innovation

Latest

  • The Daily Grind: Which MMO studio is the most innovative?

    by 
    Justin Olivetti
    Justin Olivetti
    10.26.2012

    Everyone loves to scream for "more innovation!" at any given opportunity, but this is often done with blinders on to the studios that actually are trying to push MMOs forward -- even if in small and important measures. While studios are risk-adverse by nature and common sense, they've also learned the hard way that clinging too much to the familiar can drive away more players than not. So innovation, like it or not, is the path to survival in an increasingly competitive field. Today I'd love it if we took the blinders off and gave credit where it's due. Which MMO studio is the most innovative? Is it SOE, with its initiatives like the Player Studio and SOEmotes? Would you give ArenaNet the hat tip for creating a new breed of MMO? Or perhaps Blizzard for... OK, I can't finish that sentence. What say you? 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!

  • Dreams, curiosity and a passion for what's next: picking the brain of Innovation Lab's Mads Thimmer

    by 
    Darren Murph
    Darren Murph
    09.17.2012

    Innovation. According to one Mads Thimmer, it's a word that held a great deal of mystery some 10-plus years ago, but today, "it's thrown around as a cliché." When you really get down to it, though, the art of innovating is a hugely delicate and complex one, fraught with frustration and a curious passion for never settling on the here and now. In covering the world of consumer technology, I've come to form my own understanding of what innovation is, what it isn't and how companies are embracing (or outright shunning) the idea. After an evening with the cofounder of Innovation Lab, however, I was rightfully ready to toss my own preconceived notions aside.

  • EVE Evolved: Has EVE Online boxed itself in?

    by 
    Brendan Drain
    Brendan Drain
    09.09.2012

    When I was first introduced to EVE Online in 2004, it was an empty shell of a game. There were only three classes of ship, no alliances or starbases, and neither exploration complexes nor level 4 missions existed yet. EVE consisted of 5,000 systems of almost completely empty space populated by less than 50,000 players. The user interface was an order of magnitude worse than it is today (if you can imagine that), and the tutorial just dropped you in the middle of space with the ship equivalent of a pea shooter and a less-than-enthusiastic "good luck!" Though much of the game was empty, it sat before players like a blank galactic canvas. Not only could players paint their own stories into the game world, but EVE's highly active development team was updating the game at lightning speed. Players instinctively filled the voids in the game with their hopes and dreams, projecting all the things that EVE could be into the gaps. People shared ideas on the forum directly with the developers, and practically anything was possible. Things aren't quite the same today, as new ideas have to be compatible with over nine years' worth of updates, and developer CCP Games really can't afford to rock the boat and potentially lose subscriptions. In this week's EVE Evolved, I consider whether the past nine years of development has boxed EVE in, forcing the gameplay down an ever-narrowing branch of choices.

  • The Daily Grind: Do you really want MMO innovation?

    by 
    Jef Reahard
    Jef Reahard
    08.16.2012

    Sony Online Entertainment's new SOEmote feature debuted in EverQuest II last week, and you could almost hear the yawns from the game's core community. While our own Karen Bryan was willing to give the feature an objective go, most of the EQII vets I know have been disinterested at best and downright hostile due to the "wasted development time" at worst. SOEmote's mixed reception was both predictable and irritating, as it often seems to me like MMO gamers cry for innovation out of one side of their mouths and decry it from the other side on those rare occasions when it happens. Granted, SOEmote isn't a combat- or endgame-focused innovation, but isn't that the point? Shouldn't MMO devs be spreading their creative wings and giving us new things to do that aren't the same old hotbar-spamming gear grind? So how about it, morning crew -- do you just want more progression, or do you really want MMO innovation (and if so, what kind)? 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 Soapbox: League of Legends is the new World of Warcraft

    by 
    Brendan Drain
    Brendan Drain
    07.03.2012

    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. Every now and then, a game comes out of nowhere with such incredible financial success that it causes the games industry to completely lose perspective. All it takes is one game to start raking in the millions for developers, publishers and investors to stumble around with dollar signs in their eyes for years to come. Innovation grinds to a halt and everyone starts blindly copying whichever game just hit the jackpot. It's like some huge industry-wide superstition takes over and convinces people that if they do the same dance the same way, it'll rain again. World of Warcraft has consistently had this effect since shortly after its launch in 2004. To this day, several studios per year excitedly announce yet another fantasy MMO that lifts its entire feature set and every gameplay mechanic wholesale from World of Warcraft as if it were a model for automatic success. The same thing is happening again in online gaming today, not from MMOs but from MOBAs, a new genre based on the competitive gaming classic DotA. Developers are still chasing the massive money made by yet another hugely successful game, and this time it's League of Legends.

