tiny-speck

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  • Working As Intended: Dabbling in indie sandbox Villagers and Heroes

    by 
    Bree Royce
    Bree Royce
    05.23.2014

    Villagers and Heroes is not the sort of sandbox that gets a lot of coverage in the gaming press. You can't gank in the game. No one will murder you for your ore or your logs. There are no petty internet crime lords generating scandals or developers being ousted for cheating. Clichéd zombies are not waiting to slaughter you come nightfall. You cannot fall off a cliff or treetop pathway to your death. You never have to walk 10 miles uphill in the snow both ways to get to your house. You don't have to wait in line for an instance. You don't really have to fight at all. In fact, the worst thing that might happen to you is that you'll run out of energy.

  • The Game Archaeologist: The care and feeding of older MMOs

    by 
    Justin Olivetti
    Justin Olivetti
    03.01.2014

    When an MMO has reached a certain age and dwindled to a certain player population, what do you do with it? Do you put it out to pasture, nurture it, or put it down? With some of our older graphical MMOs approaching their 20th anniversaries, the question of what studios should do with aging titles is becoming very important. It's not just important for the games in question but as a precedent to the population of games that will one day become just as old. Lately we've seen different studios act on this topic in a wide variety of ways, all of which I find fascinating. Some of these games have seen tragic ends, while others may be entering into the enjoyable golden years. If nothing else, it's shown me that there isn't just one set answer for this and that some devs are hoping to do the right thing by their companies and their players.

  • The Game Archaeologist: Four efforts to preserve dead MMOs

    by 
    Justin Olivetti
    Justin Olivetti
    01.04.2014

    As I type this, we are now living in a post-Warhammer Online world. You can probably tell by all of the rampant looting, devastating earthquakes, and heart-rending sobs coming from your neighbors' homes. For me, it's a strange thought that this game simply isn't there at all any more -- and there's no way to go back and play it, ever. Or is there? When it comes to MMO sunsets, there are varying degrees of death. Sometimes a closure isn't as final and complete as we might assume, and between the passion of developers and those of fans, we're able to revisit these games long after their expiration date. For a writer who is keenly interested in preserving MMO history, these efforts are of great interest. So today we're going to look at four ways that people are trying their hardest to preserve dead MMOs -- and even let you play them once more. And I'm going to write about this without using the forbidden "E" word, too!

  • Glitch fan remembers Tiny Speck title with massive avatar poster

    by 
    Jef Reahard
    Jef Reahard
    12.09.2013

    MMOs come and MMOs go, and while every game was someone's favorite, there are a few enormously influential MMOs that continue to be enormously influential long after they've closed down. Star Wars Galaxies was one. City of Heroes was another. And while Tiny Speck's Glitch was only around for a fraction of those titles' long-lived lifespans, it nonetheless made an impression. Don't believe me? Check out artist Cami Avellar's contribution to the one-year anniversary of Glitch's demise. It's a poster featuring over 250 Glitch avatars, and it took over three weeks and 100 hours to make! [Thanks Danielle!]

  • Glitch assets freely available to public

    by 
    MJ Guthrie
    MJ Guthrie
    11.18.2013

    Those who have mourned the closure of the 2-D browser sandbox Glitch now have a new way to revel in the memories: all of the game's art and animation assets. Tiny Speck has released everything into the public domain, so instead of only owning just a hardcover book of Glitch's art, fans can actually get their hands on the art and use it for whatever they want. What's included? Everything really, even the kitchen sink! President Stewart Butterfield said, "The team at Tiny Speck put years of work into the art for Glitch: many thousands of hours by a hugely talented team [spent] on illustration, animation, character designs, effects, avatar systems and environmental. The game didn't make it, but [we] couldn't stand the thought of all of that creative work shuttered away forever. Making it freely available to all as a public good is a worthy legacy for the project. We hope it will be useful for other creative projects, from student and artistic work to unfettered commercial use." [Source: Tiny Speck press release]

  • Free for All: Why MMOs should be kept alive forever

    by 
    Beau Hindman
    Beau Hindman
    06.26.2013

    We generally avoid the topic of emulator servers here at Massively for various reasons. I have different reasons for not discussing them as well, mainly that I do not agree with the use of art (games are art) without the owner's permission, no matter what. I want to get that out of the way now so we can discuss today's topic without filling the comments with emulator links we'll have to delete. And that topic is this: Should we maintain dead or dying MMOs after closure? I started thinking about this idea because I am currently wrapped up in a project to collect and catalogue every major bookmark of my life until I am "caught up" to about the time I started working at Massively. As part of the project, I am looking to save old pictures, projects and music, especially ones that exist on paper. Paper rots, after all. The project has made me think much more about my long history with MMOs. Should I be concerned that some of the digital versions of myself have or will disappear as games are sunsetted? Should we do something about this? I think we should, but if not emus, then what?

