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  • Gamasutra compiles the 99 best free games of 2009

    by 
    Justin McElroy
    Justin McElroy
    01.04.2010

    These days and weeks after the holidays are traditionally some of the tightest fiscally, but Gamasutra reminds us that it's still possible to have fun without cracking open the ol' pocketbook with its recently released list of the best free games of 2009. We understand that we're probably losing you for the day with that link, and we want you to know we'll find a way to struggle forward alone. Though we can't speak for the quality of most of the games on there, the site is already ahead of the curve by including Evidence of Everything Exploding, Jason Nelson's best game for sincerely unstable people since his last one.

  • CCP Asia discusses China operations, DUST 514

    by 
    James Egan
    James Egan
    01.04.2010

    The Asia branch of CCP Games had modest beginnings -- the company's Shanghai office was simply formed to administer EVE Online in China, although there was always the hope that the team would eventually be able to develop new games as well. Now CCP's Shanghai office is growing into a full-fledged game development studio with their work on DUST 514, a ground-based console MMOFPS that ties in with the galactic struggle for control between players in EVE Online. A recent interview with Gamasutra's Christian Nutt discusses CCP Asia and their work on DUST 514 from both a western and eastern perspective. Environment Director Larry Herring and Lead Level Designer Jing Yu Zhu give us a better idea of the challenges (and red tape) involved with developing games for Western markets in China, and a look at the console game development scene in Shanghai.

  • Looking behind the scenes at Warhammer Online

    by 
    Rubi Bayer
    Rubi Bayer
    01.02.2010

    When you are playing your favorite MMO, how much do you think about what goes on behind the scenes? If your interest goes beyond general gameplay and lies within the actual nuts and bolts of how it all works, Gamasutra has a feature that will fascinate you. "Restless Entities Never Sleep" is a feature that takes a close look behind the scenes of Warhammer Online, exploring the multiple complicated processes that keep the game up and running. The feature explores the basics of how the servers keep the game up and running and what exactly they do, and continues with excerpts from a previous interview with Online Technical Director Andrew Mann. They also cover the challenges of trying to maintain the servers and minimize downtime, as well as improvements planned (or hoped for) down the road. As a few readers noted, it's an Intel-sponsored feature and it shows a bit, but that doesn't make it any less interesting to the tech-minded out there. The full feature can be found here.

  • World of Warcraft: Game of the Decade

    by 
    Seraphina Brennan
    Seraphina Brennan
    12.30.2009

    Well, the fans and readers of industry site Gamasutra have voted for their game of the decade, and their choice is simultaneously surprising and yet unsurprising. In a list that's full of single player games, the MMO that redefined MMOs has hit the top of the list: World of Warcraft. Why was it chosen for the very, very hefty spot of game of the decade? Well, the readers have spoken on the final article, and it seems the list is almost as massive as the game. Everything from massive game design, to how it single-handedly changed how MMOs were played in the last 5 years, to how the game itself impacts a player's life. For those reasons and more, it's been voted in as the game of the decade. For the full list of quotes from Gamasutra readers, and for the list of the top 12 games of the decade, check out Gamasutra.

  • The evolution of classes

    by 
    Seraphina Brennan
    Seraphina Brennan
    12.29.2009

    Classes are one of those central components of our MMOs. From the early days of Dungeons & Dragons to the use of class based systems in MUDs, we've been relying on the concept of characters with unique sets of skills working together to get the job done. Andrew Vanden Bossche over at Gamasutra has recently sat down and looked at everyone's favorite FPS, Team Fortress 2, to analyze how classes have gone beyond their original roleplaying roots. While the article isn't exactly MMO-focused, it certainly does have bearing on our genre as we too begin to branch out away from the sword-and-board fantasy and into FPS territory with games like Global Agenda and Darkfall. So if you want to see how experience and bullets go together while making gameplay more social and fun, check out the full article at Gamasutra.

