Tracey John

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Stories By Tracey John

  • Runic Games talks Torchlight, the upcoming MMO, Diablo comparisons, more

    Can't wait for Diablo III? Try Torchlight. The single-player action-RPG, available for just 20 bucks via digital distribution, has got PC gamers talking. But why should Massively readers care, you ask? Because eventually, in about two years or so, developer Runic Games will make it a full-fleged MMO. We spoke with Runic Games CEO Max Schaefer, who worked on the Diablo series, and lead designer Travis Baldree about what they plan for the Torchlight MMO, what they learned from their time at Flagship Studios, and if their game will be the World of Diablo we've all been waiting for.

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  • Runic Games interview, part 3

    There's no Diablo III release date yet, but does its release concern you in terms of your playerbase? Baldree: Honestly, we tried to go a different way. We knew Diablo III was going to come out eventually, and we know it's going to be fantastic and amazing, but we wanted to make a game that sat in a different slot, so we chose to make a single-player mod-able game and then an MMO with a persistent world. We tried to go on both sides of Diablo. Schaefer: Diablo III has the controversy with the new artwork being too colorful and not having the somber, gothic tone of the old Diablo games. We went way further, and again, in a conscious attempt to be different. We didn't want to be Diablo. We wanted to be in that genre and do well the things that Diablo does well, but it's a different style. It feels different. Speaking of color, did you have any debate using colors, since many RPG players like the dark, gloomy color schemes? Baldree: We definitely talked about it, but I think we were all on board with going for a more, broadly accessible look. It took us a few months to hone in on exactly what we wanted to do. I think the Pixar angle is really the best comparison. Pixar has a style that is really broadly appealing. Who doesn't like a Pixar movie? It's cartoony without feeling juvenile, which is what we were kind of hoping to aim for. We tried to reinforce that with the sound of the music. We intentionally didn't make cartoony music. Schaefer: I think that we should disclose that we were looking for an art style that was conducive to a low tech approach. One that didn't need all kinds of fancy shaders to look good and didn't have to approach realism, just because we're a team that is two percent the size of Blizzard's, if that, and we need to be more efficient. Baldree: We have about 25 or 26 people now. We really wanted the game to run on everything we could get it to run on too. So having lower system requirements was one of our internal mandates, and the art style really fit in well with that. To Diablo fans specifically, why do you think they should care about this game? Schaefer: Um... we're available for sale and you could play today! (laughs) Baldree: I think some of the main advantages are it's $20 and it's got a full modding suite, so if there's something you wanted to play around with, you can. Schaefer: Everyone's a critic about the Diablo style of gameplay too. Everyone's like, "They should've done this or done this this way or fix this mechanic here." Now people can go and do that (in Torchlight). And I suspect we're going to have lower system of requirements than Diablo III. Baldree: Another thing is, if you like these kinds of games, you'll enjoy it. And yeah, we're going to buy Diablo III and play it in the office. I love the genre, so I love it when games arrive in it. A lot of people are wondering what Blizzard's next MMO is, and for a time, people suspected it could be "World of Diablo." Would you say this is, in a way, the Diablo MMO that some people were hoping for? Schaefer: Um, yeah. As far as I know, (Diablo III) is doing more of the Battle.net matchmaking-style session that Diablo II had. So yeah, (Torchlight) is the action-RPG MMO. People seem to keep trying to make the WoW killer... Baldree: Yeah, we're not really interested in that. Schaefer: Frankly, that's a terrible idea, to try and make a WoW killer. They put well over $100 million into the budget right now, 10 years, and 200 of the best developers in the world. Why would you try to beat that? Baldree: What we used to say about Mythos is that we wanted it to be the game you would play while waiting for your WoW raid to start. (laughs) Do you think it's just dangerous for a developer to shoot that high? Or do you think it's just a ratio of budget to the amount of users you expect? Schaefer: It's just a losing game because, not only are the resources incredible that you have to put into it, but then you have to make something that's actually better. Baldree: I think we went down that road in a smaller scale at Flagship. Rather than do that this time around, we went with wanting to build on a smaller success and work our way up, instead of trying to slay Goliath the first time out. Do you see this game ever coming to consoles? A lot of MMOs these days are trying to make that jump. Baldree: We talked a lot about it. I think it would be really neat. I think the first person to do a free-to-play MMO on Xbox Live that uses points for in-game purchases is going to do really well. Schaefer: We'd like that to be us but it won't be an in-house project. That would be something we would have to outsource, and there's a lot of logistical issues. It's on our wish list, but it's not something we're directly pursuing right now. What can we expect from Torchlight in the near future, before the MMO? Schaefer: Lots and lots of mod community action. We left a lot of room in the game for people to be creative and do wonderful things. We had a tiny team here, but there's hundreds of modders out there. So we're hoping that they come out with some really cool stuff over time now. Baldree: For our part, we'll be spending a lot of time with the modding community, injecting assets, being helpful, offering advice, showing how things work. What have you guys learned from your time at Blizzard and then Flagship for Torchlight? Schaefer: Well, I can speak to Blizzard. From Blizzard, we definitely just picked up a real appreciation for production values and making sure whatever you're doing, you're doing really well, even if it's at the expense of cutting lots of features just make sure what you're doing is super tight, super polished and don't release it until it's there. That was the biggest thing from Blizzard that I think we took. From Flagship, the lessons were myriad from there, but really a lot of it was don't try to do everything for everybody. Start with manageable tasks, start with attainable goals, and just pay a lot of attention to budget, efficiency, team size and partners. Baldree: Basically, starting Runic and working on Torchlight, what we wanted to do was choose something that we thought we could do and excel at with the time and resources we had. And that also fits in with the single-player game. What we had to work with was a small but really good team. Do you think of the online PC games market is still healthy despite naysayers? Schaefer: I think so. I think we went through a little rut where there just wasn't a horribly compelling product being made, because everyone was trying to make WoW killers. (laughs) Baldree: I think it's definitely changed a lot, and it's not the same market it was years ago, that's for sure. Schaefer: It seems you're seeing more clever things come down the pipe nowadays. Like Torchlight? Schaefer: Yes, exactly! (laughs) Torchlight is available now for $20. The retail version of the game will in stores on January 5th and is available for pre-order at Gamestop and Amazon. Runic Games also says they're currently working on a Mac version.

