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  • 'Horizon' is an E3 alternative from Venus Patrol and MOCAtv

    by 
    Richard Mitchell
    Richard Mitchell
    05.16.2013

    Venus Patrol, the website "in search of beautiful things from the world of video games," is hosting a special event called Horizon as an alternative to E3's usual bluster this year. The event will be held in partnership with the LA Museum of Contemporary Art's video channel, MOCAtv. Horizon will have "a lineup of beautiful games" on display, though that lineup is currently top secret. Venus Patrol is promising projects from studios of all sizes, adding that Horizon will "showcase new looks at and details about some games you may have already heard of, as well as brand new games from some of your favorite developers, and very possibly some super secret new surprises that will be entirely unexpected." We're going to guess that none of those surprises involve Call of Duty DLC exclusivity agreements. Horizon is slated to go down on Thursday, June 13, the last day of E3. Assuming the event goes well, Venus Patrol hopes the event will become an E3 tradition.

  • Star Citizen funding eclipses $9 million

    by 
    Mike Schramm
    Mike Schramm
    05.01.2013

    Star Citizen has reached over $9 million in funding, thanks to its almost 170,000 contributors. The space exploration MMO, spearheaded by Wing Commander creator Chris Roberts, began with a successful $2 million run on Kickstarter, and has since raised almost $7 million on its own website. The original goal was "just" $500,000, but Star Citizen has topped every stretch goal it set and then some. As part of its stretch goals, Star Citizen's launch plans include a tablet companion app, celebrity voice acting, a free mission pack for every player, and over 100 star systems to explore while playing. Developer Cloud Imperium Games has just opened offices in Santa Monica, and the game's website is proclaiming a victory for post-publisher game development. Players will get a chance to explore the world of Star Citizen in an alpha release, scheduled for sometime this winter.

  • Rise and Shiny: Star Sonata

    by 
    Beau Hindman
    Beau Hindman
    01.27.2013

    I first intended to use this article as a list of things to avoid if you are an indie dev, and I was going to use Star Sonata, an indie, twitch-based space MMO, as the prime example on that list. The game works, sure, and it obviously has a playerbase that seems to enjoy itself, but I am not sure how long it might take a normal, new player to achieve the same level of happiness. I literally had to re-do this visit to the game because the first attempt was hijacked by a glitchy livestream and other issues. Luckily, the first attempt had primed this second one a bit more, but I have still spent most of the week confused. The worst part about being so lost in a game like Star Sonata is that it's very easy to see just how much potential the game has. Hopefully, this article -- combined with input from the players -- might just help the developers fix some of the very basic issues that are hurting this game.

  • Gloria Victis forecasts realistic weather system

    by 
    Justin Olivetti
    Justin Olivetti
    12.01.2012

    If you need a reason to check out and possibly support indie MMO Gloria Victis, Black Eye Games hopes to tempt you with realistic weather. Actually, it's more than that; the team dubs it the Seasons system. The idea behind this system is that the game will change seasons, lighting, and weather on a regular basis, and these conditions will affect combat and strategic planning. Movement will be hampered by rain, for instance, and visibility by fog and blizzards. In addition, some NPCs will change their activities based on the weather, and some mobs will only come out in the daytime or nighttime. The team also reports that it's completed a "major overhaul" of its animations. Gloria Victis is still seeking crowdsourcing capital and is nearing pre-alpha stats. [Source: Black Eye Games press release]

  • Gloria Victis hits Kickstarter

    by 
    Elisabeth
    Elisabeth
    11.03.2012

    Black Eye Games is an indie studio trying to bring MMOs back to the Dark Ages, and the team needs your help to do that. The team has launched a Kickstarter campaign to fund Gloria Victis, an MMORPG that harkens back to the good old days of gaming. The listed perks of Gloria Victis include a combat system that steers away from lazy targeting and homing projectiles; magic that is reserved for elite skills rather than handed out to every character upon birth; historically accurate medieval weaponry and armor; and a classless system that allows for unrestricted character development. The game will be free-to-play with a cash shop that provides only cosmetic and quality of life goods. Check out the game's Kickstarter to get better acquainted with its development direction.