  • Attacking the holy trinity of MMOs

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    12.22.2009

    If you've played MMOs for any length of time, you've probably grown very familiar with the trinity. You can't help but be acquainted with it in any sort of group content, where in more games than not there's that split between the tank, the healer, and the DPS. Certainly there are subdivisions and extra roles, but for the most part those extra roles are slight twists on one of the existing roles. (Controllers in City of Heroes are DPS with a debuffing/controlling aspect and slightly less damage, for instance). Brian "Psychochild" Green has an article on Gamasutra examining the issues with the holy trinity in game design: what purposes it serves, what its drawbacks are, and how useful it might be to get rid of it entirely. Examining the roots of the trinity design in Dungeons & Dragons and common gameplay types it offered, Green goes on to take a look at how the structure has become codified, what other potential systems could be put in place, and if there's even an advantage to doing so. He discusses the issues of hybrid classes, group versus solo design, and proposes a potential alternative that remains rooted in the core elements of the design. Anyone with an interest in design should take a look at the full article, as it contains some interesting insights and analysis of one of the core underpinnings of our genre.

  • Facebook vs. World of Warcraft

    by 
    Mike Schramm
    Mike Schramm
    12.18.2009

    They both have millions of users across the world. They both have made and broken friendships and relationships, and they both have raised millions if not billions of dollars for their respective companies. And chances are that they're both so popular even your grandma knows about them. Gamasutra has written an interesting post comparing both World of Warcraft and Facebook of all things, and they say that the two are more alike than you might think: both enable you to create an identity, and use that identity to interact with others, and both give you a wide variety of options to do so (in WoW, you can slay dragons together, and on Facebook, you can tag pictures or post on walls). Gamasutra wants to get to the center of where exactly the interactivity lies, and in doing so, figure out what makes Warcraft a game, and Facebook a network. One major difference is in the interface -- obviously, WoW is wrapped in a fantasy world, so that in between all of the socializing, you're also fighting the Scourge or the Burning Crusade. Facebook has games, but it doesn't have that overarching narrative. WoW also rewards group teamwork and coordination, while Facebook leaves collaboration to its own rewards. And of course the cost is another big difference: WoW is still a subscription game, while Facebook pays in other ways. But the amount of similarities between the two are pretty fascinating. And comparing the two, as Gamasutra does, really makes you think about just what interactivity means, and how two apparently very different types of interactive media aren't that far apart after all.

  • Best iPhone games of the year picks start to roll in

    by 
    Mike Schramm
    Mike Schramm
    12.15.2009

    Gamasutra wins the award for being the first (that I've seen) to pick awards for their best five iPhone games of the year, and the list is respectable, if a little short for such a huge set of possibility. Unfortunately, they don't win any TUAW points for going with Skee-Ball over our preferred Ramp Champ, but Rolando 2 was a worthy sequel to a worthy game, Edge (now Edgy) and Eliss are both great games (too bad you can't play the former, but the latter was underrated for sure), and Space Invaders Infinity Gene deserves to be on almost any end-of-the-year iPhone game list. Good picks in there for sure. DigitalTrends also has a long list, though strangely, they tend to stick to big names and brands. There are a few gems in there -- Spider, UniWar, and Vay may be a couple good choices that you haven't heard of yet. And here's another top 10 list with some repeats from the ones above and a few more nice picks. I guess with the end of the year upon us, we'll probably have to choose TUAW's favorites of 2009, too, eh? Stay tuned.