  • Journey producer Robin Hunicke to speak at Boston Festival of Indie Games

    by 
    Mike Suszek
    Mike Suszek
    05.18.2013

    The Boston Festival of Indie Games has announced that its keynote speaker will be Robin Hunicke, former executive producer of Journey. Hunicke's talk, Finding Meaning in Gameplay, will "focus on how developers can create games that inspire new feelings, by looking inward and examining the everyday experiences of their own lives," according to the festival's site. Hunicke left thatgamecompany in late March 2012 for Tiny Speck, before co-founding indie studio Funomena in September 2012 with former thatgamecompany programmer Martin Middleton. The Boston Festival of Indie Games, which is in its second year of existence, will be held on September 14. Its planners are raising funds on Kickstarter to improve the event, and are currently $2,414 shy of their $15,000 goal with 11 days left in the funding campaign. Incentive for those pledging $25 or more (aside from a warm, charitable feeling) is a PC bundle that includes Fieldrunners and Go Home Dinosaurs.

  • Takahashi shows off over 200 unused Glitch ideas

    by 
    Shawn Schuster
    Shawn Schuster
    05.03.2013

    It may be gone, but it's not forgotten. Tiny Speck's browser-based MMO Glitch closed late last year, but a recent addition to the game site's encyclopedia adds almost 200 internal design "Quick Ideas" from designer Keita Takahashi. These notes not only prove that Glitch was (and could have further been) a truly unique MMO, but they show why Takahashi was hired in the first place. OK, Katamari Damacy probably had something to do with it I guess. If you were (and are) a fan of Glitch, this is certainly worth a look. Be prepared for the sads.

  • Glitch art book shatters fundraising goal

    by 
    Shawn Schuster
    Shawn Schuster
    01.18.2013

    Glitch may be down, but it's not out. The whimsical, non-violent MMO closed its doors on December 9th of last year, but fans of the game still hold its memory close to their hearts. That's exactly why former art director Brent Kobayashi (AKA Meowza, AKA Kukubee) decided to gather together everything that he and the Glitch art team designed over the years, including never-before-seen concept art and some worlds that didn't make it to the game. Through Indiegogo (one of the many alternatives to Kickstarter), Brent set up a project to raise $17,000 for production of a hardcover book showcasing the art of Glitch. But as happens with the internet, the initial goal was shattered with the current money raised at just over $105,000 with 34 hours left to go on the campaign. The good news is that this book will certainly become a reality. The better news is that you still have time to grab one for yourself! [Thanks to Sounder for the tip!]

  • Free for All: The second annual Frindie Awards

    by 
    Beau Hindman
    Beau Hindman
    01.02.2013

    It's time once again for the Frindie Awards, my attempt to shine some light on the best indie, browser-based, free-to-play, and unusual MMOs that are all-too-often ignored by press -- and players. This one is for the little guys! Well, mostly. It's also for those games that seem to have passed under the collective radar of Massively readers or that seem to be very misunderstood. Picking the winners this year is just as hard as it was last year, maybe even harder. 2012 was an incredible year for MMOs, so I would rather have just put together an article that highlights every single favorite. In the end, it's more helpful to make myself pick out a winner. It's a rare thing for some of these games to even receive a nod on a major website, something I still can't figure out. Either way, it's best to think of all of the MMOs on this list as my favorites from 2012. Anyway, let's get to the awards!

