private-servers

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  • MMO Burnout: Engineers in spaaace

    by 
    Jef Reahard
    Jef Reahard
    01.25.2015

    I missed the whole Minecraft craze. I was stupidly grinding my virtual life away in various MMORPGs, plus I couldn't get past Minecraft's so-fugly-it's-hip aesthetic. No matter, though, because Space Engineers takes Minecraft's core concepts and dolls them up with pleasing visuals, a nifty near future sci-fi setting, and addictive gameplay that's much more than the sum of its parts.

  • Shards Online returns to Kickstarter [Updated with the video]

    by 
    Jef Reahard
    Jef Reahard
    11.13.2014

    Shards Online is back on Kickstarter, this time with a modest $50,000 goal and a promise to match donations dollar-for-dollar up to the final goal. The multiplayer sandbox made waves earlier this year thanks to its playable pre-alpha client and its unique multiverse built on player-run servers. We've got the new Kickstarter trailer and the abridged press release below.

  • Here is the current Shards Online dev roadmap

    by 
    Jef Reahard
    Jef Reahard
    07.03.2014

    Shards Online's Kickstarter may be over, but Citadel Studios looks to be even more determined to finish building its player-driven MMORPG sandbox. The firm has posted a new development roadmap on the game's official website, and Citadel co-founder Derek Brinkmann explains how the team is tightening its dev plan "to get to an alpha state as soon as possible." Brinkmann also mentions that one of Citadel's goals is to "have enough replayable content on our first map to keep players engaged while we continue development." Click past the cut to view the full roadmap.

  • Leaderboard: Should MMOs include player-run servers?

    by 
    Jef Reahard
    Jef Reahard
    06.11.2014

    This week's Massively Speaking briefly touched on the trend of player-run MMO servers. Games including H1Z1, Star Citizen, and Shards Online are toying with the concept, and while it's yet to take off in a big way, it could play into the future of the genre. What say you, Leaderboard readers? Is there room in your definition of MMO for player-run servers, or does a game/shard need to be dev-run to qualify? Ever wish that you could put to rest a long-standing MMO debate once and for all? Then welcome to the battle royal of Massively's Leaderboard, where two sides enter the pit o' judgment -- and only one leaves. Vote to make your opinion known, and see whether your choice tops the Leaderboard!

  • Shards is a full MMO and a private server platform

    by 
    Jef Reahard
    Jef Reahard
    05.19.2014

    Shards Online released a video update to its Kickstarter project over the weekend, along with a huge wall-o'-text focused on lore. Citadel Studios boss Derek Brinkmann stars in the clip, which addresses one of the most common questions about Shards so far. "Is Shards a game, or is it a platform? The answer is it's both," Brinkmann explains. "First and foremost it's a full game. It's built from the ground up with its own rulesets, live content, real-time events, moderation, updates, developer support, PvP, PvE, crafting, housing, the whole kit and kaboodle." In terms of the title's platform aspects, Brinkmann says that you don't have to be a programmer or a modder to run your own Shards server. He also explains how private servers are simply one of the game's many options, since the official Shards servers will offer full MMO functionality. You can view the video after the cut.

  • SOE's new Player Server initiative debuting in H1Z1

    by 
    Jef Reahard
    Jef Reahard
    04.18.2014

    Did you watch SOE's late-breaking H1Z1 livestream last night? Are you excited for the zombie survival sandbox MMO? Well, here's another nugget to chew on courtesy of CEO John Smedley and his Twitter feed. The game will feature private servers. Today I'd like to announce H1Z1 will be the first game to implement our new Player Servers. In addition to the traditional servers that we set up and run (what you've come to expect in MMOs), we will allow the players to come together in any way they wish and if they can get enough people together to vote for the server we will make it for them. At first this will be for specific pre-defined rulesets. Later we will expand past rulesets into adding more features. For example perhaps one community prefers to go more militaristic. So they add more military vehicles. So we're truly letting you, our players get exactly the kind of thing you're looking for. Mechanically this will allow players to buy pledge tokens in Station Cash to vote on a proposal. However, should the vote [succeed] we refund. [Thanks BabaGraPL!]