  • Rumor: 80 more layoffs hit Mythic

    by 
    Kyle Horner
    Kyle Horner
    11.09.2009

    Gamasutra is reporting that another 80 layoffs have hit Mythic Entertainment as well as several other Electronic Arts studios, although Mythic was the only MMO group to feel the sting of sudden unemployment. That would equate to 40% of the team, which would make for a brutal staff blow. Our best wishes go out to everyone finding themselves without a job and we sincerely hope they all find steady work as soon as possible. What does this mean for Warhammer Online, exactly? In light of the new Endless Trial it seems like EA is doing everything it can to squeeze profit from the project, which began with a bang last year, but unfortunately fizzled out soon after Wrath of the Lich King hit. And now with Mythic assisting BioWare on Star Wars: The Old Republic, along with maintaining Dark Age of Camelot and Ultima Online, you would be forgiven for seeing dark clouds collecting in the skies above. Nevertheless, there should be people still working on new content for Warhammer Online, at least in theory. So hopefully we'll hear something soon, such as a boxed expansion, which would raise spirits quite significantly at this point. [Edit: This is no longer a rumor as it has been confirmed]

  • CCP's Ryan Dancey on keeping EVE Online compelling

    by 
    James Egan
    James Egan
    11.06.2009

    CCP Games Chief Marketing Officer Ryan S. Dancey recently spoke with Gamasutra's Christian Nutt about the state of EVE Online and what makes the sci-fi title unique. EVE has traits that many MMOs don't, such as player governance, a dynamic virtual economy, and slow but continual subscription growth. CCP does face problems in tandem with that growth however, namely from RMT operations. There is also the issue of balancing developer control over aspects of the game's economy (mission rewards, salvage and loot drops, ISK sinks) with the ideal of allowing EVE's economy to be as player-driven as possible, explains Dancey. Among other things discussed in the interview, Gamasutra asks how White Wolf has changed following the merger with CCP Games nearly three years ago. Dancey tells Gamasutra: "It's just an imprint... White Wolf used to have a fairly large staff. It doesn't anymore. It's focusing primarily on the World of Darkness RPG products. It's not doing some of the things it used to do; board games and other card games and things. The focus of the company [CCP] is on making MMOs and our legacy table top business is a legacy business."

  • Report: Average CoD World at War player has spent $9 on DLC [update]

    by 
    Ben Gilbert
    Ben Gilbert
    10.21.2009

    If there were any doubt left in your mind that Call of Duty is a popular franchise, a recent report from Gamasutra should firmly cement the fact in your mind. According to the piece, Call of Duty: World at War's three DLC packs digitally pushed 6.5 million units between March and mid-August of 2009 across the Xbox 360 and PlayStation 3 consoles.As you might imagine, those kind of numbers add up to a lot of extra revenue for the mega-publisher – the piece approximates a cool $45 million. Taking that one step further, the average cost of each box of CoD: WaW sold at retail becomes $65. We're not sure if that number accounts for the chunk taken out by Microsoft and Sony respectively for distribution, but even cut in half that's still a nice chunk of change. So today, we'd like to officially announce that we're changing the site's name to Call of Duty: Joystiq. Call it a strategic business move – it's all about brand recognition, people!Update: To be clear, the $45 million number is an approximation by Gamasutra, put together with information from NPD, EEDAR, and Activision PR. It was apparently calculated by taking 65% of 7 million units at $10 a piece, without accounting for giveaways or bundles.

  • Batman: Arkham Asylum creator focused on quality over quantity, hasn't played BioShock

    by 
    Ben Gilbert
    Ben Gilbert
    10.19.2009

    In a lengthy post-mortem with Gamasutra this week, Rocksteady Studios creative director Sefton Hill spoke his mind on a mess of topics regarding this summer's surprise hit, Batman: Arkham Asylum. "There are too many games out there that deliver lots of average content," Hill said when asked about the relative "tightness" of Batman in comparison with other games. Personal inspiration for the game's design came from places like Zelda and Metroid, two game series he's been a fan of "for years," as well as Silicon Knights' Eternal Darkness. And though Arkham's audio logs and "environment as a character" motif hearken back to 2007's BioShock, Hill claimed he's never played it. "It's on my list of games to get back into ... I can't say for me that was a big direct influence."Truth be told, we're just scratching the surface of Gamasutra's thorough dissection of Batman -- a game we loved with all of our jaded, rancorous hearts -- so do yourself a favor and stroll through the entire five pages. Call it an afternoon treat! You deserve it, dearest Joystiq reader.%Gallery-31781%

