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James Phinney believes in the power of a persistent virtual world, and he's not shy in sharing his excitement when it comes to the landscape that Undead Labs is building for its new zombie-themed MMO: "We believe a persistent world should be living, dynamic, and evolving. We believe your decisions...

November 12th 2010 at 10:30am 0 Comments
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The team over at Hi-Rez Studios may have bitten off just a touch more than they could chew with the 1.3 patch for Global Agenda. It's not that the patch is bad, just that they turned out to not quite be able to push some of the originally promised features through at the same time as the main patch...

May 7th 2010 at 2:30pm 0 Comments
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You can argue the specifics about whether or not MAG qualifies as an MMO, but the game certainly fits the "massive" portion of the bill -- 128 characters to a side in battle, customized and developed characters, persistent world based on the performance in the skirmishes. The game's release is onl...

November 6th 2009 at 9:00am 0 Comments
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This question is an old one, but it's always one that brings out some interesting opinions. As technology becomes more and more connected, people continue to move their games into connectivity further and further, we have to ask -- what's an MMO, precisely? The recent release of Borderlands has b...

November 4th 2009 at 8:00am 0 Comments
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Here in Redefining MMOs we've been over terminology, working with lore, the place of soloing in our online games, players acting as developers, and attempting to get away from the carbon copy feel of the genre. With all of that in mind, where could we possibly head to next? Well, how about dealing...

August 14th 2009 at 2:30pm 0 Comments
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The two biggest differences between single player RPGs and massively multiplayer online RPGs are the MMO and persistent components found in the latter. Player vs. Developer has a thought-provoking blog post up claiming that MMOs are not as persistent as they claim to be."Persistent" can be defined a...

May 30th 2009 at 3:00pm 0 Comments
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Gamerzines doesn't want to sound arrogant, but they're pretty sure they can design the perfect WoW-killer and because they're such nice folks, they're going to spill the beans in a series of blog posts. There are five parts so far that include their must-have elements for the next best MMO since [in...

May 5th 2009 at 3:00pm 0 Comments
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What do you get when you combine $20 million in venture capital, two giants in the tabletop gaming industry and a World of Warcraft veteran-founded MMO development company? A pretty good chance at a successful MMO, that's what. However, in addition to that you need an innovative idea, and you need a...

August 23rd 2008 at 3:00pm 0 Comments
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Genres are a sticky thing when it comes to gaming. On the one hand, they help us categorize and succinctly describe a hitherto unknown game. Simply referring to a game as an MMO, for instance, instantly conjures up a number of elements like a persistent world, large sharded player base, and charact...

June 13th 2008 at 4:00pm 0 Comments
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Back in the day when a 500 Mhz processor was fast, we were lulled into these weird online universes with multitudes of golden tongued promises. "Play online with thousands of others!", "Make a hero and save detailed and vast worlds!", and, my favorite, "Live in an persistent universe where your ac...

June 11th 2008 at 4:30pm 0 Comments