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  • Runic Games interview, part 2

    What business model are you going with for the MMO? Schaefer: Right now we're looking at free-to-play: item sales and free download. We like that model because we think subscriptions are just too restrictive. Everyone's got a (World of Warcraft) subscription already, so who wants to put more money on their credit card every month whether or not they play the game? So we like the item sales model. Having said that, it's two years until it releases and that's an eternity in this industry, so we reserve the right to change that. (laughs) The economy isn't in good shape either. Do you think that's also a good reason to go free-to-play? Schaefer: It is internationally. The question is, would (free-to-play games) get adopted in the U.S.? Baldree: The nice thing about (free-to-play) is that it's a low barrier to entry. You get in and try out our game. And we'd like everything about the game to be that way. We don't want you to have a high-end rig to have to run it; we want it to be something people can easily try out. Schaefer: And we don't want you to have to buy a $60 box so that you can start paying the subscription to play the game. Do you think the free-to-play market is getting too crowded though? Schaefer: I think consumers are business-model agnostic. They'll get word of mouth that some game is cool and that's what they'll play. Baldree: I think we just have to make a really good game. That's the most important thing. Schaefer: Right. And if it says, "Hey, come check out this game, you don't have to pay anything to try it out," I think that works. Now item sales is more challenging from a design perspective than subscriptions. With item sales, you have the whole issue of having to balance out what you're selling and not angering the free guys, not angering the pay guys and making everyone happy with it. And it's certainly possible, but it is more work. Baldree: In the end, I think the game has to come first and if we make a really good game, regardless of what we do business model-wise, it'll work. What kind of items will we be paying for? Baldree: A lot of things we talked about are things that really still encourage you to play the game. We really don't want to charge people to skip the game. Schaefer: Right, we don't want you to buy a cool sword. We want to make it so that the guy who pays has a little better chance to find the cool sword than the free guy. Baldree: And we don't have that much interest in grinding; we want you to just play and have a good time. A good example is one of the things we were going to be doing with Mythos. We had the concept of cartography. You could buy maps that would make a private instance for you and all of your buddies, and you could control the properties of those areas. So you could say, "I want this to have more champions" or "I want it to be luckier so I can get slightly better loot." These were options you could change for small amounts of money. So you could have one person who would spend a buck and create an epic map for you and your party to go into. Schaefer: Right, so everyone can participate; you just got to get one guy in your party to buy the map. Baldree: Things like high-end balance and guild-housing and cosmetic features. We really don't want to be selling the biggest, shiniest sword in the game for money and then have people buy that because it just doesn't feel fair or right. Schaefer: That's not fun for anybody. Let's go back to the beginning though. How did the idea for Torchlight come about? Baldree: A lot of us worked on all of the Diablo games, and all of us have worked on action-RPGs for a lot of years. And we were working on an action-RPG, Mythos, when (Flagship Studios) closed. So I think it was kind of just a momentum thing. We wanted to finish what we started with the Mythos project, and we thought we were on to something pretty cool with that so we didn't really debate it much. When we started the new studio, we were like, "Let's get a real cool-looking action-RPG going as fast as possible." And having worked on Mythos and Diablo, did you try to differentiate Torchlight from those games? What did you take from those projects and what did you try to avoid? Baldree: We definitely wanted to approach it with a different visual style and tone, because we're really not trying to make Diablo. We're making a game in that genre, so we consciously went for a more Pixar kind of look to things. Overall, the look of the game isn't quite as grim. Schaefer: I think also we brought a lot of lessons from the development of action-RPGs from those