gamasutra

Latest

  • 38 Studios goes Unreal

    by 
    Eli Shayotovich
    Eli Shayotovich
    03.05.2008

    Gamasutra is reporting that 38 Studios has decided to go with the Epic's Unreal Engine 3 to power their upcoming MMO (codenamed "Copernicus"). A few weeks ago 38 Studios picked BigWorld's technology suite for the back-end of things, so it's no surprise that they would grab the best graphic engine currently available. Whatever MMO "Copernicus" turns out to be (most recent game description says: "an original IP made up of fantastical elements, settings, characters, creatures, rules, and experiences") should at least look really, really good.

  • Comparing subscriptions and microtransactions made easy

    by 
    Michael Zenke
    Michael Zenke
    03.04.2008

    While asking for subscription payments is still a popular business model for MMOs, increasingly it's just one option among many. Free-to-play, ad supported, microtransactions, and even straight Real Money Transfers are all being used as viable methods to get people in and playing. Aside from the vigorous debate this issue raises, it's also incredibly challenging to compare games that use subscription-style pricing with free-to-play/microtransaction games. Who counts as a 'player' if theoretically everyone on earth with a PC *could* be playing your game?Over at Gamasutra CDC Games' Ron Williams attempts to answer just that question. Williams offers that there are actually a large number of data points to track when determining the health of an online title, including the total number of unique visitors (UV) to the game's website each month, the number of new players gained each month, the number of new players that convert to paying players, of the game, and (of course) the total number of paying users for the game. He goes on to offer a few theoretical examples of game data to prove out how, given sufficient data, comparisons between apples and oranges are not that hard to make.

  • Are games Art? It doesn't matter

    by 
    Akela Talamasca
    Akela Talamasca
    02.14.2008

    Something I keep hearing and reading in my favorite gaming podcasts and blogs is the notion that our beloved industry will finally have 'arrived' when games are taken seriously as works of Art. That somehow, the media will stop vilifying our favorite pastime and welcome us with open arms and hearts if only we could justify our hobby by making it more palatable to the public, under the imprimatur of Art. Jim Preston at Gamasutra takes this idea on by suggesting that the 21st Century's idea of what Art is is so disparate and devalued that the term itself bears no particular cachet. It's a great piece and deserves your eyeballs, but I'd take it even farther: Not only is it unimportant for games to be considered Art, but that the concept that Art is something that should be valued for its own sake is completely meaningless.

  • Twofish to make microtransaction economies easier with middleware

    by 
    Michael Zenke
    Michael Zenke
    02.12.2008

    Gamasutra notes that a new middleware company is offering online game developers tools to manage their in-game economies. Twofish is the name of the startup, and their offering (Twofish Elements) is intended to plug directly into the backend of any in-development Massively Multiplayer Online Game. Their product seems to be geared at allowing indie developers to offer a microtransaction economy similar to the one Nexon uses in Maple Story.The company was founded two years ago, in part by Lee Crawford - a veteran of Yahoo! Games, Shockwave.com and Segasoft Networks. In order to prove out their technology they're also developing an online game to utilize it. Entitled Edgeracers, the offering will feature "the culture of car customization and casual racing", and should release within the next few months. Crawford has a few comments featured in the announcement writeup, and (along with many players) views the move to microtransactions as a rough road for games and developers. "We see Twofish Elements being a way to help independent publishers and developers compete on a level footing ... In our view, the world is moving towards the mass-market consumer and, ultimately, the hardcore player going to free-to-play with microtransactions," Crawford said.

  • Coobico disses hard on Second Life

    by 
    Akela Talamasca
    Akela Talamasca
    01.30.2008

    Coobico is a Flash-based MMO with social networking features that's purported to be set for release sometime early this year. Following a link embedded in this Gamasutra interview with Lutz Winter, Coobico's founder, I found the 'Videos and Animations' section of Coobico's website. At the top of the page was a small post whose sole purpose appeared to be to stomp all over Second Life. It talks about SL's technical problems without going into specifics, links to a bunch of articles detailing SL's woes, and ends by mentioning that the company that made SL's physics engine, Havok (which it misspells), will be acquired by Intel, but to no point other than to mention it.For a product that isn't even available in beta yet, this is some serious dirt slinging. I'm not defending SL here, but why bother shooting off your mouth about a company that you claim to have no competition with? There's really no better way to look defensive and insecure, so if that was the intent behind this weird article, then Mission Accomplished.