  • Free for All: The continued confusing misuse of the beta tag

    by 
    Beau Hindman
    Beau Hindman
    12.19.2012

    I was thrilled when I read a recent news post about one of my favorite MMOs, Wurm Online, finally releasing to the public. Wait a second, releasing? I've been enjoying the game, spending money on it, and forming a Massively village over the last few years. I also know that the game was running -- and charging -- before that. So how do the developers explain the game's recent switch to "released"? What it means is Wurm will contain the (improved) features that we consider make the game marketable. We will finally have character customization, visible armour, multi-story buildings and nicer looking creatures. This is the kind of statement that leaves players like yours truly a bit baffled. I think that posts and delayed "releases" like this are actually damaging to the game in a subtle way. In fact, this week I decided to look at games like Wurm that coast along under the "beta" banner for a long time, for good and bad.

  • Free for All: Why I prefer primitive graphics over realistic imagery

    by 
    Beau Hindman
    Beau Hindman
    12.05.2012

    There are a few divisive topics that I can bring up in my columns that will be guaranteed to not only bring in the comments but light a fire to the comments section. I've learned that browser choice is a hot topic. PvP versus PvE will always cause players to erupt. Mac or PC? That topic will not end in civil discussion. If I really want to hurt a reader's feelings, cause insults to be hurled at me, and provoke readers to accuse me of attempting to bring game development -- real game development -- to its knees, I can bring up graphics and gaming power. As in gaming rig. But I'll be brave this week and explain just why I prefer more primitive graphics over high-end visuals.

  • Free for All: Justifying the subscriptions I maintain

    by 
    Beau Hindman
    Beau Hindman
    11.28.2012

    Subscriptions are a funny thing. For as long as I can remember, they've represented a level of quality to many gamers. To those players, only those funny Eastern MMOs didn't have a sub. Granted, I loved a lot of those funny Eastern games and didn't care how a game monetized itself. Watching Western players spin on a dime about subscriptions has been a pretty weird experience. The Western developers have changed as well, providing tiered services and other models that would have been seen as suspicious only years ago. I've been known as a free-to-play guy for a while. Heck, I was originally hired here at Massively to cover free-to-play games. Now that there are more free games than not, this column has spread out a bit, covering multiple topics. Payment models do still come up, as they did this week. I thought it'd be cool to examine the subs I do maintain and why -- not press accounts or accounts from long before I began working at Massively, but accounts that I choose to pay for with my own money.

  • MMObility: Why the closing of Glitch matters

    by 
    Beau Hindman
    Beau Hindman
    11.23.2012

    When it was announced that Glitch was closing, I felt a blend of shock and sadness. Glitch is one of my favorite MMOs, but it's special for a number of reasons. The game achieved a lot in a crowded market that is filled with the same gameplay, same lore, and same stock characters that we have seen for years, and it achieved all of this within a Flash-based browser environment. The official announcement gave us a lot of clues as to what happened, but it looks like the money was just not enough to keep the game afloat. It's also very possible that the money was enough, but just barely. Running a business is hard, and running an MMO that is so unique and unusual can be the same as living paycheck to paycheck. It's stressful and scary when the future is never certain... sometimes it's easier to call it quits.

  • MMObility: Windows 8 and gaming in the Metro browser

    by 
    Beau Hindman
    Beau Hindman
    11.09.2012

    So, you've heard about the recent Windows 8 release but aren't sure whether or not you should upgrade? How will the operating system affect your gaming, and are you going to go with any of the Microsoft Surface products? All of these questions can be answered in numerous ways, but I wanted to answer it from the standpoint of a mobile gaming fan. After all, it is my belief that mobile gaming will soon dominate gaming in the world... might as well be prepared! But how does Windows 8 affect a mobile MMO fan like yours truly? Well, Windows 8 does a heckuva lot. It offers a ton of flexibility and fun new ways to interact with your PC. But it can also be a very confusing new addition. I sat down to figure out some of these issues with the help of Ben Adams, CTO of Illyriad Games. He knows more about mobile tech than I do and was able to sort out the differences between the Windows 8 browsers for me. Let's get to it.