  • Gazillion layoffs hit Romero's Slipgate Ironworks

    by 
    Kyle Horner
    Kyle Horner
    10.18.2009

    Whatever Gazillion Entertainment's secret mastermind plot is, their next step has been to create an unfortunate situation for a suspected 50 now ex-employees at Slipgate Ironworks. The reasoning? According to Gazillion, "As part of our focus on reaching the widest possible audiences with breakthrough MMO entertainment, we decided to change the format of our project at Slipgate Ironworks to better achieve this aim," So, whatever unannounced MMO the team was working on is now canned, it would seem. At least there's a silver lining, in some sense. Gazillion also stated, "-the other Slipgate staff are already in discussions around the many open positions across our slate of projects." You know what? We'd make another world conquering joke here, but that'd be too easy. Instead, we're just going to sit in our chair, pet our cat and sip this lovely whipped latte. Oh, whoops, guess we just can't help ourselves sometimes.Seriously though, next year is going to be interesting, because the official statement alludes to something being released from the publisher next year. Unless they're just talking about Jumpgate Evolution -- at least, we hope that comes out by next year -- and then we're not really sure why they just didn't say as much.

  • BioWare's Greg Zeschuk on the Mythic merge

    by 
    James Egan
    James Egan
    09.30.2009

    The merging of BioWare with Mythic Entertainment announced in June created a combined RPG and MMO group within Electronic Arts, and since then we've been wondering what will come of this pairing. Chris Remo at Gamasutra interviewed BioWare co-founder Greg Zeschuk about his role as a Creative Officer for the new RPG/MMO group, which sheds a little more light on the inner workings of this new division.The interview subject matter is heavier on RPG discussion than it is on MMOs, but Zeschuk gives readers a look into how the BioWare-Mythic "merger" is working out so far. It also touches upon the company's continued focus on the PC platform. Check out "Building Experiences the BioWare Way: Greg Zeschuk Speaks" at Gamasutra to read about BioWare's approach to making games in a constantly changing industry.

  • Is WoW's audience still increasing?

    by 
    Mike Schramm
    Mike Schramm
    09.29.2009

    I'm not sure how much of this is legit, but stick with us for the information first, and then stay for the debunking. Edward Hunter over at Gamasutra decided to do some poking around in comScore's MediaMetrix application (which can track, based on a survey of a few million users, access to various applications on a computer -- which programs are run when), and he found something that surprised him: despite the economic downturn and the emergence of a few other popular MMOs recently, World of Warcraft's audience is estimated globally at 13.1 million. In other words, it's still growing from the last official numbers (11.5 million players worldwide) we heard.Now, the first issue we'd have with these numbers is the situation in China -- Hunter doesn't mention it at all, and in fact his graph (from comScore) doesn't have any dips at all in it, even though the game, and presumably its millions of players, went offline over there earlier this year. That right there throws a wrench into all of these estimations -- it's very likely comScore's information is just plain wrong.

  • Alex Afrasiabi on Cataclysm and the origin of phasing

    by 
    Mike Schramm
    Mike Schramm
    09.25.2009

    Gamasutra has a nice interview with someone on Blizzard's team that we haven't heard from very much before -- Alex "Furor" Afrasiabi is currently a lead world designer for Cataclysm, and while we have definitely seen him at BlizzCon a few times, he hasn't done as much press as, say, Tom Chilton or J. Allen Brack. But here he is on Gamasutra, talking about what Blizzard is doing to the World of Warcraft in the next expansion.And boy are they doing it. As we knew, Desolace and Azshara are getting revamped completely, while Feralas is in for some questing changes and zones like Loch Modan are seeing some "light" modification. Blizzard apparently looked at each zone and determined where it lay on the list of todos: Azshara is becoming the 10-20 Horde zone and so will get reworked extensively, but Silithus, while it may need work, probably won't get more than a few tweaks.Afrasiabi also talks about the surprising origin of phasing and Blizzard's philosophy. More after the break.

