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  • From Virtual World to MMO: Gaia Online

    by 
    Shawn Schuster
    Shawn Schuster
    04.30.2008

    "A lot of MMOs have the same experience where[ever] you go or no matter what you've done for how many people are in the area. It's a big treadmill of killing monsters and getting loot. We still have that, but we also have aboveground game like golf that people can play even if there's a battle raging around them." Dave Georgeson, Senior Producer for Gaia Online.As Gaia Online prepares for its closed beta, we're getting a bit more of a glimpse into what this MMO version of the current virtual world is all about. In a recent interview with Dave Georgeson, he explains why they're making that transition from a virtual world to an MMO and why it will be beneficial for existing players, as well as new players.Building an MMO from an existing fan-base is a helpful first step, just look at WoW and LotRO, but is it enough to make it last in this still-not-officially-named MMO? With over five million current Gaia Online players, you'd think an instant audience is a good thing, but the problem becomes more an issue of keeping those current users satisified with their new MMO shell, and simultaneously drawing in new players.

  • SocioTown enters open beta

    by 
    Shawn Schuster
    Shawn Schuster
    04.14.2008

    SocioTown? Seriously, didn't anyone in the marketing department realize the potential implications of an ironic name like that? Despite the fact that SocioTown is not a new title by Rockstar Games, as the name would suggest, it is still creating a buzz. Who knows, maybe the out-of-context name will be a bonus for the game's sales. Heck, it worked for the Wii.So besides the name, how is this new browser-based social-networking MMO any different from the others currently working their way through open beta? According to the website, SocioTown is "the biggest and most sophisticated browser-based 3D virtual world to date". Your friend network is automatically based on who you talk to the most, which is an interesting feature. You can even perform your own music within the game, to be rated by the other players in real time. If they love it, you're on the fast track to rehab, but if they hate it, you could end up with a temporary music ban! Now we just need one of those in real life.

  • Bridging the gap between MMO and social networking

    by 
    Shawn Schuster
    Shawn Schuster
    04.14.2008

    Think of it as a mix between The Sims and Facebook, with a bit of EVE Online thrown in for good measure. That's our impression of Erepublik so far. Following a recent trend where the target demographic seems to be the casual, browser-based audience, Erepublik enters this niche as an actual strategic alternative to the normal social networking site.Not only will Erepublik attract a variety of players, but it offers quite a few unique features not found in any one place currently. You can choose among 4 career paths within your country, and most of the environment is created by the users themselves. At the moment, the game is in the invite-only beta stage, but they boast 10,000 users from 43 different countries involved in the beta process now.

  • Crackwhip, your source for MUD-style D&D gameplay

    by 
    Akela Talamasca
    Akela Talamasca
    03.31.2008

    One of the greatest things about the Web is that there's no such thing as obsolescence. Anything you have ever loved is out there, somewhere, waiting for you to find it and love it again. Such is the case with old-school MUDs, where virtually everything, from gameplay to character creation, is text-based. Well, the creators of Crackwhip have been missing those days, so they've brought the glory back with their browser-based text adventure. Alongside the text you'll find simple graphics that represent objects, areas, and characters from the game. Additionally, these guys understand addiction -- from the press release: 'Want to play CrackWhip at work? No problem; at the top there are check boxes, uncheck these to turn graphics off, this way your computer screen will not reveal graphics as you quest for glory and coinage at your place of work.' Ironically, of course, those of us with jobs that are somewhat graphics-rich will be firing off a huge flare when our supervisors see a text-only screen.Regardless, if you've been pining for the days of yore and want to return to a time when imagination was the killer app, check out Crackwhip.