  • MMObility: Are Glitch's Feats smart design or mindless grind?

    by 
    Beau Hindman
    Beau Hindman
    11.02.2012

    Live events are a funny thing. They can be some of the most exciting content and can possibly cost developers very little. Sure, there are massive big-budget events like anything building up to a World of Warcraft expansion, but there are also wonderful smaller events like welcoming new characters to Ryzom or tournaments in Illyriad. Live events can be very, very simple but can also be absolutely thrilling to players. We don't need much to make us happy, and live events are a great way to do it. Glitch has been mad about live events for a while, although developer Tiny Speck and the players might refer to them as something else. The example I want to talk about today is Glitch's Feats, great events that not only pull parameters from lore but give almost every player from every experience level something to do. Some see live events like Glitch's Feats as nothing more than excuses for overly passionate players to grind their way into virtual glory. While there is definitely some of that going on, I have to ask whether it's possible to have a live event that gives grinders something to shoot for while allowing casual players like yours truly something to do as well. We all want to feel included, and Feats do a pretty good job of that.

  • Free for All: Casual is as hardcore does and the daily gaming list

    by 
    Beau Hindman
    Beau Hindman
    10.31.2012

    It's always a lot of fun to compare casual players to hardcore players. We've all seen many articles and had our own discussions on the topic and it never seems to stop being entertaining. After all, how much or how intensely a player plays an MMO can help predict how that player might react to market changes or to new titles, so we can easily see how developers will always be interested in the information even when we tire of it. For me, personally, I would rather skip the whole discussion and just talk about how I play casually. I can list hours played and titles accessed, but I think it would be a better idea to sketch out a rough but typical day or week in my household to illustrate just how someone who considers himself casual is actually quite committed. Does that mean I am hardcore in certain cases? I don't care anymore, frankly. What I care about is seeing if how I play is completely alien or if there are other players out there who love to do what I do. Let's call it a cry for help... or at least information.

  • MMObility: Finding the fun within the browser

    by 
    Beau Hindman
    Beau Hindman
    10.05.2012

    Fun is an odd thing to define. I have to be honest and say that I don't often have fun when playing MMOs. I don't. I enjoy myself, sometimes to an amazing degree, but I don't have what I would call "fun." When I play a game like Wurm Online or Parallel Kingdom, I am not having fun but am having something closer to the feeling you get when you read a good book. You know the feeling: You're breathing deep, lying on the bed, possibly, very relaxed. OK, I understand how dirty that sounds, but you know what I mean. Playing a good MMO is often like playing chess. It's not really fun, but it is still a very good thing. Browser-based titles can often be enjoyable, but the normally limited graphics and sometimes click-and-wait gameplay means that I get more of a scratch-my-chin sort of feeling when I leap into Illyriad or other games. Of course, in-browser graphics are changing and becoming more and more like standard client-based MMOs. Thanks to Unity and other engines, we can play in immersive, three-dimensional worlds in our browser. Smartphones are becoming more tablet-like, and mobile games are quickly becoming more like standard gaming as well. So what do we play when we want to have simple fun?

  • MMObility: Glitch's change log describes a very busy Tiny Speck

    by 
    Beau Hindman
    Beau Hindman
    09.14.2012

    Glitch has quietly been working its way through beta, adding new content and tweaking exisiting content while many wanna-be players await their turn in the world of Ur. I love the fact that I can log out of the game for several days or a week and log back in to find some newer, better way to play. I'm a bit shocked that the game is taking as long as it has to "re-launch" because it has been a very wonderful and airtight experience for a while. I have a feeling the team at Tiny Speck is a bit on the obsessive side. How many updates have there been? If you aren't following @PlayGlitch (or @GlitchLog) on Twitter or reading up on the official blog or forums, now is as good a time as any. But I thought it'd be a good idea to round up some of the best for you.

  • Why I Play: Glitch

    by 
    Beau Hindman
    Beau Hindman
    08.01.2012

    As I began to write this column, it struck me that there are some people who do not actually want to play Glitch by Tiny Speck. I wanted to change the usual title of this column to "Why, of course I play Glitch!" but then I thought about my editors glaring at me from across an email. I guess I should explain my love for Glitch, the type I normally reserve only for certain wonderful titles like RuneScape, Dark Age of Camelot, Mabinogi, Wurm Online, Ryzom, MilMo, or even World of Warcraft years ago. I apologize, but it's a bit hard to explain something that seems so obvious. Some people probably consider Glitch a game for younger players or for players who are not as serious about their digital lifestyle. Why Glitch would not be taken as seriously while a game like Darkfall or (ironically) World of Warcraft is considered a more serious gaming venture is beyond me. But then, I think all gaming is silly... that's why it's wonderful.