Retrospective

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  • Warhammer Online shuts down tonight

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    12.18.2013

    Today, the drums of Warhammer Online fall silent. After five years of operation, the game will shut down permanently at 6:00 p.m. EST tonight. If there are any last-minute screenshots or contact details you need to exchange, we encourage you to get that done before the servers turn off permanently. Partial refunds will be issued for players who still had paid game time on their accounts as of November 1st; those who purchased game time cards will need to contact customer support directly. For those looking for a bit more farewell reading, our writers have taken on both the overall arc of the game from launch and the game's shutdown event (or lack thereof, depending on your perspective). Fans have also assembled a tribute video for the game as a whole. Our condolences go to the players who are losing a game that has been a home for five years.

  • Spaceteam might not have been made had money been a priority

    by 
    S. Prell
    S. Prell
    12.08.2013

    Spaceteam creator Henry Smith revealed in a recent retrospective piece that he believes his iOS and Android game, which has teams of players coordinating tasks on a spaceship a la Star Trek, would not have been made had making money off the game taken top priority. Smith discussed his game's success - and the many ways he defines that word - in the retrospective due to a Twitter discussion that arose after he posted the game's sales numbers. Smith wrote that the numbers were not "bad news" as some had claimed, and clarified that his goal was never to make money. He wrote that, "Worrying about how to 'monetize' effectively might have compromised the game design and almost certainly would have hindered ... getting my name out because there would have been much more resistance to sharing and spreading the game." Smith repeatedly stressed dissatisfaction with current business models and claimed that he wants his future projects to be free, like Spaceteam. However, Smith still needs to earn a living, so he plans on holding a crowdfunding campaign. "This feels more honest and sustainable to me and the pay-what-you-can model seems fair for everyone else," he wrote. Smith closed with the promise he'll be sharing more details about the crowdfunding campaign soon.

  • Massively reminisces on Star Wars Galaxies' 10th anniversary

    by 
    Jef Reahard
    Jef Reahard
    06.26.2013

    Has it really been 10 years? Yep, Star Wars Galaxies did indeed launch on June 26th, 2003. And yep, this is indeed an anniversary post for an MMORPG that closed down in December of 2011. Why the reminiscing about a game that we can't -- ahem -- play any longer? Simply put, SWG deserves it. If you're reading this article, you already know why it deserves it, so we'll skip the sandbox proselytizing and get right to the part where Massively's Starsider veterans raise a glass and share a few of their favorite launch-era memories.

  • Storyboard: The way it was for three years

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    05.17.2013

    Roleplaying is the same as it ever was. People are still shoehorning in lore characters into backstories, someone is a sparkly magic vampire, and you can still turn a corner in a tavern to find two people with a decided lack of gear or public shame. (In Second Life, that corner is the one you turn to download the game.) But I've had three years of talking about it, so it's at least a little different than it was. I don't know if I'd go so far as to say it's better. Every year I like to take a look back at the past year, talk about what worked well, what didn't work at all, and what I'd like to do in the future. So it is for this year, complete with a nice big surprise down at the end there. Regular readers may be less surprised, but you can just bear with me.

  • A Mild-Mannered Reporter: So what's the deal with Champions Online?

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    03.27.2013

    Let's be honest here. Champions Online is not in a good state. A couple of weeks back I wrote about how expecting a limited-time event to flesh out the game's endgame is silly to say the least, and I stand by that. But there are two issues under discussion here, and the second is "does the game need more content?" The answer, right now, is an emphatic yes. An event isn't the place to go looking for that content necessarily, but this is still a pretty significant problem, and the game certainly doesn't look as if it's fast approaching its fourth year of operation (and it is). So what happened? It's no secret that the game launched to some pretty poor reception, but that doesn't account for the way that the game has been managed since then, especially when its free-to-play conversion has by all indications been reasonably successful. So why is it that after nearly half the lifespan of City of Heroes it still feels like a game that just recently launched?