  • The Daily Grind: Should games bother innovating guild systems?

    by 
    Bree Royce
    Bree Royce
    06.11.2012

    In-game support for MMO guilds has come a long way in the last 15 years. Ultima Online launched without guilds at all, let alone chat, so we tacked our guild abbreviations onto our character names. EverQuest's early months required guild leaders to petition GMs to form guilds. In fact, it wasn't until Asheron's Call that an MMO tried to break away from the "unofficial online shooter clan" mold and provide something different: a monarchy system that encouraged players to form official but dynamic allegiances, which provided an in-game benefit to patrons and vassals alike. But the genre didn't iterate on Asheron's Call's invention, instead preferring to bolster in-game guilds with perks like guild vaults and achievements -- cool stuff, but layered over a static, military style of guild structure with generic ranks. Most MMOs don't allow you to join multiple groups, either (Guild Wars 2 being a notable exception). So today I'm wondering whether you think there's room for innovation in MMO guild mechanics. Should studios design unique and flexible guild systems, or should they just get out of the way and let players decide how to organize themselves like we had to Back In The Day? 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!

  • Apple and IKEA, two similar retail stories

    by 
    Mike Schramm
    Mike Schramm
    05.08.2012

    There's a fascinating writeup over at Asymco about Apple's retail strategy as compared with another very popular retail chain: IKEA. On the surface, the two brands seem dissimilar. One is a popular computer maker turned mobile device innovator, while the other is a simple and low-cost furniture maker from Sweden. But when you look at the retail scale and strategy of both companies, the similarities become apparent. Both go for high profit margins and striking design decisions, and both brands go from design to factory to retail in one big all-in-one solution. It turns out the sales growths are similar too, with a few important differences. IKEA stores are obviously much bigger than Apple Stores, more than 30 times the size. And Apple, because it sells such expensive items, is able to claim a much higher dollars-spent-per-visitor figure, way higher than IKEA's US$27 per visitor to its stores. But on the other hand, IKEA's sales are solid, stable, and well-earned. Furniture is not a market known for big sweeping changes or volatile pricing. Apple, on the other hand, has earned its standing relatively quickly. While its products are certainly awesome, there's always a chance another company could come along with some big innovations and steal those sales away. There's a lot to be learned in the similarities and differences between these two companies -- both have put together very successful strategies for retail, but done so in very different ways.

  • The Soapbox: That's the way it should be!

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    03.06.2012

    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. Every fandom has it. In Transformers fandom, it's the segment of the population that insists the franchise peaked with the original G1 cartoon (and its numerous animation errors, bad scripting, and downright ridiculous plots). Star Trek fans will insist that the franchise should be more like the original series, where every plot revolved around Kirk's trying to bone someone or Spock's acting stoic. And then there are the tabletop gamers who miss the days of early Dungeons & Dragons, as if the books stopped working once the line stopped being active. Some fandoms have terms just for this crowd; some don't. But they're all in the same general group -- they're the One True Way crowd. They're fans who insist that one particular incarnation was the right way to go and everything afterward has been a poor imitation. The camp exists with MMOs, as well, and just as with any other franchise, it's arguably the most harmful portion of the fanbase.

  • The Daily Grind: Who will be our MMO development heroes of tomorrow?

    by 
    Shawn Schuster
    Shawn Schuster
    02.25.2012

    The lifespan of the MMO genre is still fairly short when you take general gaming into consideration. Fifteen years ago, most of us wouldn't have dreamed of what's available online today, thanks to the innovators who brought together graphical roleplaying games and the MUDs of the day. People like Richard Garriott, Raph Koster, Starr Long, J. Todd Coleman, and a handful of others helped create what we know today as MMORPGs. But who will be the innovators and trend-setters of tomorrow's MMOs? We see a lot of innovation these days, but ascribing those ideas to one person isn't as easy (or applicable) as it was in the early days of five-man studios. Still, there are geniuses in these modern studios making some much-needed improvements that will carry on for many years. So if you're a player and you know of someone who will be known for his or her innovation in the future, let us know. If you're a developer who wants to call out a co-worker for something he or she has done to change the genre, get that name out there! 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!