  • PathEngine version 5.14 announced, new licensees

    by 
    Kyle Horner
    Kyle Horner
    01.15.2008

    Gamasutra has a news post for all you tech-heads out there interested in pathfinding technology. It would appear that PathEngine has announced the latest release of its middleware technology, which touts quite a few improvements. On top of all those new performance boosts, the company has also announced some new licensees; Korea-bases Flyff developer Aeonsoft being one of them.Also, PathEngine let everyone know it was the winner of the middleware category of Game Developer Magazine's annual Front Line Awards. The PathEngine SDK is used in several games such as Granado Espada, Pirates of the Burning Sea, Titan Quest and Mobile Suit Gundam: Operation Troy. We're sure that if PathEngine were here it would like to thank the academy. It does seem like things are going quite well for the company, so don't be surprised if you start to see them in a few more massively games down the road.

  • EA's world conquest continues with new Korean dev studio

    by 
    Samuel Axon
    Samuel Axon
    01.14.2008

    According to Digital Chosunilbo, Electronic Arts -- the planet Jupiter of game development -- has plans to open a new studio in Korea this year. EA intends to make three or four new titles for the Asian market. The studio will be a 20 million dollar investment, and its first projects will be online versions of NBA Street and Battlefield. All this will be helmed by Danny Isaac of FIFA Soccer fame. Gamasutra noted that this is not EA's first foray into the Asian market. The company invested in Korean developer Neowiz back in March, and shortly thereafter announced plans to release in Asia one or more titles from the Battlefield series.This is just one more step towards total world domination, unless EA's newly-formed rival Activision-Blizzard has something to say about it![Via The Escapist]

  • CES 2008: discussion panel on virtual worlds and the "MMO explosion"

    by 
    Kyle Horner
    Kyle Horner
    01.07.2008

    Gamasutra has posted a panel discussion covering many different facets of virtual worlds and MMOs in general. The panel consists of several panelists coming from all sorts of companies from AMD to Turbine. Overall the panel discusses many of the issues you always hear about when virtual worlds/MMOs come up. You've got talk of evolution within the industry, in-game advertising, global relevance (aka "how can we conquer the world?"), virtual goods/secondary markets (RMT/item selling) and of course cannibalizing older markets.The discussion on each piece is mostly similar to what has been said already. There are a few intriuging quotes from some of the panelists throughout. Their conclusion to the discussion happens to be focused on a few aspects, but we found one was more interesting than the rest. Steve Goldstein from Flagship Studios had this to say, "As we spend the next three or four days talking about margins and monetizing, we shouldn't lose sight of the miraculous industry we're in, where people are selling imaginary gold and building real relationships across the world."Probably the most prolific statement of the entire discussion, Goldstein manages to bullseye the nail on the head.

  • David Perry talks free MMOs in Gama interview

    by 
    Chris Chester
    Chris Chester
    01.02.2008

    Over the holidays the indomitable Gamasutra caught up with David Perry, the man behind such great games as Earthworm Jim and such utter flops as Enter the Matrix, to talk with him about his current projects, of which he has nearly too many to list. The ones that were of interest to us were his work in bringing over such... unorthodox titles as Dance! Online based on the game's popularity in Korea. He also hinted that he was working with Acclaim on some new free MMOs, one of which was a "music" game and the other a "sports" game, as well as localizing 2moons.After reading the interview, I'm not sure exactly what wavelength Perry is operating on, because his priorities seem a little out of whack to me. Not only does he express a good deal of confidence that games based on item sales instead of subscription fees are the wave of the future in the U.S., but he also expresses a certain admiration for business models (such as the ones used by EA and in certain Korean studios) that treat developers like expendable wage slaves. Some might wonder whether it's even worth listening to Perry's views except as an homage to his past success. It's a good point, but we're still curious about Acclaim's new-found interest in MMOs, so we'll continue to keep tabs on him.

