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  • GDC Online 2012: Ethics panel roasts freemium, labels it 'entertainment socialism'

    by 
    Jef Reahard
    Jef Reahard
    10.12.2012

    Ethics in game design was a hot topic at this year's GDC Online. Free-to-play is, of course, on everyone's mind, and one panel in particular stood in sharp contrast to the steady stream of positivity surrounding the model in most quarters. The sit-down featured a handful of developers including representatives from Amazon, Bobber Interactive, and Immersyve. "This whole concept of freemium play, in my opinion, is the most radical form of entertainment socialism since Obama got elected," said Bobber's Scott Dodson. "You've got a whole bunch of one-percenters paying for a bunch of freeloaders." Senior Amazon designer Nik Davidson likened the industry to a gold rush and also poked fun at the supposition that big spenders are acting responsibly. "We like to think that the ones spending vast sums on these games are sons of Dubai oligarchs, but we have the data to prove that they're not, and that they probably can't afford to spend what they're spending," Davidson said. "We're saying our market is suckers -- we're going to cast a net that catches as many mentally ill people as we can!" Immersyve's Scott Rigby chimed in as well. "What do we call our best customers these days? I'm not sure I'd want to be called a whale by anybody. Sticky is not, generally, a good quality. I think we have this subtle language of control for our customers, and when paired with our ability to collect data, it raises some interesting ethical questions," he said.

  • GDC Online 2012: F2P is the platform of the future

    by 
    MJ Guthrie
    MJ Guthrie
    10.11.2012

    Free-to-play. That single word elicits some strong emotions when uttered in the MMO gaming community, emotions generating declarations of genre fidelity to spurts of vitriol. It's definitely a love/hate hot topic. And according to market trends presented at GDC Online 2012, free-to-play is not going anywhere. Not only has F2P got its foot in the market share's door, but it's kicked that door down and is moving in. During the presentation, titled Free-to-Play Market Trends and Metrics, Dr. Joost van Dreunen explored the recent market performance of the free-to-play genre and shared predictions about the future. As Managing Director at Superdata Research (a company that specializes in research on entertainment media and consumer technologies), van Dreunen has a wealth of market data at his disposal. He also teaches a course in media theory in games at NYU and will be adding economics for game developers next term. These are his thoughts on the state of free-to-play today and in the future.

  • GDC Online 2012: John Smedley's keynote on MMO trends and the future of gaming

    by 
    Karen Bryan
    Karen Bryan
    10.11.2012

    At GDC Online this week, SOE President John Smedley gave a keynote address titled Free-to-play: Driving the Future of MMOs. In it, he explains SOE's (and other studios') shift toward a free-to-play model lets MMOs keep up with an ever-changing industry. But the talk actually went beyond the notion of free-to-play and into the larger picture of how SOE is reinventing its games to include more emergent gameplay and take advantage of new trends in media. Read on for a broad look at the past decade of trends in the industry and a glimpse of what the future holds for SOE titles.

  • GDC Online 2012: SWTOR, Diablo III, Koster honored in GDC Online awards

    by 
    Elisabeth
    Elisabeth
    10.11.2012

    Wednesday night saw the Game Developers Choice Online awards being handed out to MMO, social, mobile, and free-to-play games. Star Wars: The Old Republic came away with the awards for best online game design, best online visual arts, best online technology, and best new online game. Riot Games won for best live game, the audience award, and best community relations for League of Legends. Raph Koster was officially recognized with an online game legend award, and World of Warcraft received a hall of fame award. Blizzard also scored with Diablo III, receiving an award for having the best audio for an online game. The award for best social network game went to Draw Something, and thatgamecompany won an online innovation award for Journey. Massively sent two plucky game journalists -- Beau Hindman and Karen Bryan -- to Austin, Texas, for this year's GDC Online, where they'll be reporting back on MMO trends, community theory, old favorites, and new classics. Stay tuned for even more highlights from the show!