  • HP appoints Bill Veghte as chief strategy officer, will lead 'cloud and webOS open source initiatives'

    by 
    Darren Murph
    Darren Murph
    01.17.2012

    Bill Veghte was already having his checks cut by HP (after cutting ties with Microsoft), but now he'll be filling a slightly different corner office. The company today announced that he has been appointed chief strategy officer, but somehow, he'll also have enough time to hold onto his current role as executive vice president of HP Software. We're told that he'll be working with HP's senior business and technology brass in order to innovate in ways that perhaps it hasn't lately, with newly-appointed CEO Meg Whitman saying the following: "Every 10 to 15 years, fundamental shifts occur in the IT industry that redefine how technology is delivered. From mainframes to client/server to the internet, companies that identified the opportunity first and developed the right strategy came out on top. As we move forward, HP intends to stay on top, and I believe Bill has the knowledge and vision to keep us there." Strangely, the release (embedded in full after the break) mentions that Bill will be leading HP's "cloud and webOS open source initiatives," but it fails to elaborate on what exactly those "initiatives" may be.

  • James Ohlen hits back against critics, defends SWTOR's innovation

    by 
    Justin Olivetti
    Justin Olivetti
    01.12.2012

    Star Wars: The Old Republic Game Director James Ohlen isn't surprised that the game's received the flak it has from a segment of reviews and fans. In a candid interview with Eurogamer, Ohlen addresses both the issues of being a "big target" for critics and the claims that SWTOR's lacking innovation. For the most part, players and critics have praised the game, Ohlen shares, and BioWare is seeing an "exceptionally high" desire among its playerbase for continued subscriptions. But was BioWare prepared for the backlash as well? Ohlen says it was: "We knew that there was going to be people who wanted us to fail. But that's just the nature of the game. If you're going to build a huge game and try to go out to a lot of people, you're going to have people who just react poorly." He does push back hard against claims that SWTOR failed on the innovation front, stating, "We wanted to take the lessons that have been developed in that genre over years and years and years and basically refine them, much like other companies do with other genres. So, I don't know, it's just the way it is, but I don't see us as not being innovative. We're actually a lot more innovative within the MMO space than comparable games in other spaces like the first-person genre, the action genre -- games like that."

  • Belarus limits use of 'foreign' websites, while Kuala Lumpur mandates WiFi in eateries

    by 
    Darren Murph
    Darren Murph
    01.02.2012

    Talk about polar opposites. In an update posted to the Library of Congress, we're told that the Republic of Belarus will begin fining citizens that host domestic sites on "foreign" domains. Crazy? Definitely, but no less true. Starting later this week, any Belarusian not registered as an entrepreneur may use "only domestic internet domains for providing online services, conducting sales, or exchanging email messages." According to the interpretation, it "appears that business requests from Belarus cannot be served over the internet if the service provider is using online services located outside of the country," and police (as well as the secret police) are authorized to "initiate, investigate, and prosecute such violations." Wilder still, owners of internet cafes could have their entire business shut down if users are found to be accessing external sites on those networks, and for those curious, the law "may" extend to browsing within one's private home. In a land a bit closer to the equator, it seems as if officials have their heads in a far more sensible place. Kuala Lumpur -- already home to one of the world's most lust-worthy airports and some of the most accessible / affordable mobile data plans -- will soon mandate that all new restaurants provide WiFi to their customers. And by "WiFi," we mean "access to the entire internet." According to the New Strait Times, the rule will be enforced as early as April, applying to eatery owners operating on premises larger than 120 square meters. We're told that existing owners will be forced to comply when renewing their license, and while the waves won't have to be given away for free, they'll be encouraged to charge no more than a "reasonable fee." Furthermore, the government is considering dipping into its own pockets in order to extend gratis WiFi to public facilities in the city, likely as a follow-up plan to the expiring WirelessKL contract. As if going to wander through Batu Caves and the colorful streets shown above weren't enough reason to visit Malaysia...