projects. We learned a lot about the process of making them and how to do them efficiently, and I think we've applied those lessons to the single-player version and will apply the lessons from the single-player version to the MMO. I think every time you do it, you get a little better at it. Obviously, just from having worked on Diablo and creating a game in the same genre, people are going to make inevitable comparisons to the past Diablo games and the upcoming Diablo III. How do you feel about those comparisons? Schaefer: I think it can't do anything but help. I mean, Diablo III is a relatively high-profile project with some pretty significant expectations, so as long as the comparisons aren't discouraging we're pretty happy with it. And obviously that is going to be the comparison. I think one of the reasons we've picked this genre is we feel that there aren't enough games in it. There are a million games that play like WoW, but there really aren't a lot of good action-RPGs or MMOs out there. So yeah, obviously, Diablo is the biggest one and therefore we're compared to that. But I think that's kind of testament to the fact that there aren't that many good ones. Can you comment on some of Torchlight's similarities to Diablo? Schaefer: I think there are interface conventions that are not just from Diablo and Torchlight that people use because there's no point in reinventing something that everyone already knows how to use and is already comfortable with. It's kind of just frustrating to figure out how interface works or how a skill tree functions when everyone already knows the standard way to do it. So we didn't want to reinvent how you control one of these games or what they look like, we just wanted to give you a new and fresh take on it. And Diablo certainly didn't invent a lot of those things that people would say are striking similarities. We consciously used things from other games that worked and felt right. And I think every game does that. How many games use the WASD keys and mouse look controls? It's because it's good, and it works. People know how to do it. Baldree: I think it gets down to the fact that the genre right now doesn't have that many games in it. Right now you have Borderlands, Rage and Fallout 3. All of which are post-apocalyptic, semi-RPG shooters. But the genre is so large at this point that the internal comparisons aren't made as much. Fair enough... but you could've added a pants slot! Baldree: (laughs) The pants slot comes in the MMO! Page 3 of the Runic Games interview

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  • Massively interviews WAR's producer on the future of the game

    Warhammer Online has gone through big changes recently, both in-game and out. Mythic recently released the title's 1.3.2 patch, which had some controversial changes, and this week we learned that staffers at the studio were let go as part of Electronic Arts' new business strategy. In the midst of all this, Warhammer Online producer Jeff Skalski answered questions via e-mail to Massively.com about where the game is headed. "Right now, our focus is on improving the RvR campaign, career balance, and game performance," Skalski said. "These are critical to our long term success. We also continue to fix bugs and work on overall game polish. These are the things we sit down and discuss every patch planning meeting we have." Though we got a letter to the community from producer Jeff Hickman earlier, Skalski also addressed questions about appeasing both existing and new players, whether or not to merge servers again and the overall future of Warhammer Online in these troubled times.

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  • Asheron's Call lead designer talks 10-Year anniversary, the MMO market, more

    Not many MMOs last a decade, and this week marks 10 years since the launch of Asheron's Call, the fantasy MMORPG by Turbine Entertainment. Releasing several months after EverQuest, the game held its own and found its way to becoming one of the top MMOs of its time, providing fond memories for many players. "I'm very proud of Asheron's Call, even today," said former AC lead designer Toby Ragaini in an e-mail to Massively. "It really broke a lot of new ground and I still have people come up to me saying what a great time they had playing. That's a pretty wonderful compliment after 10 years." Ragaini, who has since worked on Sony Online Entertainment's The Matrix Online and is now working on a casual web-based MMO called Faunasphere, reminisced about working on Asheron's Call and spoke about what it's like working in the MMO market after 14 years of being in the biz.