  • GDC Online 2012: CCP on keeping players cheaply

    by 
    Jef Reahard
    Jef Reahard
    10.11.2012

    Sandboxes get a lot of flak in today's themepark-dominated MMO industry. That said, sandbox developers who do it right will be laughing all the way to bank, according to CCP senior designer Matthew Woodward. Woodward recently gave a talk at GDC Online titled The Other White Meat: Design Architecture for Sandbox Games. The presentation focused on the three pillars used by the firm to power its long-running EVE Online MMORPG. Woodward stressed social aspects, goals and goal-driven players, and most importantly, emergent gameplay. "The big win is that emergence is cheap. A lot of emergent gameplay discussion is about the One Big Moment. In EVE, the big heist that happened six years ago, in Ultima Online, the assassination of Lord British," Woodward explained. "If you do this well, people will play your game forever. People will pay for it forever." Massively sent two plucky game journalists -- Beau Hindman and Karen Bryan -- to Austin, Texas, for this year's GDC Online, where they'll be reporting back on MMO trends, community theory, old favorites, and new classics. Stay tuned for even more highlights from the show!

  • GDC Online 2012: Age of Wushu gets a new trailer

    by 
    Jef Reahard
    Jef Reahard
    10.11.2012

    Age of Wushu's sporting a new trailer at this week's GDC Online convention, and the clip features nearly three minutes' worth of wall-scaling, roof-running, kung-fu-fighting fun. If you can take your eyes off the aerial hijinks for a moment or two, you'll also get a glimpse of AoW's gorgeous environments, which run the gamut from snowy mountainscapes to sunlit gorges and idyllic ancient Chinese villages. Age of Wushu is a free-to-play sandbox title currently scheduled for a North American release in May of 2013. See the trailer in its entirety after the cut.

  • GDC Online 2012: Raph Koster's keynote on a Theory of Fun, 10 years later

    by 
    Karen Bryan
    Karen Bryan
    10.10.2012

    Ten years ago at GDC, Raph Koster gave a talk called A Theory of Fun. The presentation turned into a book, and after a series of printings and reprintings, that book has arguably become the best-selling game design book of all time. At GDC Online this week, Koster revisited his Theory of Fun to look at what still applies and what's changed. Read on for highlights from this GDC keynote address.

  • GDC Online 2012: Gamigo showcases Otherland and Grimlands

    by 
    Karen Bryan
    Karen Bryan
    10.10.2012

    This week at GDC Online, Gamigo showed off the progress in not one but two of its upcoming titles. Otherland, based on the novels by Tad Williams, has begun to pick up pace lately, with a series of closed beta events in Europe. Meanwhile, Grimlands has also made quite a bit of progress and is working out the finer details as it nears release. Massively sat down with Gamigo CEO Patrick Streppel to get a firsthand look at both games. Read on for highlights from both the Otherland and Grimlands demos!

  • GDC Online 2012: ArenaNet's Cameron Dunn on programming the next generation online world

    by 
    Karen Bryan
    Karen Bryan
    10.10.2012

    You might know every last detail about Tyria and the Asura, but at GDC this week, ArenaNet's Technical Director Cameron Dunn gave a sneak peek behind the curtain and showed how the nuts and bolts of Guild Wars 2 are constructed to bring the best gameplay and performance to players on launch day and beyond. He revealed some of the ways in which his team uses metrics and tools to streamline gameplay, test bugs, and pinpoint problem areas as efficiently as possible. For a look at what goes on behind the game, read on for panel highlights!

  • GDC Online 2012: Age of Wushu's wide-open world

    by 
    Justin Olivetti
    Justin Olivetti
    10.10.2012

    There are two thoughts that most people have when coming across Age of Wushu. The first is, boy that looks pretty. The second is, but is it just another forgettable Asian grindfest with a glossy coat of paint? Snail Games Associate Producer Colin Miller agrees with the first but not the second. At GDC Online, Miller sat down with us to pitch why Age of Wushu deserves your full, undivided attention -- and eventual patronage. Age of Wushu is a martial arts sandbox MMO that takes place in gorgeous ancient China. If you've ever seen a period piece from that country, you already know how graceful these stylized fights can be; now you'll see them in an online game. Developed in China, Age of Wushu is ready to stun Western audiences with the help of Snail Games and its crack dev team.