  • The good, the bad, the ugly - MMOs in 2007

    by 
    Chris Chester
    Chris Chester
    12.28.2007

    The indelible Michael Zenke, who you might recognize as one of our more frequent writers and the winner of a Gnomey for his work on his personal site -- MMOG Nation, recently wrote a piece recounting the top 5 most significant moments in MMOs for this year over at Gamasutra. Among the things that Michael focuses on are the overwhelming success of free, simply coded games like Maple Story, the spectacular failure of a number of larger budget titles like Auto Assault, the way that World of Warcraft has blitzkrieged mainstream culture with the Mr. T commercial spots and South Park episode, the shift in the marketplace that is poised to see EA and Activision Blizzard take broadside shots at each other, and the battle over RMT price models.It's about the right time for this sort of macro-analysis of the year that, unbelievably, has already passed us by. The editorial piece is a great overview of the industry as it's developed this past year, and Michael approaches the subject with the appropriate mix of skepticism and cautious optimism. He also posted a few follow-up notes over at MMOG Nation that are certainly worth looking at if the Gama article strikes your fancy. Definitely give it a look.

  • Analysts: Board games are the next big thing

    by 
    Alexander Sliwinski
    Alexander Sliwinski
    12.11.2007

    Gamasutra got a cadre of analysts together to look into crystal balls, read tea leaves, and guess what the next big breakout genre will be following the rhythm game's ascension with Guitar Hero and Rock Band. The analysts' guess? The board game. Yes, the humble board game put on a TV (or in the case of Scene It?, being tweaked a bit) is what the group thought would be the next über genre.Jesse Divnich of simExchange believes that Scene It?, which released last month, will be a "moderate success" and Ben Bajarian of Creative Strategies uses the term "social gaming" to describe this genre of titles. He says that families are still looking for a "board game" to play together, with the natural evolution being to do so on a console. It probably doesn't hurt their hypothesis that the board games we've seen translated to consoles so far (Scene It?, Carcassonne, Catan) have been very effective. With any luck, European games like Alhambra and Puerto Rico will become digital experiences to be enjoyed by those who missed out on them in America. Oh, and would someone get on Scotland Yard and Café International, please?

  • Sierra making "mass-market" online game with BigWorld suite

    by 
    Samuel Axon
    Samuel Axon
    12.06.2007

    It seems like every time we hear about a new title, the first thing we hear is an announcement about what engine or dev tools its developers will use. This time, Sierra has licensed the BigWorld Suite, parts of which are also used in Cheyenne Mountain Entertainment's Stargate Worlds and John Romero's forthcoming MMO project.The announcement was made by BigWorld Technologies, not Sierra, and it didn't reveal much about the nature of the game, except that it it will be (according to Gamasutra) "targeting a mass-market audience." King's Quest Online? Probably not, but if only! If you want to know more about BigWorld, Ten Ton Hammer did a great interview with one of the guys behind it earlier this year. Oh, and just so you know; Sierra is/was owned by Vivendi Games, and so is (like Blizzard) now part of the epic corporate monstrosity known as Activision Blizzard. All your studio are belong to us.