  • Sony offers up a PlayStation retrospective video

    by 
    Mike Suszek
    Mike Suszek
    02.16.2013

    If your calendars aren't already marked for Sony's February 20 PlayStation 2013 event, Sony added a new video to its event page to remind you. The video teases next week's big announcement with a retrospective on the company's first console, the PlayStation.According to the Wall Street Journal, the PS4 will be announced at the event, will launch this year and include Gaikai streaming support for PS3 games.

  • The Mog Log: A year of columns in review

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    01.26.2013

    Three years is not a lot of time to do anything. I'm continually surprised by the fact that I've been writing about video games professionally for three years of my life, which is admittedly only 10% of my life to date but still seems astonishing. This also marks the start of the third year of The Mog Log, which means that I've been talking about moogles and cat-women professionally for a tenth of my life. I use thoughts like that to keep me warm at night. As always, the anniversary mark is about the time when I look back at the column thus far and see how well it's done as a whole. Last year I wanted to really switch up what I did with my coverage for Final Fantasy XIV and Final Fantasy XI, and I think that by and large it worked pretty well. So let's do the usual thing wherein I look back, you take a trip down memory lane with me, and we all walk away feeling smarter. Or, if that doesn't sound interesting, you could just go look at some cat pictures.

  • The Mog Log: Final Fantasy nostalgia

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    01.19.2013

    There's nothing quite like Final Fantasy XI. Nor is there anything quite like Final Fantasy XIV. The two are similar enough that you can use one as a substitute for the other in a pinch, but both possess a certain feel that just isn't found in any other game. That's neither good nor bad; it just is. Watching the trailer for Seekers of Adoulin gave me a powerful blast of Final Fantasy XI nostalgia, and while I could wax poetic about how the game I remember isn't the game that exists any longer, that's not really the point. The point is that for all the frustrations of the games, there's a lot of joy in both. So today I just plucked my top five memories from both FFXI and Final Fantasy XIV to share with you, since I bet that some of you have the same sort of glowing nostalgia. Even if you don't want the good old days to come back (I sure don't), you can still remember them with a smile.

  • A video retrospective on 38 Studios discusses 'star-struck legislators'

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    01.03.2013

    The sun has set on 38 Studios, but there's still a lot of people eager to analyze and dissect the company's rise and sharp decline. As a whole, it's been looked at and analyzed extensively from the gaming side, but the other factors that went into the studio's enormous state loan and subsequent burnout are examined more closely in a new video. This isn't about whether or not Project Copernicus would have been any good; this is about simple business and political pressures that doomed the project from the start. Curt Schilling started 38 Studios at the end of his baseball career, but it was a well-known fact that his attempts to court venture capitalists were unsuccessful. The video goes into depth regarding the political climate that encouraged Rhode Island legislators to sign the historic and ill-advised loan, as well as the factors leading to the company's ultimate demise. If you're interested in a broader view now that the smoke has cleared, take a look at the full video past the cut.

  • Star Wars: The Old Republic, a cautionary tale of breaking into MMOs

    by 
    Larry Everett
    Larry Everett
    12.20.2012

    From a player's perspective, Star Wars: The Old Republic exceeded expectations on its launch one year ago today. Fans really took to the story content, reporting that the story content was the most fun they'd had leveling in any MMO up to that point. Things were looking great. The designers were obviously proud, and sales neared the two million mark, surpassing all previous MMOs for box sales at launch. Even before the official launch of the game, BioWare had to add new servers because of the number of people in early access. The day before the official launch, some queue times were over two hours, and at that time, there were 140 servers. Life was insane at BioWare to say the least.