  • Here are the current most-hated game genres in F*ck This Jam

    by 
    Jessica Conditt
    Jessica Conditt
    10.11.2012

    F*ck This Jam is all about anarchy on the indie scene, challenging developers to pick their most hated genre and create a brilliant game within it. Founder Rami Ismail isn't doing this because he's a sadist; he believes in the possibility for beauty in resentment. So far the top three most-hated genres submitted to F*ck This Jam are social, sports and racing games.As Ismail sees it, some of the best indie games are borne out of a disdain for a particular genre: Alexander Bruce's Antichamber is a study in aversion to puzzle games. Ramiro Corbetta's Hokra, on the other hand, is a minimalist take on a sports game that similarly blurs the genre's definition."The idea is to get people to challenge established rules and conventions," Ismail says. Even the jam itself is an anomaly: It lasts an entire week, where standard jams last two days or so. Ismail and co-founder Fernando Ramallo are setting up a transparent website for all the developers to post updates, live stream their games-in-progress and share their creations with the world, every step of the way."Traditionally jams are an introverted thing," Ismail says. "But jams are supposed to force people to do things differently, and F*ck This Jam will challenge the notion that jams are introverted."

  • Minecraft creator warns locked down Windows 8 could be 'very bad' for indies, stays wary of Steam too

    by 
    Jon Fingas
    Jon Fingas
    08.01.2012

    Microsoft just isn't getting much Windows 8 love from the game community, full stop. Following Blizzard and Valve anxieties, Minecraft developer Notch (the man on the left) is himself cautious about the shift to the Windows Store and the seeming discouragement of third-party outlets. Despite sharing an affinity with Microsoft for square-shaped worlds, he sees any further lockdown of Windows 8 as potentially "very very bad" for indie game developers and overall competition in the gaming business. Not that Notch is singling out the OS for concern: he's also maintaining his resistance to Valve's Steam and doesn't want the Portal creator to "rent games" instead of selling titles that buyers can keep forever. While Notch isn't adverse to producing games for closed systems when it's the only choice, he's joining a growing chorus of those worried that openness is on the endangered list.

  • Some Assembly Required: Ten years warp by for Vendetta Online

    by 
    MJ Guthrie
    MJ Guthrie
    04.27.2012

    If I were to start describing a game where players have zipped about one persistent universe as one of three factions in customizable ships vying for wealth and territory by mining, dodging hostiles, fulfilling missions, blasting one another to bits, docking at stations, blazing trade routes, and pirating for the past 10 years, you would say... Vendetta Online, of course! Perhaps the longest-running epic space-based sandbox MMORPG, the game hit a milestone last week that few others can boast: It turned 10! Although its major retail distribution was in 2004, Vendetta Online marks its anniversary as the day it was spotlighted in Penny Arcade during the game's completely open and public alpha (which means it basically launched since everyone could dive in and play) and the population exploded! A truly multi-platform MMORPG, Guild Software's game can be played on Windows, Mac, Linux, and even Android, giving pilots the freedom to log in when and where they may, even to surreptitiously check the markets or maybe sneak an event in while at work via a smartphone. After all, who wants to miss an event just because employment gets in the way? Luckily for those of us without an Android, Vendetta Online celebrated its decennial anniversary with some developer-run in-game events over the weekend. Always willing to join the party, Some Assembly Required strapped into a shiny new ship and blasted right into the thick of things in order to share in the festivities.

