the-sims-online

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  • The Think Tank: Remembering our first MMOs

    by 
    Bree Royce
    Bree Royce
    09.25.2014

    This week, my very first MMO, Ultima Online, turns 17 years old in what can only be an intentional effort to make classic MMO gamers feel very, very old indeed. I've been thinking a lot about the game and returned to it recently to scope it out, so for today's Think Tank, I polled the Massively writers about their own "first MMOs," their first memories of the genre, and whether their firsts have survived the test of time.

  • The Perfect Ten: MMO commercials that take us back

    by 
    Justin Olivetti
    Justin Olivetti
    07.18.2013

    I don't see a lot of commercials these days. I like to imagine that I'm a one-man force out to frustrate advertisers, ducking and weaving whenever they try to wing a 30-second spot at me. A lot gets through, but I've long since canceled cable, and the only traditional commercials I sit through are the ones for the occasional YouTube video. But there's something about a good commercial that can take us back on a wave of "remember whens?" and community bonding. I hear more discussions about creative ad spots the day after the Superbowl than the game itself. Commercials can even be a time capsule that unlocks memories for us of favorite movies, toys, and experiences. But what about MMOs? Well, they have commercials too, although not as many have made it to the standard airwaves. They're out there, though. Lurking. Emitting nostalgia rays from the past. And I've been hunting them down, looking for commercials that take us back to a simpler, goofier time. A few thousand dead brain cells later, I've got 10 of the margh make it sop pleaze pleaaa... Enjoy.

  • Jukebox Heroes: The Sims Online's soundtrack

    by 
    Justin Olivetti
    Justin Olivetti
    04.02.2013

    The recent SimCity is by far not the only botched product that EA's launched with the Sims name on it. The truth is that The Sims Online had a great potential and franchise behind it, but it let the ball drop, big-time. It was already visually obsolete by the time it launched, and that was the least of its worries. Yet this fizzled MMO-slash-chat room had some pretty solid music backing it up. I've always been partial to the Sims series when it comes to OSTs because sometimes I just want to relax to happy, effervescent tunes. Series composer Jerry Martin produced the score to TSO in the same vein as his other projects, and it's still a delight to hear. Unfortunately, the only way you can get a copy of the soundtrack today is to find a seller who's got an otherwise-useless copy of The Sims Online: Charter Edition lying around. Otherwise, it might just be easier to forge on in this column and get a taste of the Sims soundscape!

  • Leaderboard: MMO most worthy of resurrection

    by 
    Justin Olivetti
    Justin Olivetti
    09.24.2012

    I had an interesting revelation this past week. While it seems that we've had so many MMOs shutting down over the year, when I look at the big picture of all of the major titles that have been released, the vast majority of them are still in operation. It made me realize just how resilient and strong this industry is. Yet there are those games that have seen their final days and exist now only in our memories and dusty screenshot folders. Some might be good riddance to us; others are still painful wounds. We've all harbored fantasies of MMOs coming back from the great beyond for a second lease on life, but if you had to choose just one, what would it be? That's the topic for today's poll, so look at the following list and think long and hard about your choice. Resurrection isn't something that happens every day in MMOs, after all.

  • The Daily Grind: Are virtual worlds still important?

    by 
    Justin Olivetti
    Justin Olivetti
    05.09.2012

    As part of the recent Massively Speaking bicentennial, we were reminiscing about the fact that Massively used to have a much heavier focus on virtual worlds. While we still touch on those from time to time, these types of "games" don't seem to be as hot as they once were. Or maybe they are and we're just not seeing it! From Habitat to The Sims Online to Second Life, there have been many attempts at constructing vibrant, community-driven virtual worlds that would draw in players looking to create dual lives that were flashier and more fantastic than their real lives. These games once were heralded as the wave of the future, but it seems as if that wave has since moved on to bashing things with their +4 Clubs of Exquisite Suffering. So what say you: Are virtual worlds still important? Are we trying to return to the concept by embracing sandbox principles? Are they best left to wither and die in the annals of history? Every morning, the Massively bloggers probe the minds of their readers with deep, thought-provoking questions about that most serious of topics: massively online gaming. We crave your opinions, so grab your caffeinated beverage of choice and chime in on today's Daily Grind!