  • The Game Archaeologist: Myst Online: Uru Live

    by 
    Justin Olivetti
    Justin Olivetti
    03.29.2014

    The impact of Myst in 1993 was akin to an atomic bomb going off in the PC gaming world. The leap forward in graphical fidelity (aided by the large storage capacity of a CD-ROM and all of the full-motion video and gorgeous images tucked into it) captured gamers' imaginations and made this adventure title the best-selling PC game of all time, at least for several years. Brothers Robyn and Rand Miller's story about a stranger who had to solve puzzles through a good-looking (if deserted) landscape was devilishly difficult, yet that challenge kept players coming back for months and even years. The Myst franchise surged forward at that point, with several sequels, remakes, and ports selling like hotcakes through the final game's release in 2005. Yet something interesting happened along the way when an offshoot of the series -- Uru: Ages Beyond Myst -- evolved into an MMO. With a focus on multiplayer exploration and puzzle-solving instead of non-stop combat, it may be one of the very few MMOs out there that eschews fighting for brainpower. It's an oddity, no doubt, and despite it being an incredibly niche title, it has fascinated me enough to pull me into a research rabbit hole. So let's take a look at Myst Online: Uru Live!

  • RIFT's Ffinch hopes Trion gives the game 'as a gift to the community'

    by 
    Jef Reahard
    Jef Reahard
    08.30.2013

    RIFT likely has a long life ahead of it, but if senior design director Simon Ffinch has his way, Trion's fantasy themepark will never die. "So this is probably going to get me into all sorts of trouble, but I would hope that when that day comes, as we've talked about -- many years in the future -- I would hope that Trion shows that it's the company that I truly believe it to be and gives RIFT as a gift to the community," Ffinch recently told GamerZines.com. "That would be the way I'd like to see RIFT go. It's like, 'guys thank you for playing for the past 20 years, here's the server code. Run it if you wish.'" [Thanks Andy!]

  • The Firing Line: Exclusive Blacklight Retribution Evac Q&A

    by 
    Jef Reahard
    Jef Reahard
    10.30.2012

    It's been a while since The Firing Line took a look at Zombie Studios' Blacklight: Retribution title. The sci-fi shooter, published in conjunction with free-to-play giant Perfect World, has added quite a bit of content since that pre-launch preview, and more is coming this week courtesy of the Evacuation Update (including a new map and premium/private server functionality). Join us after the cut for an exclusive chat with Zombie devs on that and more. %Gallery-126205%

  • Star Citizen crowdsourcing moves to Kickstarter

    by 
    Justin Olivetti
    Justin Olivetti
    10.18.2012

    Are you excited about Chris Roberts' Star Citizen project? Get in line, space jockey: Roberts said that "overwhelming response" to the proposed space sim ended up crashing the game's site. As a result, he launched a Kickstarter campaign to continue raising funds for the game. The good news for interested parties is that the game is already halfway to its fundraising goal, as one out of two million dollars has been raised through pledges. The Star Citizen Kickstarter is attempting to pull in $500,000 by November 19th. For his part, Roberts is bowled over: "It's a testament to the will power of our amazing fans. At a time when most would have given up, some dedicated fans kept trying to log on and eventually were able to get through and make a pledge. We appreciate all those efforts, and now with Kickstarter, we believe we have an answer for everyone." [Source: Cloud Imperium press release]

  • Star Citizen FAQ outlines modding, micropayments, hardware requirements

    by 
    Jef Reahard
    Jef Reahard
    10.17.2012

    If you're looking forward to Chris Roberts' new Star Citizen title, you'd best be saving your pennies for a PC upgrade. Much like Roberts' 1990s-era Wing Commander series, the new game will push the limits of your hardware, this time courtesy of the CryEngine 3. The space combat sim's website has updated with a new FAQ that outlines the game's projected system requirements (it recommends an i7 CPU and a GTX 670 or better graphics card, but keep in mind that launch day is two years away). The FAQ also mentions Star Citizen's modding philosophy and its payment model. Modding is encouraged, as Roberts says that players are free to tweak the game however they wish on private servers. The devs also "hope to institute a mod approval process that will allow the best of the best player-created ships and other additions to be integrated into the central persistent world as well," according to the FAQ. In terms of payments, you'll need to buy the game initially and that's basically it. There will be no monthly fee, though "some in-game items may be available as microtransactions." Unlike most free-to-play titles, Star Citizen's cash shop "will never sell anything that can't be acquired through honest (and fun!) gameplay."