  • Asheron's Call 2 producer weighs in on the revived game

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    12.16.2012

    It's always a sad day when a game you worked on shuts down. You shed your tears and move on, most likely wishing you could have the game back but knowing it's gone for good. But Asheron's Call 2 has come back against all odds, and while it's not yet clear what the future will hold for the dead-and-revived game, former producer Eric Heimburg quickly jumped in to see how well the game holds up in a more modern sense. Heimburg's main complaints are that the game's interface hasn't held up very well (requiring players to click through several screens just to compare item stats) and the huge world can lead to some travel issues. He also shares some insights regarding some of the strange elements of the beta, including the absence of a friend list feature. It's an interesting look not just behind the scenes of a game no one expected to return, but at the differences between a game long remembered and the game that actually existed. [Thanks to Dengar for the tip!]

  • Writer breaks down floppy drive history in detail, recalls the good sectors and the bad

    by 
    Jon Fingas
    Jon Fingas
    08.29.2012

    There's been a lot of nostalgia circulating around the PC world in the past year, but there's only one element of early home computing history that everyone shares in common: the floppy drive. A guest writer posting at HP's Input Output blog, Steve Vaughan-Nichols, is acknowledging our shared sentimentality with a rare retrospective of those skinny magnetic disks from their beginning to their (effective) end. Many of us are familiar with the floppies that fed our Amigas, early Macs and IBM PCs; Vaughan-Nichols goes beyond that to address the frustrations that led to the first 8-inch floppy at IBM in 1967, the esoteric reasons behind the 5.25-inch size and other tidbits that might normally escape our memory. Don't be sad knowing that the floppy's story ends with a whimper, rather than a bang. Instead, be glad for the look back at a technology that arguably greased the wheels of the PC era, even if it sometimes led to getting more disks than you could ever use. Sorry about that. [Image credit: Al Pavangkanan, Flickr]

  • Storyboard: The RIFT project - conclusion

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    08.10.2012

    The RIFT project was a complete and utter failure. I'd like to say that this was something that I came to conclude very late in the project, but honestly it happened early on. Both Ms. Lady and I knew that the project had failed irrevocably, and while I'd like to think we tried gamely to keep running it as if the project were ongoing, I think we failed even at that. So, yes -- this is a project that ended in failure. But it ended in failure in the best way possible. Even with that having been said, the project didn't take off in the direction I had hoped and certainly didn't have the results I'd conceived of when I first came up with the project. So it's worth examining what worked, what didn't, and what advice I can give anyone else attempting a similar project in the future. I think it's a worthy idea, but I think that ultimately it just doesn't quite work.

  • A look at Curt Schilling's management of 38 Studios

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    07.23.2012

    The dust has more or less settled around the demise of 38 Studios, but much of the information about what happened to lead the company so deep into the hole is fragmented. Some fans admonish the Rhode Island governor, some admonish Curt Schilling, and some admonish the management team that led to several poor decisions. A new piece in Boston Magazine goes into depth about where Schilling's management caused problems and how the culture at the studio slowly deteriorated. The article paints Schilling as being relentlessly optimistic and dedicated to his employees but at the same time unfamiliar with business and the realities of running a game company. He also wound up with a bloated staff and disregarded information from management, leading to conflicting demands and a general lack of progress on major deadlines for Project Copernicus. If you've got any interest in the game industry, it's a fascinating look at how a game company can start with high hopes and dissolve under financial realities.

  • Choose My Adventure: At the end of TERA

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    07.18.2012

    All good things must come to an end, including my run of Choose My Adventure. There have been high points and low points, good parts and bad, but there's only so much time to cover the game. And so I leave TERA, confident that while I may have missed points, at least I have a broad sense of the game. That's certainly less... straightforward than previous installments of this column have been for me. My impressions of TERA have really been all over the map. There are things I absolutely love about the game, but a lot of them are minor touches. There's one part that I think is absolutely brilliant, and a lot that's absolutely juvenile. The game has a lot of systems that are essentially filling space without adding anything. And as a result, it's really hard to classify the whole game as being good or bad or neutral.