  • The Game Archaeologist and the year that was 2010

    by 
    Justin Olivetti
    Justin Olivetti
    12.28.2010

    Earlier in the year when I started this column, I realized two things. First, I'd be giving myself as much as any of you a crash-course education in older MMOs, particularly with some of the more fringe titles that I'd never really explored up to this point. And second, it would be a challenge to find the right mix of elements to do these MMOs justice. So before we look back at all the games this column covered in 2010, I'd like to ask each and every one of you to take a minute and drop a comment about what you'd like to see The Game Archaeologist do next. What titles would you love to see honored in 2011? What features are the most interesting to you -- dev interviews, player interviews, history overviews, photo galleries, first impression playthroughs, or links to community fansites and blogs? What could I add to make The Game Archaeologist even better? I also want to take a minute to thank the readers, players and developers who have contributed to this column so far. While there are MMOs that get a lion's share of the press these days, we at Massively are committed to spotlighting as many of these games as possible, particularly if there's a passionate community and dev team behind them. I've loved hearing your stories and hope that in passing them along, perhaps we've opened a door or two to games that you might've never considered before. So let's hop in our hot air balloon and soar over the year that was 2010!

  • The Game Archaeologist and the Legend of the Sims: Our memories

    by 
    Justin Olivetti
    Justin Olivetti
    07.13.2010

    Last week marked the beginning of a brief foray into the world of The Sims Online -- "brief" because the title is defunct (meaning no hands-on experiences to share these days) and I doubt that any of the game's creators are itching to reminisce about this lackluster entry into The Sims franchise. So chances are that today marks the end of our expedition, but we'll put our chins up and try to do it justice. Recently in the Massively office, a few of us spent a bit of time chewing the fat about The Sims Online. It's hard to imagine, but when the beta came out for this title, it was actually pretty hot stuff. The Sims had that crack-like addictive quality to it, and a lot of people -- myself included -- thought that the online version would make it exponentially better. Instead of every copy of The Sims being a little island unto itself, now we could connect and build in ways that were limited only by our imaginations. Oh, and also questionable developer decisions.

  • The Game Archaeologist and the Legend of the Sims: The history

    by 
    Justin Olivetti
    Justin Olivetti
    07.06.2010

    The Sims Online was one of the odder entrants into the MMO genre this past decade, an online iteration of an immensely popular game franchise that promised deeper social interaction. With EA at its back and the Will Wright name affixed to the front, TSO (not to be confused with Cryptic's STO) had a solid shot at cracking the big time. It did not. It went over as well as a fish flopping out of water to make a go for it on dry land, eventually realizing that it was both going nowhere and dying slowly. The end result? It stunk. And yet it was an interesting failed experiment in MMO gaming, especially considering that the concept wasn't as off-base as we once thought. With social "dress up" games booming -- Second Life, Habbo Hotel, Club Penguin, Hello Kitty Online, even elements of LEGO Universe -- The Sims Online could be seen as a prophet of the future, mistreated in its own time. Return with us to the days of pixelated 2-D isometric glory, as the Game Archaeologist interprets the Simlish of ancient tomes for your benefit.

  • The Daily Grind: What MMO would you like to see be brought back to life?

    by 
    Seraphina Brennan
    Seraphina Brennan
    11.09.2009

    Today is a day where we should honor our fallen. Motor City Online. Tabula Rasa. Auto Assault. Asheron's Call 2. Earth and Beyond. Underlight. Shadowbane. Castle Infinity. The Matrix Online. The Sims Online. Seed. All of these games, and more, are MMOs that have launched, played, and then died.Each of these games has a reason for why it was cancelled, but the outcome remains the same -- they aren't online today and their clients are nothing more than wasted code sitting on a disk. Some of these games were our introduction to the genre. Others were our favorite games -- the ones that could trump even the largest names in the MMO business.So Massively readers, which dead MMO would you like to see be resurrected? Tell us some stories as to why you pick your game of choice, and drop them all in the comment box below. Mourn with others, we encourage it!

  • Player Consequences: Closing Time

    by 
    Gabriel Runfeldt
    Gabriel Runfeldt
    12.05.2008

    If you look into the history of modern MMOs, you will notice that most games in the genre are still up and running. In over ten years only a handful have failed and been taken offline by their publishers. That's not to say every MMO has had outstanding success. It's just that the minimum cost to keep these game worlds running is actually quite small. As long as current subscriptions can maintain the servers and minimal support staff, there is no real reason to take a MMO offline. In fact, most game publishers realize that shuttering a MMO is a little bit of a public relations nightmare. It's much better to keep a game running as long as there are any players willing to pay for it.This doesn't seem to apply in cases where a publisher is worried about a MMO negatively affecting the reputation of another product or license. One particular example of this was The Sims Online, which had been slowly losing subscribers since its launch in 2002. How EA managed to make an under-performing MMO out of one of the bestselling video game franchises in history, I will never know. EA eventually attempted to revive the game by renaming it to EA-land earlier this year. However, it seemed that the renaming was just an attempt to dissociate the MMO from the Sims brand name since they canceled it a few weeks later.