  • The one OMGPOP employee who turned down Zynga

    by 
    Mike Schramm
    Mike Schramm
    03.27.2012

    When Zynga announced that it bought OMGPOP, the developer of the newly minted hit Draw Something, a lot of people shared some frustration. Zynga has earned a reputation as a less-than-popular developer out there, and the fear is that Draw Something, which currently has a relatively simple charm, will get overloaded with social cruft and other nonsense. But at least one person out there has a real problem with the Zynga takeover: Developer Shay Pierce actually walked away from his job because of it. His story is an interesting one, and he wrote it up over at Gamasutra earlier today. Basically, he was a developer for OMGPOP (though he says he didn't actually work on Draw Something), and when the news came down that Zynga was acquiring the company, he was concerned about his own iPhone app. Pierce published a puzzle game called Connectrode on his own time (with his employer's blessing), but he was worried that self publishing like that wouldn't fly under Zynga's banner. And indeed, long story short, it didn't. He was basically told to stop publishing on his own or leave the company, and instead of joining up with the house that Farmville built, he quit his job. It sounds like he'll be all right -- he was compensated for his leaving, is planning to work as an independent developer for a while, and the press from this has probably grabbed a nice bump in sales for his game, I'm sure. Still, Pierce doesn't mince words talking about Zynga. "When an entity exists in an ecosystem, and acts within that ecosystem in a way that is short-sighted, behaving in a way that is actively destructive to the healthy functioning of that ecosystem and the other entities in it (including, in the long term, themselves)," he writes, "yes, I believe that that is evil. And I believe that Zynga does exactly that." I would agree that many of things Zynga is doing (mostly revolving around its social and casual games) are unsustainable. Its audiences need to grow to continue to make the company successful, and Zynga has built a model so thin on gameplay that I believe there's a limit to just how interested in these games people can become. But I wouldn't argue that the company is evil -- being a flash in the pan just makes them a fad, not the devil. Still, you may disagree. I think the final part of this story is to see what happens to Draw Something over the next weeks and months. The app has garnered such a huge audience so quickly that it seems as though it'll be very difficult for even Zynga to hold that interest for long. As for Pierce, he's made his choice, and we'll look forward to what he's working on next.

  • Free for All: Two years and counting

    by 
    Beau Hindman
    Beau Hindman
    03.07.2012

    On March 9th, 2012, this column will turn two years old. I thought it would be a fun idea to look back on those two years and recount what I might have learned. I've learned a lot, actually. When I was first hired to write a column about free-to-play games, I thought I would be covering relatively simple topics, stuff like "how much would you pay for a horse?" or "how many free-to-play games do you have on your hard drive?" Pretty soon I realized that free-to-play, to many people, represents a sort of gaming movement and genre rather than a payment model. The discussions have been open, frank, and sometimes infuriating. It's easy for me to write so simply that it can seem as though I am attempting to make a larger point, and it's much easier to make much more of the term "free-to-play" than is necessary. I have seen the lines being drawn by many players who feel that free-to-play is a sort of scary neighbor who threatens the peaceful existence of their neighborhood, while many others couldn't care less. Like I said, I have learned a lot.

  • Play as a rampaging zombie in Lonely Few's debut iOS title, Brainsss

    by 
    Jessica Conditt
    Jessica Conditt
    02.28.2012

    Rod Green is a zealous, proud, card-carrying undeadist, and he's prepared to fight -- to the death -- for the equal rights of zombies across this nation's shopping malls, busy streets and suburban neighborhoods.Green asserts that zombies are simply "misunderstood" and humans are "big bullies," said with much the same bravado as a big-cat trainer with his back to an open tiger cage. Unlike certain tiger trainers, however, Green may have a point, and he's set out to prove it with Brainsss, the first title from his two-person independent development studio, Lonely Few. Green, previously of BioWare, and his partner, Yeong-Hao Han of former Pandemic Studios fame, have been working on Brainsss for two years and plan for it to launch on iOS devices in late March, Green tells Joystiq in an exclusive interview. Brainsss isn't a typical zombie game. Keeping with Green's social beliefs, in Brainsss you play as the undead, trying to "persuade" humans to become zombies as well. Zombies do maul humans, "in the cutest way possible, of course," Green says, and they then become part of the players' undead army. The more humans your zombie converts, the more professional people you can persuade to join the undead cause, including police officers, hazmat workers, soldiers, fire fighters and the like. Green calls Brainsss an RTS for the touch platform, and compares it to Pikmin's adaptation for the Wii and the original Syndicate's "persuadatron" mechanic.%Gallery-148933%