  • Indie game designer calls MMOs "empty," craves something more

    by 
    Samuel Axon
    Samuel Axon
    11.30.2007

    If World of Warcraft or Lord of the Rings Online didn't have levels or gear, would you still play? Would you still spend several hours fighting Murlocs or servants of the White Hand if the point was the battle itself, and not the XP and loot rewards? At MIGS 2007, indie game developer Jonathan Blow talked about differentiating between gameplay that hooks players with fun or an emotionally affecting story, and gameplay that hooks players with an addictive rewards system. "MMOs are notorious for having relatively empty gameplay, but keeping players hooked with constant fake rewards. This creates the treadmill," he said. "Rewards are a way of lying to the player so they feel good and continue to play the game ... but I am forced to put forth this question -- would they still play a game if it took out all the scheduled rewards?"Gamasutra wrote up the highlights of Blow's presentation. It's a lengthy article that reaches far beyond MMOs, and is a must-read for people who are serious about gaming. But what's the answer to his MMO question? Does World of Warcraft (or any other game like it) feed a hunger for fun gameplay, or is it just a quick-but-empty fix? We have to tackle that question if the MMO is ever going to move past the grind and become something substantial.

  • AcroGames using Unreal Engine in new online game

    by 
    Samuel Axon
    Samuel Axon
    11.29.2007

    AcroGames, an upstart Korean game development company, has licensed Epic's Unreal Engine 3 for a new game. Epic told Gamasutra that the new game is an online title for the PC. There are lots of different kinds of online titles, but AcroGames is partly comprised of former Lineage II team members, so it's a good, educated guess to suggest that the new title is an MMO. Also, Lineage II was developed using the previous Unreal Engine iteration. Epic VP Jay Wilbur was quoted in Gamasutra, saying: "AcroGames is a promising team comprised of top talent and we look forward to working with them. We are committed to supporting the Asian game market with best of breed development tools, and our agreement with AcroGames marks a significant achievement in this effort."In an interview published just yesterday, Epic's Mark Rein described the language-barrier-related challenges Epic is having with supporting its engine in non-English speaking countries (specifically Japan, in that article). One wonders if they'll run into the same troubles when working with a Korean studio.

  • Gamasutra's "China Angle" reports on The9, Giant Interactive, NCsoft

    by 
    Samuel Axon
    Samuel Axon
    11.21.2007

    To North American and European MMO players, China is more than just a different country; it's a different universe. But it's important to keep an at least one eye on the Chinese market. Gamasutra ran its latest "China Angle" column today. Here's what we learned this time. The9, the Chinese publisher of World of Warcraft, will be responsible for the Chinese version of EA's FIFA Online 2. The9 already operates the original FIFA Online in the PRC, and EA owns a 15% share in the company, so that's no surprise. Newer company Giant Interactive -- who are behind the highly profitable Zhengtu Online -- saw a $38.7 million profit in Q3 2007, and all 800 employees of the company were given actual, real-life gold coins in celebration. The company is also actually awarding stocks to some of its customers. Finally, Korean MMO supercompany NCsoft has selected a new partner company called Shandra to distribute their new title AION. NCsoft opted not to work with their old partner Sina this time. The decision to change may have been influenced by disappointing Chinese numbers for Lineage and Lineage II, two NCsoft titles which were brought to the Chinese market by Sina.

  • Industry panel says MMOs are just getting started

    by 
    Chris Chester
    Chris Chester
    11.21.2007

    At a recent panel discussion at the prestigious Harvard Business School, six influential members of the MMO developer community came together to debate the future of the burgeoning business of massively multiplayer online games. The panel included such dignitaries as former Blizzard team lead Mark Kern, Second Life creator Philip Rosedale, Red Sox ace and 38 Studios funder Curt Schilling.And what, I hear you ask, did this illustrious group have to say about the the MMO industry? The focus, as you might assume given the venue, was on the financial viability and growth potential within the MMO sphere. The panel seemed to agree that with only 15 percent of self-identified "gamers" currently playing MMOs (saying nothing of the casual market) the industry has a lot of growth potential if they can manage to deliver products that are attractive to people beyond first and second generation adopters. They also talked at some length about how MMOs could be more ably integrated into a browser experience, as the visual experience of a game like Second Life grows organically into a sort of graphical Web 3.0.It's an interesting discussion to listen to, especially with the credentials that the panelists brought to the table. I'm still not completely sold on the concept of MMOs transcending the "game" label and becoming the focus of the next generation of web development, but I've been wrong about this sort of thing before. I guess we'll just have to see then, won't we?