  • Anti-Aliased: You've been Auto-Assaulted

    by 
    Seraphina Brennan
    Seraphina Brennan
    12.01.2008

    "Absolutely. [The restructuring] has no impact on Tabula Rasa. ... I don't know where the rumors are coming from, but with [marketing blitz] Operation Immortality in full swing, the team's very dedicated to that game, and they are still working on it," said David Swofford, Director of Public Relations of NCsoft to Edge Online on September 11th."Tabula Rasa is a triple-A MMO. It is a game that is very much in the wheelhouse of what NC West and NCsoft globally are all about," said David Reid, President of Publishing of NC West on September 24th. "...we see improvement happening in Tabula Rasa. We're encouraged by it."So, NCsoft, how does it feel to absolutely lie through your teeth to players and staff about Tabula Rasa?

  • EA "thinking about" online features for The Sims, even as EA-Land dies

    by 
    Akela Talamasca
    Akela Talamasca
    06.04.2008

    A recent article in The Times Online offers a few choice phrases from Nancy Smith, the executive in charge of the Sims Division at Electronic Arts, regarding a possible future direction the franchise could take. It begins with Smith saying that the Sims " ... may soon become a multi-player game." Apparently the popularity of virtual worlds and MMOs like Second Life and World of Warcraft is something EA wants a part of, so their idea is to provide " ... more and more robust community features." Aside from the ability to interact with one another, what are these community features? The article doesn't reveal anything concrete, and Smith is very careful not to commit to specifics. In fact, the entirety of Smith's comments seem to indicate both an ambivalence toward the power of online gaming and a desire to be seen as being focused on moving the franchise forward by incorporating aspects of that same power. Add to this the strange lack of understanding of how the online space works for many MMOs, and you've got a conflicted EA on your hands -- the same company that canceled EA-Land, which might have been the perfect test bed for any online distribution/content model EA wanted to experiment with.What's going on here? We'll take a shot at understanding this after the jump.

  • EA-Land to refund in-game ATM transactions

    by 
    Akela Talamasca
    Akela Talamasca
    05.07.2008

    Despite what the bitter naysayers have been claiming about the addition of ATMs to EA-Land just before its complete closure, it appears that Electronic Arts won't be claiming all those last-minute Simoleons after all. In a recent announcement, EA-Land Community Manager Parizad Parav has said that every transaction completed through an in-game ATM will be completely refunded by the company. Remember that these transactions were the conversion from real dollars to virtual.It's nice to see a big company doing right by its former constituents, when they have no real obligation to do so. Of course, it's no skin off of EA's nose either, as their pockets are plenty deep enough to cover this amount. Still, it's a sad affair all around -- at least this will be one less point of angst among the formerly faithful.[Thanks, Sean!]

  • EA-Land shutting down

    by 
    Tateru Nino
    Tateru Nino
    04.30.2008

    Electronic Arts' new baby, EA-Land, is apparently not going ahead, with news coming down a few hours ago that this replacement for The Sims Online is going to be closing. The Sims Online closed and merged into the new EA-Land world in February this year, but it appears that whatever targets EA management might have set for the project weren't met, and it is now going to go away, closing around Midnight on the last day of July, this year.

  • The Sims Online closes, relaunches as EA-Land

    by 
    Tateru Nino
    Tateru Nino
    02.26.2008

    The Sims might have been a huge hit with casual gamers worldwide. The virtual world built on the same property, The Sims Online, was unfortunately rather less so. Last year, three employees led by Luc Barthelet convinced EA that the whole TSO concept could be revitalized under a new platform and model. Development ensued, apace until on Thursday, February 21 the last of The Sims Online cities shut down, and were bundled off. Say hello to EA-Land. It appears that some or all of the downed cities have been merged into the new EA-Land mixed-pay model.

  • Without a clue - why there isn't more competition for Second Life

    by 
    Tateru Nino
    Tateru Nino
    11.06.2007

    Actually there's quite a few reasons that there's little competition to Second Life in existance or planned - at least the sort of competition that a Second Life user would think of as a competitor to Second Life (hint: They don't think TSO is, or Kaneva, or Red Light Center, or Project Entropia or IMVU. Many don't count Active Worlds or There as competition either). One of those reasons is that even people who think they're in the same industry or who are pundits and commentators on the industry don't have any idea what Second Life is. They don't use it, so they don't know what people are getting out of it. So when they come to build a 'Second Life Killer', they build something that does not (as far as the average user of Second Life can see) have much of anything that competes.