  • How Lila Dreams was able to do a lot with a little

    by 
    Mike Schramm
    Mike Schramm
    03.28.2008

    Here at Massively, we're slowly becoming bigger and bigger fans of Lila Dreams, a tiny little MMO with some big ideas so far. The latest post over at the dev blog talks about how they made the best use of things that would normally be thought of as limitations in MMO design, and actually came out of it with more creativity than if they'd used more traditional MMO technology. The game is built in Java and Flash and is only 2D, but instead of settling for cheap animation, the designers actually used the drawback as a benefit, and designed a 2D scheme that lays down a set of bones, which can then be customized with any art that the designer wants to put in. What that means for players is customization -- the animation is designed around movement, not specific art, so lots of clothing or items or shapes can be put in their places, and the animation will still work.It also means, they say, that anyone can be designing animation, since instead of drawing frames or creating movement, you're just dragging keyframes around until they look right. The idea itself isn't necessarily new (lots of designers have used this "paper doll" philosophy, and of course letting anyone do animation doesn't guarantee that Lila Dreams will be anything special), but it's a good sign of the creativity of the Lila Dreams team that they took what most MMO developers would see as a negative (the limitations of Java and Flash), and made something interesting out of it. Can't wait to see they game they're cooking up.

  • Casual vs. Hardcore lecture at IMGDC this weekend

    by 
    Shawn Schuster
    Shawn Schuster
    03.27.2008

    It's the eternal debate: hardcore vs. casual. Which one are you? Game developers are at a pinnacle moment now where they need to decide which is their target audience. Many have made attempts at covering both sides of the coin, and even fewer have succeeded. But recently it's become more an issue of addressing this topic from a business point of view. According to indie developer Rebel Monkey's co-founder Nick Fortugno, web-based casual online games are where it's at. He cites such examples as Club Penguin, Pogo.com and (heaven forbid) Webkinz as expanding the idea of what an MMO can be. From a money-making standpoint, this would only make sense, but we just worry if it will siphon away from the hardcore market's capital funding.So at the Indie MMO Game Developer's Conference this weekend, Nick Fortugno will address this daunting issue at his lecture "What Your Mother and Your Ten-Year-Old Can Teach You". He will mainly explore the direction that our online games are taking, and the lessons casual games teach about reaching a broader audience. It will be held at 4 p.m. Central on Sunday, March 30, 2008, in the Minneapolis Convention Center.

  • Dewmocracy: from Mountain Dew marketing to MMO?

    by 
    Chris Chester
    Chris Chester
    01.28.2008

    When it comes to MMOs, we here at Massively see it as our charge to explore every type of game out there, whether it be multi-million dollar blockbuster title in the making like Warhammer Online or a simplistic browser-based game like Dofus. We don't discriminate. Except, as in the course of my warm-up lap around the internet this morning, when I see the term MMO co-opted as a corporate buzzword for "anything online that appeals to the 18-35 male demographic." When I found a story claiming that Mountain Dew's new "Dewmocracy" campaign was part MMO, and a successful one at that, I was skeptical, as you can well imagine. Part of the spirit of the campaign is a story (penned by Oscar winner Forrest Whitaker no less) set in a sort of dystopian future where a man's soda options are enforced at the business end of a policeman's baton. Players are tasked with coming up with the newest flavor of Mountain Dew, which will be put to a national taste test later this year, and presumably free mankind from the long arm of tyranny.Instead of factions in the tradition sense, you align yourself with whatever new flavor of Mountain Dew you like best. At this stage of the game, most of the preliminary flavor choices have already been made, so it's largely about branding. Using a flash-based interface that is strangely reminiscent of the MUDs of yore, you're tasked with making logos and other branding pieces to be voted on by other players of your faction. This is linked with a number of little mini-games that are derivative even by Webkinz standards. The only really "massive" aspect of the game is the fact that players get to vote on their favorite flavors and advertising materials.What's perhaps most startling is that, even though this Dewmocracy thing hardly qualifies as an MMO in even the loosest sense of the term, their VP of Marketing has expressed an interest, and here I assure you I am not joking, in "expanding it into a long-term MMO." Pirates of the Unquenchable Thirst? Tabula Cola? World of Dewcraft? The mind reels in horror.