design-rut

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  • The Soapbox: Applying Neal Stephenson's Innovation Starvation to MMOs

    by 
    Jef Reahard
    Jef Reahard
    10.25.2011

    Disclaimer: The Soapbox column is entirely the opinion of this week's writer and does not necessarily reflect the views of Massively as a whole. If you're afraid of opinions other than your own, you might want to skip this column. You've probably heard of Neal Stephenson. The celebrated sci-fi author recently released his 13th novel, Reamde, and while it treads a little closer to traditional thriller territory than some of his more cerebral efforts, it still packs a futurist punch (and even led the author to comment on MMOs, virtual worlds, and World of Warcraft in a recent interview). In addition to speculative fiction, Stephenson is also prone to the occasional essay, the latest of which found its way onto the intarwebs a few weeks ago. While not directly related to the gaming or massively multiplayer industries, the piece does feature some interesting observations about the stagnant creative culture to be found in contemporary corporate America, and Stephenson also offers plenty of food for thought that can be applied to the current state of the MMO space.

  • Gazillion's president says MMOs are in a rut

    by 
    Jef Reahard
    Jef Reahard
    10.11.2011

    "I think MMOs in general are in a rut. It's still mainly WoW clones. A lot of people have done these games, but it's been that same kind of gameplay, and that doesn't mean that's what it has to be," says Gazillion's David Brevik. Who's David Brevik? Well he's the president and COO of the company bringing you the free-to-play Marvel Universe MMO (yeah, the one where you can't make your own character). More importantly -- in terms of gamer cred -- he also co-founded Blizzard North. Brevik was recently interviewed about WoW clones, free-to-play business models, and everything in between, and you can read the full text at GamesIndustry.biz. You'll need to register for an account to access the content, but registration is free.

  • The Soapbox: Same old song and dance

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    03.08.2011

    Disclaimer: The Soapbox column is entirely the opinion of this week's writer and does not necessarily reflect the views of Massively as a whole. If you're afraid of opinions other than your own, you might want to skip this column. Our very first Soapbox column, you might remember, was one that I wrote. It was on the topic of World of Warcraft clones -- specifically, the fact that it's not really World of Warcraft's fault that a lot of developers have decided to copy an existing success rather than branch out into new territory. And the list of WoW-likes continues to grow rather than shrink, although naming games tends to produce frothing vitriol that isn't particularly helpful. But there's more going on than simply a parade of copies. Games increasingly aren't just copying the lead of WoW; they're copying a wide variety of the game's design decisions, even if those decisions don't make much sense in context. I'm not fond of the claim that creativity is dead in the MMO industry, but we're definitely knee-deep in a design rut for a number of reasons.