  • The Firing Line: Five reasons to love Tribes: Ascend

    by 
    Jef Reahard
    Jef Reahard
    04.27.2012

    Oh, Tribes: Ascend, if only you were an MMO. Actually, wait a minute. When I think on it, if Hi-Rez Studios' new free-to-play sci-fi shooter were an MMO, I probably wouldn't like it as much. There's something to be said for frequent updates and instant gameplay gratification, and Tribes provides those things (and more) in spades.

  • The Daily Grind: Would you pay extra for a filtered community?

    by 
    Jef Reahard
    Jef Reahard
    03.29.2012

    Earlier this week we asked if there was a game you'd like to play but for its awful community. The topic got a lot of replies, and the usual MMO suspects turned up in many of the comments. The thread got us to thinking about customizable communities, server rulesets, and creative uses for instancing technology, and though no MMO firm has offered players control over their community experience as of yet, it's certainly doable. Funcom executive producer Craig Morrison mentioned the possibility in 2011, and for today's Daily Grind, we'd like to know how you'd feel about being able to carve off pieces of a game world specifically for your friends, your guild, or your niche community (roleplayers-only, PvPers-only, etc.). Would you pay extra for dedicated communities or filtering technology? 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!

  • Guild Wars 2 to provide private server functionality? [Updated]

    by 
    Jef Reahard
    Jef Reahard
    08.29.2011

    One of the more interesting reveals to come out of the post-PAX news glut is a blurb about player-created PvP servers in Guild Wars 2. Yeah, we did a double-take as well, and the post over on MMORPG.com is pretty light on the actual details while promising more info later in the week. Apparently, ArenaNet's Colin Johanson and Eric Flannum let slip that GW2 will allow players to "create and host their own servers or games with specific rule-sets as well." The thread title mentions PvP servers, but the "specific rule-sets" bit above seems to indicate that the mechanic could cater to roleplayers, PvEers, or any number of other specialized groups who desire a customizable play experience apart from the meddling masses. Is Guild Wars 2 following the trail that Neverwinter Nights blazed a decade ago? Is it all a misunderstanding? It looks like we'll find out later this week. [Update: ANet has clarified this topic by posting the following: "In the interview {Eric} mentioned that we are considering allowing players to 'create' their own PvP servers, it is not for certain. And we never mentioned anything about 'private PvE server' -- that is something we will definitely not do."]

  • The Anvil of Crom: Server merges, separation, and why both are potentially swell

    by 
    Jef Reahard
    Jef Reahard
    06.05.2011

    Last week I mentioned that the Age of Conan Unrated announcement has given us a lot to talk about. There's the 800-lb. free-to-try elephant in the room, there's a bunch of new content that's both coming soon and already here, and there's also an endlessly fascinating quote from Funcom game director Craig "Silirrion" Morrison that is, well, endlessly fascinating. This last bit got lost in the big announcement blitzkrieg, and because it was buried in the depths of a thread about roleplay on the EU boards, it's safe to assume that 99.99% of Age of Conan players didn't read it. Regardless, it may well be one of the more interesting and exciting developments in Age of Conan's short history. What was it about? Well, it involves servers, server merges, and new technology that could change the way we think about MMORPGs and server populations.

  • Myst Online goes open source (again)

    by 
    Jef Reahard
    Jef Reahard
    04.07.2011

    If a dictionary entry for the phrase "long, strange road" existed, it likely would feature an image from Myst Online. The fantasy MMORPG began its checkered life as the multiplayer component of 2003's Uru: Ages Beyond Mist before being scrapped and subsequently revived by GameTap in 2007. Cyan Worlds then acquired the title and released it as a free-to-play MMO, a strange move considering that the company also open-sourced Myst Online assets in 2008 but continued to support a commercial-grade centralized shard. This morning, Rock, Paper Shotgun tipped us to the fact that Cyan is once again fanning the flames of open source by announcing that the game's MOULA client engine and associated development tools (as well as a MOULA server replacement called MOSS) will be made available and hosted on OpenUru.org. "The goal of the open source CyanWorlds.com Engine and the MOSS server is to provide a playground where new writers can learn their craft, and new maintainers can inspect it, and new cartographers can map it. The Cyan Worlds MOULA servers will continue to provide a (relatively) safe environment for the D'ni faithful to mingle and share," explains Cyan's Rand Miller.