  • Stick it to the world in The Missing Ink's open alpha

    by 
    Matt Daniel
    Matt Daniel
    02.24.2012

    If you like your MMOs a little bit sandboxy, a little bit quirky, and 100% indie, then RedBedlam's upcoming title The Missing Ink might be right up your alley. The game puts players in control of a 3-D world which they can mold to their liking and also provides MMO mainstays such as combat, PvP, exploration, and more. The game is still in the alpha testing phase, so players should expect more than the occasional bug or glitch. But if you want to help an indie developer iron the kinks out of its Unity-based sandbox MMO, then just head on over to the game's official site to sign up. There's no selection process; just sign up, jump in, and shape the world.

  • MMObility: Let's make a mobile game, part three

    by 
    Beau Hindman
    Beau Hindman
    02.17.2012

    Last week we continued our discussion about how to make a mobile game, and the Massively readers offered up some great input. I wish I had the space to write up every single comment, but instead I will pick some of my favorites and we can discuss it from there. Unfortunately, real life has pushed development on the game back just a bit. Dave Toulouse, my indie developer partner-in-crime in this series, not only has two games of his own to run, Star Corsairs and Golemizer, but is now dealing with my silly emails. So while last week's column got some great ideas in the comments section, we were really only able to switch out the artwork, name the game, and add a tad bit of lore. Fear not, fair readers! I will break down the development that is still planned on being pushed into the game over the last week, and it's important to note that Dave and I plan on coming back to the experiment over time. I'd like to update the game and continue discussion since it has been so interesting so far! In the meanwhile, click here to go to the official game page!

  • The Soapbox: Give indie a chance

    by 
    Beau Hindman
    Beau Hindman
    01.31.2012

    Disclaimer: The Soapbox column is entirely the opinion of this week's writer and does not necessarily reflect the views of Massively as a whole. If you're afraid of opinions other than your own, you might want to skip this column. It's a pretty cool thing to introduce readers to new games. It's especially cool when the new game I am showing them would otherwise have completely passed under their radar, mainly because they receive most of their gaming news from other sites or from the blueshirts at Best Buy. I find no greater satisfaction than when someone tells me, "I didn't think I would like a game like that." When a player who normally feels comfortable engaging only with standard mechanics like linear questing, class-based gameplay, or raiding finds himself obsessed with some odd browser-based strategy game, everyone wins. Once that player gets hooked on one of my favorite indie titles, most of the hard work is over. The real challenge comes a few steps before that: getting the player to actually try the game in the first place. I've tried a lot of different tactics over the years, from using guilt or shame to acting as though only cool people play the game in question. Unfortunately, it feels as though the audiences have become increasingly resistant. I have to think that the recent crop of easily digestible AAA titles has not helped the situation at all.

  • Kickstarter details the year that was: 27k projects, almost $100 million in funding

    by 
    Donald Melanson
    Donald Melanson
    01.11.2012

    Just how big a year was 2011 for Kickstarter? Very nearly a $100 million dollar year. That was the total amount of funding pledged on the crowd-sourced site during the year ($99,344,382, specifically), which is up considerably from the $27.6 million pledged in 2010. That was generated by just over 27,000 projects, 11,836 of which reached their funding goals (a success rate of 46%, up from 43% in 2010). What's more, while tech-related projects may generate the most attention 'round these parts, film and music projects were actually the two biggest cash draws on the site (netting $32 million and $19 million, respectively). Hit the source link below for the company's complete wrap-up.