  • GDC Online 2012: SWTOR's Damion Schubert dissects story as a mechanic

    by 
    Larry Everett
    Larry Everett
    10.10.2012

    Damion Schubert remains a well-respected member of the online development community. He can tell tales of his time working on Meridian 59 and Shadowbane. His latest project allowed him to build many of the integral systems of Star Wars: The Old Republic, arguably his most successful work to date. He also writes regularly for Game Developer Magazine and speaks at GDC Online and many other game development conferences nearly every year. When it comes to developers who have shaped mulitiplayer online games, Schubert is one of the originals. At the Game Developers Conference in Austin, Texas, this week, Schubert spent an hour explaining the thought process and development woes of taking an element like BioWare storytelling and making it work in a massively multiplayer setting. This being the first GDC Online since the launch of SWTOR, Schubert spoke frankly and openly about many of the struggles his team had to overcome to make the gaming systems work. Some of the ideas worked out well; others, not so well. As an avid player of SWTOR, I saw new light. As I listened to Schubert speak, I began to understand why many players are frustrated with elements of the existing game. I also began to understand that if some of the systems and thought processes has been changed early on, players might have received the game better. That said, I also believe that Schubert's team prevented a lot of issues that could have popped up had certain elements been implemented in the way they were originally conceived.

  • GDC Europe 2012: Funcom's Morrison says focus on the why, not the what

    by 
    Matthew Rossi
    Matthew Rossi
    08.15.2012

    MMOs as a rule tend to have a focus on providing content for us, the players. It makes sense; they want us to play their games, so they give us as much stuff to do as possible so that we'll keep playing. But why do we want to do that stuff in the first place? Craig Morrison, creative director at Funcom Montreal, posed that question at his GDC Europe talk, saying that MMO design needs to shift to consider that option. Gamasutra covered what he has to say: "Everytime a player logs in, they need a 'why'," noted Morrison. "What we really need to be thinking about is the why -- it's the bit that we don't really consider enough. Players need a reason to be playing it. What is motivating them?" Referencing both Maslow's hierarchy of needs and Simon Simek's work on motivation, Morrison's talk ranged from discussing how games go wrong by focusing on only one kind of player to encouraging the development and fostering of community. "Unless you expose the players to the community and encourage community interactions, there's not that much difference between your game and a single-player game," he opined.

  • GDC Europe 2012: Designer says American gamers can't handle failure

    by 
    Jef Reahard
    Jef Reahard
    08.15.2012

    Game designer Don Daglow turned a few heads while participating in a GDC Europe panel this week. The industry veteran and co-designer of AOL's 1991 Neverwinter Nights MMORPG said that Americans don't deal well with failure, particularly in gaming. "The idea of failure has been dramatically reduced," Daglow said, before going on to opine that this stems from an educational system where failure has been removed from the curriculum. He also said that many gamers blame their failures on the game itself instead of analyzing their mistakes and trying again.

  • GDC Europe 2012: F2P developers should expect 70 percent initial user drop

    by 
    Jef Reahard
    Jef Reahard
    08.14.2012

    Batting .300 is the gold standard for free-to-play games, according to former Empire: Total War designer Jan van der Crabben. He told listeners at a GDC Europe keynote that free-to-play developers should expect to lose 70 percent of their initial registered users. He said that player retention is the key issue facing the new business model, and despite the fact that most players leave F2P titles shortly after registering, those who stick around for a few days will usually keep playing. Van der Crabben, who is currently designing browser-based F2P games at Travian, pointed to World of Warcraft as a model, noting its mechanical effectiveness at retaining users by presenting them with cyclical gameplay. This amounts to "kill[ing] stuff to get better to get more abilities to kill more stuff," he said.