  • Ask Massively: Bree made a huge mistake edition

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    03.03.2011

    During a mail discussion earlier today, Bree made the mistake of asking if I could be more of a brat. My revenge is this picture, which has never failed to produce a general flailing fit of discomfort in anyone on the team. I've been saving it for months on end just for the perfect occasion. And now I've devoted an entire paragraph to talking about it (it's a shot from the Clonmel Junction Festival, for the record) to make removing it really problematic. The fact that she's been editing my work for the past 10 months is a testament to something. I'm not quite sure what. [Editor's note: It's either stubborn persistence or general apathy. -Bree] Editor-baiting aside, it's time for another installment of Ask Massively. This week's questions have little to do with a man in a green suit making horrible faces and instead focuses on the future of Star Trek Online and the ever-present scourge of private servers. As always, you can feel free to mail questions to ask@massively.com or leave them in the comments for next week's column

  • The Lawbringer: A primer on private servers

    by 
    Mathew McCurley
    Mathew McCurley
    01.28.2011

    Pop law abounds in The Lawbringer, your weekly dose of WoW, the law, video games and the MMO genre. Running parallel to the games we love and enjoy is a world full of rules, regulations, pitfalls and traps. How about you hang out with us as we discuss some of the more esoteric aspects of the games we love to play? The history of private MMO servers goes back to the heyday of the massively multiplayer, when the concepts of these virtual worlds were still in their formative stages. World of Warcraft private servers, also called emulated servers, boast numbers in the thousands, usually running off donations and providing a limited amount of the full WoW experience due to the nature of the reverse server engineering and implementation needed to run the game. One thing is for certain, though: Using the game client to connect to an emulated server is against the World of Warcraft EULA and cuts into Blizzard's profits.

  • The Daily Grind: Should MMOs live forever?

    by 
    Justin Olivetti
    Justin Olivetti
    01.27.2011

    As we learned in the 1990s, just as Full House had an unholy beginning, so too it had to have an unholy finish. Life begets death, launches beget cancellations, and official MMO forums beget the end of a civilized community. So while we play our MMOs under the illusion that these persistent worlds will, well, persist forever, the truth is that one day the curtain will come down and our characters' journeys will come to a screeching halt. Generally, MMOs will continue as long as the companies running them find them profitable -- running online games isn't a charity, after all. Sometimes a flagging title will receive new life through a F2P transition, via a makeover, or by being lumped in with a group discount package. Our question today is a rather broad one: Should MMOs live forever, and if so, how do you propose they keep on running when the subscriber base no longer generates enough income to cover the costs? Are you OK with MMOs bowing out of the market once their numbers dip below a certain point, or should companies do everything they can to keep them afloat, including handing the title off to private server operators? 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!

  • Blizzard awarded $88M from WoW private server lawsuit

    by 
    Justin Olivetti
    Justin Olivetti
    08.16.2010

    Tweet var digg_url = 'http://digg.com/gaming_news/Blizzard_awarded_88M_from_WoW_private_server_lawsuit'; Private game servers are a controversial, often hushed topic in gaming circles. Some gamers enjoy the fee-free nature of private servers, while others use these forbidden realms to experience the MMO in a different state than the live game (for example, playing on a "classic" private server that doesn't allow for expansion packs). No matter what the reason, game companies tend to frown on such activities. Last week, Blizzard frowned at a particular private server and was awarded $88,000,000 for the effort. In October 2009, Blizzard filed a suit against Alyson Reeves, owner of Scapegaming and a private World of Warcraft server. Reeves was making a profit from the enterprise, using microtransactions on the server. The judge ruled that this was indeed copyright infringement against Blizzard, and ordered Scapegaming to pay $85.5M in statutory damages, $3M in inappropriate profits, and $63,600 in attorney fees. Reeves may appeal the suit at this point. As with the bnetd case, Blizzard is sending a clear message to people trying to mess with their code: don't. Scapegaming's Facebook page isn't exactly overflowing with support for the company, and we can imagine that many private server operators are thinking long and hard about whether the risk is worth it this week.