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  • New screens for Freaky Creatures content update Freaky Adventures

    Although Free Realms continues to dominate kid-friendly MMO fare with five million users and counting, there are plenty of independent game-makers out there still vying for some market share. Case in point: Abandon Interactive's Freaky Creatures. Launched in March, the monster-themed MMO comes on a 1GB Flash drive with collectible action figures, and has players engaging in PvP battles, online chat and world exploration. The company recently started offering a free-to-play option for the game, and is about to release an update called Freaky Adventures, which brings new PvE content to the universe. Freaky Adventures will let players go beyond battle areas and their creatures' lairs and into new mission-based locales, adding new items, enemies and powers. The new Freaky Adventures content will be available to Freaky Creatures subscribers with no additional charges. Meanwhile, those opting for the free version will still get "most" missions, according to the developer, with just a few that are only available to the premium subscribers. Freaky Adventures is slated for November, which will be followed eventually by the space exploration-themed update Freaky Space next year. For now, check out some exclusive screenshots from Freaky Adventures. %Gallery-74466%

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  • Redefining MMOs: Developers weigh in

    What does "MMO" mean anymore? When we launched our "Redefining MMO" series over the summer, we began with a look at the terminology behind the games we play -- what the term "MMO" encompasses and what kinds of games it describes. But with the online games market expanding into new genres and incorporating new gameplay and social elements, the definition of "MMO" has changed. So is it time for a new word? We reached out to developers working on different MMOs. We asked what they thought about the word "MMO" and if it's time to eschew the term and come up with something new. Read on for thoughts from Cryptic's Bill Roper, Metaplace's Raph Koster, Mythic's Paul Barnett, Nexon America's Min Kim, Sony Online's Laralyn McWilliams, Turbine's Jeffrey Steefel and many more.

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  • Redefining MMOs: Developers weigh in, part 2

    Erling Ellingsen, Director of Communications, Funcom: "A bit surprising to me is that in terms of number of players, it hasn't changed a bit. Ultima Online, EverQuest and Age of Conan has roughly the same number of players per server -- which is quite interesting actually. These worlds have remained quite the same in size, so apart from EVE Online -- which is in a slightly different category because of their game world -- these games haven't become any more massive in terms of population and size of the game world. I'm still waiting for that super-MMO with 500,000 players, one billion square miles of fantasy world and a complex, virtual society filled with political intrigues and personal and social challenges. "The truth is, however, that the size and scope of MMOs has remained relatively the same except for development in graphical technology. It's the same number of people playing, roughly the same size of the world, and we're doing the same things -- building houses, killing critters, leveling up and looking for loot. In many ways, the MMO genre is still in its infancy, and I am looking forward to more advanced MMOs in the future that really challenge the genre standards. "We don't need [a new term for 'MMO'] yet, I think. We're still quite early in the MMO era, and I think some of the big changes are yet to come." Min Kim, Vice President of Marketing, Nexon America: "By definition, MMO means that a game is massive, multiplayer and online. MMOs therefore provide an environment where one player is able to interact with many other players through a setting facilitated through an internet connection. .. "Today, the term MMO is taking on a broader definition where character persistence combined with the ability to play with multiple people suffice (i.e. session-based MMOs like Combat Arms, and KartRider). MMOs have evolved to adopt multiple genres, and the gaming genre should now be attached like a suffix to "MMO" to