  • Charles Walton, father of RFID technology, dies at 89

    by 
    Amar Toor
    Amar Toor
    11.29.2011

    We have some somber news to bring you today: Charles Walton, the man who pioneered the rise of RFID technology, has died at the age of 89. The Cornell-educated entrepreneur garnered more than 50 patents over the course of his career, but it only took one to cement his legacy -- a 1973 patent for a "Portable radio frequency emitting identifier." It may not have been the first RFID-related invention, but Walton's breakthrough would prove to be foundational, spawning many similar patents, including ten from the creator himself. It all began at the Army Signal Corps, where Walton worked after studying electrical engineering at Cornell and earning a Master's degrees in electrical engineering and economics of engineering from the Stevens Institute of Technology. In 1960, he accepted a position at IBM, where he conducted research on disc drives before founding his own company, Proximity Devices, in 1970. It was at Proximity where many of Walton's patents came to life, including his initial design, which he developed alongside the Schlage lock company and eventually licensed to other firms, as well. He would go on to earn millions from his technology, though as Venture Beat points out, he may have been a bit too far ahead of the curve. Many of Walton's patents expired by the time RFID devices caught on with big spenders like the Department of Defense and Wal-Mart, thereby excluding him from any subsequent windfall. But that didn't seem to bother him too much, as evidenced in a 2004 interview with Venture Beat: "I feel good about it and gratified I could make a contribution."

  • Turn your Kinect hack into a startup with Microsoft's Accelerator program

    by 
    Amar Toor
    Amar Toor
    11.20.2011

    Wanna turn your Kinect hack into, um, money? Microsoft can help you out, now that it's teamed up with TechStars to launch the Kinect Accelerator -- a program designed to turn Kinect-based ideas into real world startups. To participate, innovators must first apply to the Accelerator before the January 25th deadline. Ten applicants will then be accepted to a three-month incubation program, and rewarded with $20,000 in seed money. To participate, however, you'd have to relocate to Seattle for the duration of the program, scheduled to kick off this Spring. Plus, if you manage to bring your company to market, you'll have to set aside a six percent common stock stake for TechStars, which is both funding and spearheading the initiative. For more details on how to apply, hit up the source link below.

  • Rod Humble details experimentation and innovation at Linden Lab

    by 
    Matt Daniel
    Matt Daniel
    11.08.2011

    Linden Lab's popular Second Life is known for being one of the more creative, outside-the-box titles available on the market. That tradition carries over into Linden Lab CEO Rod Humble's newest initiative, which he says "puts the 'lab' in Linden Lab." Rather than having his developers spend all their time between projects working on bug-fixes, Humble has begun a rapid-prototyping R&D initiative. For all the information on this new project, head on over to Gamasutra and check out the full feature.

  • The Soapbox: Applying Neal Stephenson's Innovation Starvation to MMOs

    by 
    Jef Reahard
    Jef Reahard
    10.25.2011

    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. You've probably heard of Neal Stephenson. The celebrated sci-fi author recently released his 13th novel, Reamde, and while it treads a little closer to traditional thriller territory than some of his more cerebral efforts, it still packs a futurist punch (and even led the author to comment on MMOs, virtual worlds, and World of Warcraft in a recent interview). In addition to speculative fiction, Stephenson is also prone to the occasional essay, the latest of which found its way onto the intarwebs a few weeks ago. While not directly related to the gaming or massively multiplayer industries, the piece does feature some interesting observations about the stagnant creative culture to be found in contemporary corporate America, and Stephenson also offers plenty of food for thought that can be applied to the current state of the MMO space.

  • HP's chief strategy officer to retire next month, won't have a successor

    by 
    Amar Toor
    Amar Toor
    10.21.2011

    Remember Shane Robison, the HP exec who advocated for the survival of webOS following the company's decision to dismantle its hardware unit? Yeah well, he's about to make an exit. HP confirmed yesterday that Robison will retire from his position as executive VP and chief strategy and technology officer on November 1st, after spending eleven years at the company. In a statement, HP praised Robison for spearheading much of its R&D and several high-profile mergers during his tenure there. "In his role, he was responsible for shaping HP's corporate strategy and technology agenda," the company said. "He was instrumental in steering the company's multibillion-dollar research and development investment and has led many of the company's largest merger and acquisition activities." Newly minted CEO Meg Whitman, meanwhile, described Robison as a powerful innovator and lauded his role in guaranteeing "that innovation continues at HP." Perhaps the bigger story, however, is the fact that the firm doesn't plan on filling Robison's shoes. In the announcement, HP confirmed that his position will be dissolved as part of "an effort to drive strategy, research and development closer to the company's businesses." The implications, of course, remain to be seen. Full PR after the break.