  • Alpha and beta status updates on DC Universe Online

    by 
    Kyle Horner
    Kyle Horner
    08.28.2009

    There hasn't been a lot of new information flying about on DC Universe Online, which is probably just a sign that the SOE team over at Austin, TX are keeping their collective noses to the grinder and pushing for beta sometime in the coming months.Actually, according to a Gamasutra interview with Wes Yanagi that very much seems to be the case, although he doesn't out and say as much. It sounds like cross-platform and controller/UI iteration are probably giving SOE the most grief. We take it as a good sign that they're not rushing it, though, as it shows their seriousness at making this 'massively multiplayer action game' work.As for alpha and beta? According to Wes, "We're still pre-alpha. We're really close to hitting our alpha goals, so hopefully in the next several months, we'll start talking about it." Seems like the game is still a ways off into the future. So long as SOE doesn't release near a World of Warcraft expansion, we think they'll do just fine.

  • NCsoft aims for Aion to be second only to WoW in US

    by 
    James Egan
    James Egan
    08.12.2009

    NCsoft has big plans for their fantasy MMO Aion in the west, and they're hoping to emulate their Asian success in the North American market. Kris Graft reports for Gamasutra that Aion generated 40.6 billion won (USD 32.7 million) in Q2 2008, which he notes is a strong start. In an earnings call, NCsoft CFO Jaeho Lee said, "I believe the performance of Aion in the US and European markets will be very successful. ... We are guessing that Aion will be -- could be -- the second [most] successful MMO in the US market next to World of Warcraft." Bold optimism, to be sure. What really caught our attention, though, was that Graft pointed out a mention of the now dead-and-buried Tabula Rasa during that earnings call, another title NCsoft once had high hopes for in western markets. In answer to a question about how many boxes of Aion will ship as opposed to Tabula Rasa, Gamasutra quotes Lee as having said, "It's very unfortunate to hear the name of Tabula Rasa at this conference call... and we all want to forget and erase that memory from our performance."

  • Thank the Canadian government for these great games

    by 
    Ben Gilbert
    Ben Gilbert
    08.09.2009

    Ever heard of Fez? How about N+? DeathSpank, maybe? If any of these games are near and dear to you like they are to us (we're looking at you, N+), then you have the Canadian government to thank. Government funding towards game development in Canada helped make each of the aforementioned games come to fruition, according to Gamasutra.Similar initiatives are being proposed or practiced in many US cities, however, the Canadian government has a long history of promoting game development in the country. It even gave DeathSpank developer Hothead Games over a half million dollars -- to develop a game named DeathSpank! Though it'd be nice to say that such quality stuff was being developed in our backyards, we'll take what we can get. Good games are good games, no?

  • Matt Mihaly talks microtransactions and Earth Eternal

    by 
    Seraphina Brennan
    Seraphina Brennan
    08.07.2009

    It looks like we're not the only ones on the block to talk to Matt Mihaly, as Gamasutra has recently sat down with the Sparkplay Media CEO. The topic of the conversation: microtransactions.Matt's no stranger to microtransactions, having utilized them back with Iron Realms Entertainment and their many MUD games. His talk with Gamasutra starts out focusing on how microtransactions can generate a very modest income, but mainly center on a small segment of the game's population paying the most to play the game.Beyond microtransactions, Matt gives a few very interesting details about the development of Earth Eternal and how it reached the form it's in today. Did you know that originally Earth Eternal was going to be a hyper-violent and hyper-sexualized fantasy MMO before it evolved into the playful multi-race animal/fable theme? No? Then you might want to check out the full article, as there's more where that came from regarding the game's evolution.