fully describe the type of MMO a game is (e.g. MMORPG, MMORTS, MMOFPS). However, this starts to get confusing for many when one considers online versions of games like Texas Hold'em or Chess, where there are massive player bases that have high levels of engagement and some level of persistence. ... "I believe the definition of MMOs has elevated to a point where it is bleeding to define games that simply have players that play with each other online. At Nexon, we have tossed the idea of calling our games 'connected games,' 'live games,' 'social games,' etc. However, at the end of the day, our goal is to grow truly massive player bases. The reality is that the majority of these massive player bases probably won't care about whatever we call our games, as long as they are fun and keep them enjoying the experience. Rather than thinking of new terms, I want us to focus our energies on creating great playing experiences with massive player bases to justify the existence of the terms that currently exist. "When people outside the industry ask me what kind of games we work on, I simply say 'online games.' The frustrating result is that sometimes people respond with, 'I heard those poker games make a lot of money.' ... I would like people to call our games FFOs -- Fun Free Online games." Laralyn McWilliams, Free Realms Creative Director, Sony Online Entertainment: "It's interesting, because I think there is a shift in terminology. 'MMO' has come to mean a specific kind of massively multiplayer game, as the short version of MMORPG rather as a general term for all massively multiplayer games (where MMORPG is a subset of MMO). You see the term 'virtual world' used now to describe massively multiplayer games that don't feature strong character progression or RPG elements. We classify Free Realms as a 'virtual world,' despite the game's light stats and character progression, because Free Realms emphasizes moment-to-moment fun over the grind to level 80. "I think we'll see new terms evolve as the genres deepen and clarify. I would bet, for example, we start to see more sports MMOs, and then we start to see more specific kinds of sports MMOs. There will probably be an 'MMO' sports game, where you level up as a baseball player by playing baseball in the game, and there will probably be a 'virtual world' sports game, where you hang out, talk about your favorite teams, and have fantasy football in a virtual setting. It's such a new area in game development (which is itself a new field) that I think we have only just started to scratch the surface." Fernando Paiz, Dungeons & Dragons: Eberron Unlimited Executive Producer, Turbine: "To me, 'MMO' means a game where thousands of players can simultaneously connect together in a persistent world where they can play and socialize together. When the term was first used, it was narrowly defined to be a fantasy RPG game in the mold of Asheron's Call or EverQuest. Today MMOs are quite diverse and can be in a variety of genres and for a variety of audiences. "[We] probably [need a new term for 'MMO']. But no one has come up with a term for it that is both appropriate and catchy enough. I think 'persistent online game' is the closest phrase that captures the essence of what MMOs are. To me a 'virtual world' specifically describes a shared online environment. You can have a virtual world that is not necessarily a game." Bill Roper, Design Director, Cryptic Studios: "I don't think 'MMO' means anything differently now than it did when it was first used, except that now MMO almost always has an implied RPG (role-playing game) attached. "I think the [term] we have right now is simple and explanatory. If someone is going to make something outside of the understood definition, they should come up with an acronym or terminology that makes sense. For example, an MMOFPS (first-person shooter), or MMORTS (real-time strategy) would be examples of this. "'Virtual worlds' tend to denote a lack (or limited amount) of directed game play. These are more sandboxes that thrive or die purely on player-generated content. Second Life is obviously the best example of this concept. MMOs do best when the developer continues to create new content and give players new systems to explore with existent characters." Page 3 of Redefining MMOs: Developers Weigh In