  • Google's Bradley Horowitz: 'we're throwing fewer things against the wall'

    by 
    Darren Murph
    Darren Murph
    10.20.2011

    And with that, a dream dies. Well, maybe that's a bit sensational, but we aren't going to lie -- we wept inside upon hearing Google's Bradley Horowitz (Vice President of Product Management) contritely state that his company is "doing less of throwing things against the wall." In fact, he proclaimed that Google+ was morphing into a platform that would absolutely, without question become a pillar across the company in some form or fashion. In other words, it's too big to fail. He stated that the idea of using the general public as a test bed for products (hello, Buzz!) was fading quickly, and that this "transformation" would be "very healthy" for Google. He did affirm that engineers are still given their token "20 percent time" in order to innovate on whatever they darn well please, but we seriously got the impression that the culture under Larry Page isn't focusing nearly as intently on that kind of frivolous, outlandish and absolutely marvelous behavior. Bradley noted that while "20 percent time" isn't going away, there are changes taking place. There's a "higher bar on what gets put to market, and more of an editing function than before." Continuing on, he stated the following: "Instead of making these decisions in the market... we're doubling-down on ones that are more important across the company." If you're a hardcore, orthodox businessperson, this sounds totally logical. The whole "stop being childish, start being responsible" thing sure sounds appropriate on paper, but c'mon -- this is Google! A huge part of the company's mystique, charm and spontaneous nature came in its "we'll try anything once" persona, and if that truly is dying in even a small way, we can't help but have a heavy heart. The further Google strays from its startup roots (and the more it tries to act like every other bureaucratic mega-corp), the less likely we are to get flops like Google TV. But on the same token, the less likely we are to have that one-in-a-million hit (and oddballs like this) that would've never proved viable in any "research group." Here's one final quote from Bradley when asked to elaborate on this corporate shift: "We would rather do fewer things well -- we're now on a path to remedy prior sins of omissions. I think it's a tradeoff [with losing some of the freewheeling autonomy]. I still think there's a tremendous part of Google culture that'll never change, but what's exciting is that the company is rallying around this, and [the employees] see the benefits of alignment. We've won the hearts of employees, and there's tremendous momentum on what we're doing. My experience is that Larry is a consummate product leader -- it's thrilling, it feels like the company is coordinated in a way that I've never seen. I don't know that it's just Larry, but I couldn't be more impressed with him as CEO. I didn't expect this level of change in company culture when that announcement was made."

  • Gazillion's president says MMOs are in a rut

    by 
    Jef Reahard
    Jef Reahard
    10.11.2011

    "I think MMOs in general are in a rut. It's still mainly WoW clones. A lot of people have done these games, but it's been that same kind of gameplay, and that doesn't mean that's what it has to be," says Gazillion's David Brevik. Who's David Brevik? Well he's the president and COO of the company bringing you the free-to-play Marvel Universe MMO (yeah, the one where you can't make your own character). More importantly -- in terms of gamer cred -- he also co-founded Blizzard North. Brevik was recently interviewed about WoW clones, free-to-play business models, and everything in between, and you can read the full text at GamesIndustry.biz. You'll need to register for an account to access the content, but registration is free.

  • AT&T asks court to dismiss lawsuits filed by Sprint and C Spire Wireless

    by 
    Zachary Lutz
    Zachary Lutz
    09.30.2011

    Well, look at Ma Bell now, wishing it'd all just go away. Tied up in lawsuits, the company has filed motions to dismiss the two complaints brought by Sprint and C Spire Wireless (formerly Cellular South), which seek to block AT&T's acquisition of T-Mobile. In the filings, it's argued that the two providers represent their own interests, rather than that of the public. AT&T further reveals that C Spire had pursued private negotiations prior to the lawsuit, where the regional provider agreed to support the merger "if AT&T would agree not to engage in facilities-based competition in Mississippi." Ma Bell goes on to state, "This inappropriate proposal confirms that what Cellular South fears is competition, not lack of competition." Given the latest maneuver (which smacks heavily of PR spin), there's no doubt that lawyers for Sprint and C Spire will have a bit of homework for the weekend.