  • GDC Online announces John Smedley for keynote

    by 
    Elisabeth
    Elisabeth
    07.26.2012

    John Smedley, president of Sony Online Entertainment, has been named for the Game Developers' Conference Online's business and marketing track keynote. In light of SOE's recent paradigm shift to focus on the free-to-play model, Smedley will be talking about how F2P is the future of online gaming. He'll run through how SOE managed to transition its games, how that transition has led to record highs in numbers of players and revenue growth, and what's in store for the future of F2P design. Other track's keynote speakers have yet to be announced, but details of other talks are slowly but surely being filled in. More details, including a schedule builder and an up-to-date list of speakers, are available on the GDC Online website.

  • GDC 2012: The Secret World's crafting, combat (and cutscenes) revealed

    by 
    Jef Reahard
    Jef Reahard
    03.15.2012

    Funcom's hush-hush demo at last week's Game Developer's Conference was quite a bit of fun, even if the opening few minutes treaded perilously close to wince-inducing. The Secret World creative director Ragnar Tornquist kicked things off with a brief introduction, which was followed by a look at the game's character creation as experienced by a female Dragon-faction avatar. Once that was complete, we got an eyeful of some opening cinematics, and I do mean an eyeful. If you've never watched a lesbian makeout scene alongside a half dozen sweaty male game journos (and a couple of pretty PR girls), well, let's just say that it's hilarious to think about now and fairly awkward to actually experience.

  • GDC 2012: RIFT's Adam Gershowitz talks raiding, mentoring, and housing

    by 
    Karen Bryan
    Karen Bryan
    03.13.2012

    Last week's GDC came at a perfect time for Trion. The conference overlaps perfectly with RIFT's one-year anniversary, and Producer Adam Gershowitz took us through some highlights of the past year as well as the current Carnival of the Ascended content. But he also gave a peek at what's planned for the future, not only showing off the new raid zone Infernal Dawn but also talking about the team's plans for some fan-favorites like the leaderboards, mentoring, and housing.%Gallery-150682%

  • GDC 2012: A look at Fighters Club Online

    by 
    Karen Bryan
    Karen Bryan
    03.13.2012

    There may be no Brad Pitt and bars of soap, but Fighters Club, an upcoming MMO from KOG Studios, has plenty of pugilistic power to make Jack a happy man. At GDC last week, Massively had a chance to see some of the action and talk to the team about its plans for beta and launch. If you're curious about Fighters Club, then tape up those knuckles, slip into some kick-boxing shoes, and let's get ready to rumble!%Gallery-150625%

  • GDC 2012: gPotato showcases Allods, Aika, Sevencore, and Eternal Blade

    by 
    Karen Bryan
    Karen Bryan
    03.13.2012

    If you're wondering what gPotato has been up to lately, the answer is, lots! At GDC, gPotato reps showed off not one but four titles, two of which are brand-new and on their way to beta. For Allods and Aika fans, there was plenty of news about the new game updates. Meanwhile, gPotato put on demos for Sevencore and Eternal Blade, which are both in production and are being prepped for release sometime later this year. Read on for a hands-on look at each of these titles!%Gallery-150628%

  • The Daily Grind: What was your favorite GDC 2012 reveal?

    by 
    Jef Reahard
    Jef Reahard
    03.13.2012

    Another Game Developer's Conference has come and gone, and Massively was there to bring you the most complete MMO-related coverage to be found on the 'net. There was a little something for everyone, and whether your taste runs to AAA MMOFPS titles or smaller indie sandbox affairs, the annual trade show featured tons of MMO news and views. In addition to the demos and interviews, Massively also sat in on a couple of developer panels, and we managed to take a breather each morning to collect our thoughts via some impromptu podcast sessions. We also enjoyed some hands-on time with Funcom's hush hush The Secret World title, but unfortunately we can't tell you about that until March 15th. Today's Daily Grind is all about last week's convention, and the traditional question goes something like this: Which bit of GDC news was your favorite? 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!