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  • Redefining MMOs: Developers weigh in, part 3

    Jeffrey Steefel, The Lord of the Rings Online Executive Producer, Turbine: "It's been fascinating to see how the MMO game has been evolving over the past 10 years... A lot has happened. Games have become more complex, consumers mostly all have faster internet access, are comfortable buying things online and spending time online. Social connections now happen through the network as readily as in person or over the phone or through mail. Mass consumers regularly consume media content in small chunks through the network; whether its music, ppv video, eBooks, ringtones, games or even now television shows. "Players don't want to 'play' with thousands of people, they want to play with a small group in the presence of thousands. It's like an old-school arcade. You don't want to play pinball with 10 people, but playing by yourself in a crowded room is a lot more fun. Players have more varied play-sessions. Some still play for hours on end, some want to come in for some quick fun. Subscription is alive and well, but it is not the only way to charge for this kind of experience. Microtransactions, premium services and content, free online play are all creeping into the genre. "In other words, 'MMO' is too confining. 'MMO' was the spawning point for all kinds of new online entertainment. And it is reaching a much wider audience. Not to mention the critical importance of not only the game, but the service and media infrastructure that surrounds a good online experience. "So I believe what we're really building is entertainment services, that combine the flexibility and accessibility of the network, the appeal of social networking, the freedom of an online persistent universe, and the structured fun provided by video games. So it's hard to say there is one term that can cover all that this can be or become. I think we need to look at the ingredients -- persistence, sense of place, sense of purpose, social connectivity, social identity, social grouping, participatory experiences and storytelling -- and then perhaps try and find a name for it." Thom Terrazas, EverQuest Producer, Sony Online Entertainment: "Obviously 'massive' is the main theme to the name, but what was the target number of people online when the term 'massive' was [coined for] MMOs? I'm no expert by any means, but I believe the term first referred to a couple dozen simultaneous players if not hundreds of players existing in a virtual world, interacting between each other. When it started, it was with a lot of passion from many that pushed the envelope of technology that enabled the first dozen to be achieved. That just set the bar for others to improve on and it continues today. Today, it means everything. It's a game and it's a business and everything in between. It's a place you can go and leave everything else behind, but at the same time, it's a place you can visit and be everything you've ever wanted. It means a release from the real world and an invitation to your imagination. ... I think ['MMO'] only needs a new term for those that don't know what it means right now.....or what it was meant to be." Rich Vogel, Co-Studio Vice President, BioWare: "MMO to me means the ability to play with thousands of players in a world. This was actually coined by 3DO back in the Meridian 59 days and later adopted by EA when marketing Ultima Online. ... "It was coined over 10 years ago to convey a marketing message. There were no games that allowed thousands of players in one environment and it was a great selling point. Today, that feature is well understood. It has branched out beyond the RPG genre into others like MMOFPS, MMORTS, etc. "No [I don't think we need a new term for 'MMO']. I feel it has become its own category and a mainstream term that people recognize now -- especially after [World of Warcraft]. The term 'MMO' can be applied to any single player genre that wants to have a large-scale multiplayer component. ... "Star Wars: The Old Republic is an MMORPG in every sense of the term. BioWare has a long tradition of making great story driven RPGs and now we are entering into the MMO market for the first time. Our game has all of the traditional components of MMORPGs like combat, exploration, advancement, great loot, and crafting. However, we are going to add another element to the MMORPG genre -- storytelling the BioWare way." Raph Koster, President and Founder, Metaplace: "I think now, at this point, now that we've chopped the 'RPG' part off of it and just say 'MMO,' which by itself is a meaningless acronym. Massively multiplayer online... The problem is the very word massive is not particularly useful. Sorry Massively website! But the problem is that "massive" is kind of relative. New York is a massive city, until you go to Shanghai. It's completely relative. ... "I was never that crazy about [the term 'MMO']. We've been here before. There was a huge turf battle over the term 'MUD'... There were people coming up with MUVE, multiple user virtual environment... random acronyms people were coming up with to describe the field. Several of us kept saying, 'These are just virtual worlds, damnit!' Part of the reason why that was working okay was it was fairly easy to say, and MUDs do have a very specific kind of family tree that we can point at, and they all fall under virtual worlds. "That was great until people started calling things -- without any games in them -- 'virtual worlds,' excluding MMO-anythings. This is where you get people saying, 'Well, [World of Warcraft] is a MMORPG, it's not a virtual world.' And it's like...errrr. Because the battle has started all over again with people trying to appropriate the term 'virtual world' to mean Second Life or to mean Habbo Hotel. So now you have things like social virtual worlds and generic virtual worlds, and people think it means just Second Life, and that's... wrong. I'll say it bluntly, that's just wrong, because WoW is a virtual world and so is Second Life, and so is YoVille. A lot of people don't want to claim YoVille as being in the family, but it is. I much prefer to define these things by what they are rather than how many people they hold. "I do still say MMO, because at this point it usually has the connotation of game. If you say 'MMO' people assume you mean a game. ... Even us design types, we still need to know what we're actually doing. The terms, right? We need to agree on a language so we can talk about it. Disclaiming something that is a massively multiplayer, comma, online, comma, first-person, comma, shooter, and saying, 'Well, it's not actually massively multiplayer online'... whatever. That's clearly marketing talking. "There are people that call them MWOs, people that called them MOGs, and people that call them POGs. There's PSWs which is an art term for a specific sub-set of virtual world so that one gets misused all the time because it means 'persistent state world.' ... There are some others... PIG, I've seen PIG, 'persistent interactive game.' Massively: I don't think a game maker would like to call their game a "PIG." "Probably not."

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  • Fallen Earth's females get a more feminine facelift

    Women of the post-apocalypse should look more feminine -- at least that's what Fallen Earth players think.According to developer Fallen Earth LLC, players thought that the female characters in the post-apocalyptic MMO, which just launched yesterday, should have physiological qualities typically associated with women."Fallen Earth has never been about the sexiness of its females," said product manager Jessica Orr, "but after some comments from fans and a hard look at the female faces, we decided some changes were in order."That meant having the game's artist, Chris Allen, make adjustments to the facial models in order to differentiate the females more from the male character models. The changes, implemented in a recent patch, included removing "excess skin" from under the chins, raising the cheekbones, softening the jawline, thinning the bridge of the noses and tweaking the shape and placement of the eyebrows. Allen also raised the corners of the mouth to make the women have "less of a scowl and more of a neutral expression," Orr said. The result is what Fallen Earth LLC sees as "more feminine models that steer clear of the characteristic 'babes,'" allowing players to focus more on the game itself. Orr also answered a few more questions regarding the look of the female models and provided us with more comparison shots below. What do you think of the changes?