  • Max Schafer claims Diablo III was originally an MMO

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    06.15.2012

    It always requires you to be online. It lets friends drop in, often without warning, to take part in whatever you're doing. It has an elaborate auction house, complete with microtransactions. Diablo III isn't an MMO, but in the eyes of many fans, it certainly seems to be aping the style of MMOs, and whether or not that's a good thing depends on your point of view. But according to recent statements from Runic Games co-founder Max Schafer, that's no accident, as many years ago, the game was an MMO. Schafer states that prior to his departure, the team was essentially aiming at doing for the Diablo franchise what World of Warcraft did to the Warcraft franchise. Changes in upper management prompted Schafer's departure, and his current studio Runic Games is known for its very Diablo-like Torchlight franchise. While it's been a long time since development on a Diablo MMO was in the cards, it seems some of those roots wound up making it to launch after all.

  • Choose My Adventure: Preparing for TERA

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    06.06.2012

    The initial Choose My Adventure poll always goes to the game that gets its community moving. This time around, it was TERA, and that means that I'll be spending the next six weeks knee-deep in huge monsters and active combat. And per tradition, this week will be an overview of the game for those who know nothing about it; the polls to determine how I start out. Fun for all! I'm hard-pressed to think of a game that I've had a more back-and-forth relationship with than TERA. When I first heard about the game, it didn't make an impression on me. Then I started seeing the screenshots, and I was interested. Then I saw more, and I was suddenly less interested... and then I started hearing about the game's actual gameplay, and I swung back around in the other direction. It's a polarizing game for a lot of people, but it's a game that deserves a little more love past those elements.

  • The Mog Log: A decade of Final Fantasy XI

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    05.19.2012

    Generally speaking, when I celebrate anniversaries, I celebrate the point when the game actually came out in a language that I could play it. This is relevant in the case of Final Fantasy XI, since the game took a year and a half to reach the shores of America (also known as "the place I live"). I learned my lesson about trying to learn a language just to muddle through a game back with Final Fantasy III. However, when one of our eagle-eyed readers pointed out to me the milestone that the game had hit, that made an impact because even if I couldn't understand any of the game's text back when it launched, a decade is a long time for continuous operation of anything. So rather than talking about the Legacy campaign as I'd planned, I think I'd rather talk about the legacy of Final Fantasy XI this week, including where the game has gone from its state at launch. You know, when a Black Mage could make the entire world bow and you still got attacked when riding a chocobo.

  • MacStories looks at four years of the App Store

    by 
    Mike Schramm
    Mike Schramm
    05.18.2012

    It's been almost four years since Apple debuted its App Store platform for iOS (and then the Mac), and MacStories has an in-depth look back at that time. In just four short years, Apple has gone from saying that all we'd need on iOS are web apps, to a millions of dollars a year industry that supports almost half a million jobs. Needless to say, that's phenomenal growth. But what's most interesting about the growth of the App Store is how the apps themselves have changed. MacStories writes about that initial push -- in those early days, the quality of the software was very low, and there were a lot of "speculators," for lack of a better term: Developers who just released quick and dirty apps (honestly, fart apps is what most of them were) to try and make a little bit of money. App branding, too, has come a long way. In the early days it was all about search and gaming the system, and these days, there are more ways to find good apps than ever. At the same time, it's also harder for developers to make their mark in an increasingly crowded market. Apple's own success may be its biggest problem. The App Store has grown in a huge way over the past four years, and that may make it harder for both developers and Apple to figure out how to best run it going forward.

  • Storyboard: The second anniversary of Storyboard

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    05.18.2012

    Last year, I had planned to change up the focus of Storyboard a little. The "high and wide" format had been working, but I was worried that the column just wouldn't have legs if I didn't start going for more focused and narrow applications. So I spent several months working on just the right way to do more game-specific columns in here. You don't remember them, of course, because none of them was ever posted. Those several months of work did not produce a single viable column. At the capstone of the second year of Storyboard, I'm forced to basically eat crow about one of my major plans for the last year because it turns out that not only did it not work but it didn't need to work in the first place. I managed to fill up another year of columns just fine without going into great detail about one game over another, and as it turns out, I'm a lot happier with this year as a whole anyway.