also hopes that RIFT will be one of a coming wave of MMOs that will usher in a more widespread acceptance of the genre as an entertainment staple, not just a fringe activity. He predicts that the revolution that happened with casual gaming will now spread to core games and break down barriers.

  • Bill Roper reflects on Hellgate

    by 
    Jef Reahard
    Jef Reahard
    02.07.2011

    How exactly does a well-funded studio composed of Blizzard veterans end up creating one of the more spectacular failures in recent gaming history? That's a question that Gamasutra attempts to answer in a new interview with former Flagship (and Cryptic) CEO Bill Roper. The debacle that was Hellgate: London stemmed mainly from over-ambition, Roper says, coupled with the lack of capital necessary to support the don't-release-til-it's-ready mentality that much of the staff experienced at Blizzard. "There was always the support there [at Blizzard] to say, 'You know what? If that's what you need to make this game great, then that's what we'll get for you. We'll figure it out.' It's obviously very different when you are an independent company, right, and not owned by somebody." The interview also touches on Flagship's involvement with Mythos as well as Roper's experiences dealing with the Hellgate fallout and extensive (and often personal) fan backlash. "It went from 'I didn't like your game' or 'I don't think your company makes good games' to the personal assault level," he says.

  • Blizzard plays nice with World of StarCraft modder

    by 
    Jef Reahard
    Jef Reahard
    01.21.2011

    Gaming giant Blizzard Entertainment has officially weighed in on the World of StarCraft controversy, and the verdict is something of a happy ending for fans of the MMO-flavored mod and its mastermind Ryan Winzen. Gamasutra reports that Winzen has been invited to meet the StarCraft II development team, and his hard work won't be for naught despite the removal of his YouTube preview videos. "It was never our intention to stop development on the mod or discourage the community from expressing their creativity through the StarCraft II editor. As always, we actively encourage development of custom maps and mods for StarCraft II, as we've done with our strategy games in the past," Blizzard said in a prepared statement. The company went on to explain that issuing a take-down order for the offending videos is part of its standard procedure when dealing with fan mods and possible copyright infringement and that it is "looking forward to seeing development of the mod continue," according to Gamasutra.

  • F2P giant Perfect World experiencing financial downturn

    by 
    Jef Reahard
    Jef Reahard
    11.17.2010

    It's rare to hear news of under-performing free-to-play titles these days, but Gamasutra is running a piece on the recent stumble of industry titan Perfect World Entertainment. The Chinese online game maker recently saw its third quarter profits fall 28.8 percent to $31.9 million and also experienced a stock price dip of 16.2 percent. According to the report, PWE's television and film business revenues surpassed expectations and helped keep the company profitable, but the performance of the online gaming division took a notable downturn (due in part to the weak returns on Battle of the Immortals). Though PWE predicts a one to five percent gaming growth spurt in the fourth quarter of 2010, analyst firm Janco Partners is decidedly less optimistic. "Aggregate portfolio online game portfolio metrics continue to disappoint and we're not confident new game releases will stabilize a decidedly negative performance trend," the firm said. You'll find all the details at Gamasutra.

  • It puts the dog food in the basket or else it gets the hose again: Ubisoft announces Petz World

    by 
    Justin Olivetti
    Justin Olivetti
    10.02.2010

    Several MMOs, such as Free Realms, flirt with the concept of virtual pet ownership and conditioning, but it looks like Ubisoft is ready for a full-fledged commitment to the concept with Petz World. Gamasutra reported that Firma Studio is developing the free-to-play MMO, which will be published by Ubisoft in 2011. Based on the popular Dogz and Catz virtual pet simulators that date all the way back to the stone age of the internet (1995!), Petz has since expanded the franchise to include a wide variety of animals including hamsters, tigers and horses. In these games, players "adopt" a virtual pet of their choice, provide for their needs, and train their behavior through repeated actions. Repeated actions -- that sounds right up an MMO's alley, doesn't it? Ubisoft hopes that Petz World will bring parents and children closer together through the gameplay. The MMO will involve a large variety of collecting, achievements and unlockables as players scour the world for cool pets and conquer special challenges. Ubisoft's Chris Early thinks there's enough to appeal to a wide demographic: "This game is a unique way for children and parents to play games together." This is the latest move by the publisher to expand into the casual MMO landscape, following other titles like Might and Magic: Heroes Kingdoms.