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  • Vogster Entertainment restructures, confirms office closings

    Vogster Entertainment, the maker of recently launched MMO CrimeCraft, confirmed that the company has restructured its resources, though its New Jersey headquarters still remains operational. The announcement comes following rumors from various sources that the company has completely shuttered, including a post from Giantbomb.com which stated employees at its Kiev, Ukraine office have updated their social networking profiles to "imply that they're looking for work."Vogster has just issued a statement to Massively saying that it is "restructuring to focus its resources toward the enhancement and expansion" of Crimecraft."As an independent developer, we need to be very strategic in our use of available resources and shift from already launched titles to support the ongoing development and growth of CrimeCraft," said Vogster's VP of development Daniel Prousline in a press statement. "We regret the necessary staffing changes and the talented employees that this impacts, but it is an unavoidable step in moving to the operational stage of CrimeCraft and optimizing for the development of yet to be announced titles."

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  • Fallen Earth fan gets tattoo, hasn't played game yet

    World of Warcraft tattoos are probably a dime a dozen, and if you've gotten one, you're relatively safe, because clearly that title's proved to have staying power.But how about getting permanent ink for a game that's not even officially out yet? That's what 25-year-old Sweden resident Joakim has done. The support technician for a Swedish internet service provider has gone out and gotten the logo for the upcoming post-apocalyptic MMO Fallen Earth on his leg.Both Joakim and developer Fallen Earth LLC have sworn that this isn't some coordinated PR stunt. We recently got a hold of Joakim via e-mail, and he explained why he got the tattoo and why he'll never regret it.

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  • Ultima Online expansion launches, producer discusses challenges, fans and the future

    Fans of the massively multiplayer online game genre know that Ultima Online paved the way for so many other titles. But twelve years later, should we still care? Though it's still touted as the first MMO to reach 100,000 subscribers, a lot has changed since 1997. The game's on its second engine, and its eighth expansion Stygian Abyss -- with a new playable race as well as new skills and play areas -- launches today. So while longtime fans of the franchise will no doubt be checking out what's new, we wondered if UO had anything to offer those who've never logged on. "Do we think we'll attract new players? Yes," says producer Calvin Crowner in an e-mail interview with Massively. "I think we will, simply because the average gamer out there is looking for a new play experience. I think they are finding the 'rail' method of adventuring is getting old and want a more expansive 'world' to play in... [Ultima Online is] a world without boundaries that every game since UO has tried to achieve, but not thoroughly captured." Crowner also talks about the challenges of working on the longtime-running game and if Stygian Abyss marks the beginning of a new era for UO... or the beginning of the end.

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  • CrimeCraft launches, producer responds to naysayers

    You still may be knee-deep in recent news about an expansion for a little game called World of Warcraft, but there are also a few other games being released before then -- like CrimeCraft, for instance. Developed by Vogster Entertainment, the crime-themed MMO (called a Persistent World Next-Gen Shooter or "PWNS" by its developers) has shipped and is available exclusively at Best Buy today. But ever since the gang-on-gang shooter's been announced, it's been criticized for just about every aspect -- its name, its business model, its crafting system -- you name it. "You have to take it with a grain of salt," said senior content producer Mike Donatelli of the criticism in an e-mail to Massively.com. "Some people had a preconceived idea of what they wanted us to be. They thought we were [Grand Theft Auto IV] online, and it's just not the case... There are a lot of risks, which is the reason why you haven't really seen a game like CrimeCraft before." As the former content design lead for Warhammer Online, Donatelli also spoke a variety of topics, including what he learned from his work at Mythic, what it's like to be at an independent developer and what we can expect for CrimeCraft following launch.

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  • Sega open to developing more niche MMOs

    With the success of Football Manager Live in the U.K., Sega is open to the possibility of making other niche MMOs in the future. During a Sega event in New York City last week, I spoke with Sega West president Mike Hayes about the MMO market. He said that the company's subscription-based sports MMO is doing well, and he discussed upcoming plans for the game. "Football Manager Live was a very U.K.-specific launch, and our next task is localization to take it to other territories," he said. "So whether that be France, Korea, Brazil or wherever there's a good football fanbase. It's certainly a project we're quite pleased with in terms of the progress we've made. As for future projects... we're looking at things." But if you're a soccer fan in the U.S., don't hold your breath if you're waiting for Football Manager Live to come Stateside.