  • Rise and Shiny recap: Fantasy Online

    by 
    Beau Hindman
    Beau Hindman
    12.11.2011

    This week I decided to check out Fantasy Online, an extremely indie browser-based MMORPG by Pixelated Games. I've had my eye on it for a while but hadn't yet taken a chance on it. I liked the 8bit style of the game, but to be honest there are so many 8bit stylings going on right now (could it be more hip?) that it sort of all blends together into one pixelated mess. I have a buddy who makes 8bit music, t-shirts have featured 8bit designs for a while, and entire generations of gamers who never played the original games that the style is based on are diving head-first into the world of primitive graphics. Let's just say it's very popular. What are the advantages of making a game that looks like it came from 1985? Someone once pointed out to me that an indie developer might have an easier time making a game that doesn't require state-of-the-art graphics. Good point. 8bit is sort of instant indie cred, as well. Just ask Notch of Minecraft fame. Fantasy Online is more than just 8bit graphics, though, so allow me to fill you in on the details. Click past the cut!

  • Ensemble Online wants you for alpha testing!

    by 
    Rubi Bayer
    Rubi Bayer
    07.05.2011

    Longtime Massively readers will remember a giveaway we had last year for Ensemble Online alpha keys. Ensemble Online has been under construction since then, and the small indie studio creating it has grown as well. The developers -- now operating under the SemiFormal Studios moniker -- are preparing for alpha test phase II, and you're invited! SemiFormal has given us 50 alpha test keys to share with you, so if you'd like to see how far the game has come since alpha test phase I, head to our giveaway page and pick up a key for yourself. It's an alpha test, so don't forget to report all those little bugs and glitches. Even more importantly, don't forget to have fun! [Sorry, all codes have been claimed]

  • Babycastles brings its indie arcade action to The Engadget Show (video)

    by 
    Brian Heater
    Brian Heater
    06.03.2011

    The shuttering of New York's Chinatown Fair back in March marked the end of an era for the city -- a last vestige of a time when social gaming meant more than just logging on to Xbox Live. The arcade experience hasn't completely disappeared form the metropolitan map, however -- in recent years, a new crop of venues have remixed the concept of yesterday's arcades, places like Brooklyn's Barcade, a shrine to 80s gaming machines that does brisk business serving spirits to Williamsburg's 21 and up crowd. Launched in Ridgewood, Queens by game developers Kunal Gupta and Syed Salahuddin, Babycastles takes the re-invention a step further, offering up something between an arcade space and an art gallery.

  • Free for All: A few tips for the indie developer

    by 
    Beau Hindman
    Beau Hindman
    05.18.2011

    I am no developer, nor do I have dreams of one day becoming one. I absolutely love having the ability to write about what I like and to interact with those who enjoy (or hate) what I write. Developers have their hands and tongues tied much of the time, and often the indie developer gets no credit whatsoever. Granted, if artistic release or programming is your thing, I say go for it. But I will absolutely admit to wanting attention most of all -- it's what I like to do. Over the years, I have visited more independent MMO sites and played more independent MMOs than I care to recount. Still, not a week goes by when I do not find a new one to look at, and so I file it away for future use. I am often amazed at some of the mistakes indie developers make -- such obvious ones, too. I try to remind myself that the garage-coder is not always the best choice for graphic designer, so sometimes the websites and logos of these tiny companies look like they were hosted on Geocities. I decided to have some fun and throw down some general rules that I apply to indie developers. Take them or leave them, but I think that they are based on quite a bit of observation. Feel free to add any of your own. Click past the cut and let's get to them!

  • Rise and Shiny recap: Minions of Mirth

    by 
    Beau Hindman
    Beau Hindman
    04.24.2011

    You know, I am all for "old-school" MMO gaming. In fact, I will be writing up my very own Soapbox about old-school travel, mainly because I enjoy it very much but think that developers can do so much more to satisfy those of us who enjoy playing the slow, simple way. So when I first started playing Minions of Mirth again (I took a short look at it last year), I fully expected to be down with whatever old-school challenges it threw at me. I was surprised in a few ways and annoyed in others. It's hard to describe the feeling of playing a game that reminds you of other games in so many ways yet does a good enough job in combining those reminders that you feel like you might be in some alien hybrid world. Let me tell you all about it. Join me after the cut, will you?