daniel-myers

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  • The Game Archaeologist jacks into The Matrix Online: The highlights

    by 
    Justin Olivetti
    Justin Olivetti
    05.10.2011

    It's not every year that a movie comes along that captures the pop culture zeitgeist so powerfully and so quickly as The Matrix did. I recall lugging a few college friends along to see this in 1999 -- having heard only a few sparse details about it beforehand -- and coming out of the theater feeling as if we we'd been electrified. The bold mix of science fiction, martial arts, philosophy, action, and leather ensembles became the smash hit of the year, and a franchise was born. And while we had great hopes that this would be this generation's Star Wars, The Matrix ultimately proved to be a lightning-in-a-bottle phenomenon, impossible to recapture once unleashed. Sequels, animated shorts, video games, comic books -- none rose to the height of the original film, and eventually the franchise petered out. During this period, an odd duck of an MMO was born: The Matrix Online. When you think about it, an online virtual world where people log in and fight against programs was a really short hop from the movie series. MxO, as it was abbreviated, was an audacious game with unique features, story-centric gameplay and a sci-fi bent in a field of fantasy competitors, and while it only lasted four years, it was enough to make a huge impression for its community. So by popular demand, this month we're going to revisit the 1s and 0s of The Matrix Online to see just how deep the rabbit hole (and well-worn cliche) goes -- and what made this game stand out!

  • The pain and suffering of MMO shutdowns

    by 
    Justin Olivetti
    Justin Olivetti
    10.29.2010

    Like life itself, the MMO industry doesn't often seem fair -- promising games can die premature deaths while creaky antiques continue to chug along just fine. When an MMO like APB or Tabula Rasa announces that it's closing its doors after only a couple years (or months), the first reaction is usually to ask, "What in Sam Hill happened and why are they doing this to me?" Yet what isn't always considered is the emotional fallout on behalf of the devs. Over at Kotaku, Michael Fahey examined the fallout when MMOs are shuttered prematurely, using the examples of Auto Assault and The Matrix Online as case studies. NetDevil spent four years developing the former, which lasted a mere fraction of that time -- 16 months -- as a live game. Ryan Seabury testifies to the pain that this causes for a dev team: "I won't lie, it hurts like hell still over four years later... Naturally, if a universe like Auto Assault that you sort of mentally attach to over multiple years suddenly ceases to exist, it's like a part of you dies." He personally points to NCsoft as the reason for Auto Assault's closure, stating that the game might still be in operation if it wasn't for the publisher's lack of faith. On the flip side, The Matrix Online had a longer run and plenty of time to prepare for the end once word was passed down. Then-Community Manager Daniel Myers says that the decision was a matter of dollars and sense. Still, Myers admits that it continues to affect him: "There are still days that I wish I could log in and see the Megacity again. I don't know [if] that will ever completely stop. I kind of hope it doesn't."