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  • Star Wars Galaxies producer says new changes could make it the "best year ever"

    Before there was Star Wars: The Old Republic or even World of Warcraft, there was Star Wars Galaxies. Today marks the six-year anniversary of Sony Online Entertainment's epic MMORPG, and throughout the past six years, the game's seen a lot of changes. In an exclusive e-mail interview with lead producer Chris Field, he told us about the challenges of working on a six year-old game, their ongoing process of integrating fan feedback and what we can expect for SWG going forward. Hint: it's not going away anytime soon.

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  • Mythic employees shocked at Mark Jacobs' departure

    Mythic employees were surprised by their boss' departure, sources told me today. I spoke with a former employee, who asked to remain anonymous, about what they and their old co-workers thought regarding today's announcement that Mark Jacobs, the vice president and general manager of EA Mythic, will be leaving the company due to a new partnership with BioWare."People are shocked and in disbelief about Mark leaving," said the former staffer. "But they're also excited to be working with BioWare. I can't even fathom Mark leaving a company he loved so much, it was his life. Personally, I can't see that this is voluntary in any shape or form."

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  • E3 2009: CrimeCraft producer says game is the next step for Call of Duty, Halo players

    All Points Bulletin wasn't the only crime-themed MMO I saw at E3 last week. I also got to check out Vogster Entertainment's CrimeCraft. Just before the conference, the developer announced an August 25 release date, a monthly subscription as their business model and an exclusive deal with Best Buy. On the floor, associate producer Aaron Krasnov laid down what's new in the game, how it's different from APB, the help he got from former Warhammer Online developers and how CrimeCraft is a natural progression for players of Halo and Call of Duty.

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  • E3 2009: Fallen Earth lead designer says 'We're not the Fallout MMO'

    It's a post-apocalyptic world. Civilization has completely collapsed. You find yourself scavenging for food and supplies on a barren American frontier. And the thing you're looking for? Clean water. Just watch out for giant mutants along the way. No, I didn't just describe a Fallout game. Well, actually I did, but I'm also loosely describing the plot of Fallen Earth. Developed by North Carolina-based studio Fallen Earth LLC, the MMO shooter takes place during the near future in America's Grand Canyon and allows players to switch between third- and first-person views. The game promises over 600 hours of play, extensive character customization, no fixed classes but six factions, and plenty of everything that good MMOs have to offer: an epic, immersive story, voice-over in missions as well as tons of equipment, weapons, vehicles, crafting and PvP. However, besides all that, there was one main idea that lead designer Lee Hammock wanted me to take away from our demo session at E3: Fallen Earth is not the Fallout MMO. See his explanation why.

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  • E3 2009: APB lead designer EJ Moreland on the term 'MMO' and competing with WoW

    Just from what we saw at E3, we know that Realtime Worlds' All Points Bulletin isn't your typical MMO. After I checked out the crime game's expansive character customization and grilled lead designer EJ Moreland about it, he also talked about a variety of topics, like how the terms "MMO" and "PvP" don't apply to APB, the MMO elements the game has, how some Crackdown fans might be disappointed and, of course, competing with the "800-pound gorilla" that is World of Warcraft.

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  • E3 2009: APB lead designer EJ Moreland on player customization and creativity

    Ever since it was shown at GDC last year, All Points Bulletin has been one game that both MMO and shooter players alike have been following closely. During E3 this past week, Realtime Worlds, the Scotland-based studio headed by Grand Theft Auto creator Dave Jones, announced that the massively multiplayer crime-themed game will be published by Electronic Arts. After getting a close look at APB's detailed customization options during a demonstration at E3, I spoke with lead designer EJ Moreland, whose past work includes EverQuest II, Star Wars: Galaxies and Ultima Online. During the interview, Moreland talked about the importance of having players feel unique, being compared to Spore and the possibilities in APB's future.

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  • E3 2009: A look at APB's extensive character customization

    There's been a lot of speculation about All Points Bulletin, the upcoming game from Crackdown developer Realtime Worlds, but at a closed-door demonstration at E3, we were finally able to take a good look at the game with lead designer EJ Moreland. And while many MMOs have detailed character customization, we've never seen anything quite like this.During the video presentation of the game, Moreland said that the developers were focused on "the three C's" -- creativity, conflict and celebrity. The heart of APB is giving players the maximum flexibility to create what they want. Using the same customization tool that the developers use to make the thousands of NPCs in the game, players can modify their characters in a myriad of ways.%Gallery-64700%

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