  • More evidence: MMOs are good for you

    by 
    Samuel Axon
    Samuel Axon
    11.15.2007

    Some believe video games dumb us down. Dr. Constance Steinkuehler isn't one of them. She's an assistant professor of Educational Communication & Technology, and she spoke at Future Play 2007, a conference on future trends in the gaming industry. In her presentation she suggested that MMOs actually improve our mental performance for both verbal and scientific tasks.Fan fiction, forum arguments about which class does more l33t DPS, and complex social groups all keep our minds active, and these things could be educational tools for children. Even the oft-criticized MMO shorthand was shown in her talk to be more complex than one might first assume.Steinkuehler also talked a bit about the roles that friendships in MMOs play in peoples' lives. She runs a gaming club for at-risk kids and hopes to use video games and teamwork to help them overcome their academic troubles. Sadly, we couldn't find a transcript of the presentation, but Gamasutra wrote up a good summary.

  • World of Warcraft still growing -- 9.3 million served

    by 
    Samuel Axon
    Samuel Axon
    11.14.2007

    Gamasutra reports that Vivendi, the parent company of Blizzard, has seen its Q3 2007 sales go up 19% over the last quarter. Vivendi credits this growth partially to the Chinese release of The Burning Crusade expansion for World of Warcraft, which occurred in Q3. The company revealed that World of Warcraft now has 9.3 million subscribers -- 300,000 more than the the number reported last quarter.That means that WoW has grown by the size of one and a half EVE Onlines or two whole City of Heroeses in just a few months. Or put another way, the population of World of Warcraft is now greater than the population of Sweden. We think it's safe to say that World of Warcraft will be the dominant title in the industry for a while longer.

  • CCP CEO attributes EVE's success to playerbase

    by 
    Chris Chester
    Chris Chester
    11.13.2007

    Traveling to scenic Reykjavik, Iceland to report on EVE Fanfest 2007, Gamasutra's Tom Kim sat down with CCP CEO Hilmar Pétursson to pick his brain and find out what magic pixie dust his team has used to sustain EVE Online, a game that is not an immediately obvious model for success in the MMO sphere. For his part, Pétursson attributes the game's appeal to its emergent gameplay; the world of EVE is largely a construction of its playerbase. While they don't actually create content in the same sense that you would in something like Second Life, the systems within the game itself like the thriving economy, inter-corps warfare, and the ever-evolving lore are all made possible by player decisions and interactions.Pétursson also discusses the future of EVE, including the new Council of Stellar Management, which will be a seven-man body elected by the playerbase to represent player concerns in the implementation of updates to the game's systems. He also expounds on the ways in which CCP is adapting to meet the new technologies of the day, including the accommodating GPU-melting events like a 500-ship fleet battle. From the way he describes their development focus, it seems like the CCP crew are more than capable of sustaining the growth that has made them something of an industry curiosity.

  • Todd McFarlane talks 38 Studios, his role

    by 
    Chris Chester
    Chris Chester
    11.12.2007

    In an interview recently published with Gamasutra, famous toy-maker and artist Todd McFarlane elaborated on the formation and development of 38 Studios, the new MMO venture started up by Red Sox pitcher Curt Schilling, and of which McFarlane is a part. He explains how 38 Studios and the game they're developing is Schilling's baby, and that he and author R.A. Salvatore were really only brought in after things had gotten underway to help flesh out the areas of development related to their respective disciplines. He describes his own role as more of a director -- he's done almost none of the artwork himself -- but he's been responsible for keeping the game's artists in line with the overall design philosophy. Based on the interview, he seems confident that the new project is going to be a success, even within the already heavily-populated fantasy MMO sphere.Hearing all this noise about 38 Studios is a little frustrating, because everything we've heard from the people involved has been overwhelmingly optimistic and enthusiastic. We have to make sure to check our expectations at the door though, because we don't know a damn thing about the game. Good games, and MMOs especially, don't succeed on the pedigree of their management alone. Still, they've got a pretty captive audience at this point, it's only a matter of having something to show off.