gamasutra

Latest

  • Buy this box for $60 or go to hell

    by 
    James Egan
    James Egan
    05.29.2008

    "Buy this box for $60 or go to hell, I don't want your money." That's the message on the tunnel vision of boxed game sales that Alex St. John, CEO of WildTangent, is trying to get across to the gaming industry. The dominant business model in PC gaming largely ignores the possibilities of in-game transactions and ad-sponsored gameplay. St. John spoke on the need to pursue new gaming revenue models at the recent ION Game Conference in Seattle and more recently, at the 6th annual Wedbush Morgan Securities Management Access Conference in New York City. Gamasutra followed St. John at both events, where the WildTangent CEO raised some eyebrows when he asserted,"In a few years any business not making money from ads is leaving half their money on the table."According to St. John, the industry fixation on boxed sales will be the downfall of a number of companies that fail to change their business models and embrace in-game or in-world revenue streams. "There's a wide open opportunity here. Anybody can get into this, and everything the traditional publishers and game companies know about doing business will ensure their failure," he stated at ION.

  • Dizzywood mapped by Worlds in Motion Atlas

    by 
    James Egan
    James Egan
    05.26.2008

    Dizzywood is a Flash-based virtual world for kids, with a wide variety of environments to explore, ranging from Mayan-themed jungles to skateparks. Worlds in Motion took at in-depth look at Dizzywood and weighed in on how Dizzywood innovates, and how it flounders. The game is developed by Rocket Paper Scissors, who have been getting some love by the media in recent weeks. It's clear to see why; the relatively new company has a simple, compelling vision:Our aim is to create a website for kids that inspires a sense of imagination, discovery, exploration, and most of all, fun. Frankly, when we took a good look at what was already out there, we felt that kids deserved a lot better. Our hope is that through a commitment to quality storytelling, creative vision, and technological innovation, Dizzywood will deliver an outstanding entertainment experience for young people that inspires the imagination in a safe environment. Our goal is to be the most popular web destination for kids in the 8-12 age range. It's a lofty goal, to be sure, but we're all about dreaming big.Dizzywood runs in a web browser, with no additional install beyond Flash required. Rocket Paper Scissors has billed the title as free-to-play, but there are pay options to unlock new clothing, items, emotes and powers, as well as avatar customization. The games in Dizzywood are solo-friendly, but encourage cooperative play and socializing in order to solve mysteries. The excellent Online World Atlas over at Worlds in Motion put Dizzywood through its paces, ultimately finding some flaws in the virtual world, yet praising it as one of the 'tween worlds to watch. Via Gamasutra

  • Gamasutra's 20 Women in Games list

    by 
    Akela Talamasca
    Akela Talamasca
    05.24.2008

    For those who complain that there aren't enough women in gaming, you need look no further than this -- the Gamasutra 20: Women in Games list. This is a compilation of the movers and shakers in the industry who just happen to be female. It's a broad spectrum list, but there are a few MMO-specifics in there -- notably Jane McGonigal, most famous for her work on the ilovebees ARG; 38 Studios' Vice President of Business Development Jennifer MacLean; Laralyn McWilliams, SOE's Lead Designer; and Disney Interactive Studios' Senior Designer Patricia Pizer.Each entry includes the subject's career overview, major accomplishments, innovations, and what her peers say about her. It's a fascinating read, and you may discover that there's more gender diversity in gaming than you previously suspected.

  • Earthquake not the only impact on China's online games

    by 
    James Egan
    James Egan
    05.22.2008

    In the wake of the 7.9-magnitude earthquake in Sichuan Province, China, the government mandated an observance of the tragedy. In addition to Monday's three minutes of silence in national mourning, the Chinese government placed a three-day moratorium on all 'public amusements' in the country. This imposed break extended to online gaming and virtual worlds throughout the mainland, which prompted some commentary by Frank Yu, the China Angle columnist at Gamasutra. While residents of Sichuan or those with friends and loved ones in the quake-affected region were not likely to want to play games in the aftermath of the disaster, the three-day imposed blackout on entertainment media was an unusual move for China. The suspension of these activities essentially made the entire country give up something, albeit briefly, in order to share the pain of those whose lives have been affected by the catastrophe. "The earthquake has had another major impact on the China gaming industry as well in what seems like an exercise of government media control... This includes, concerts, television shows, movies and for the first time, even online games," Yu said. The virtual worlds of China's major online game companies remained dark between May 19th and 21st. Although the game companies and operators complied with the suspension of their activities, they clearly assumed substantial profit losses.

  • Muzyka: BioWare MMO is innovative, polished like WoW

    by 
    Samuel Axon
    Samuel Axon
    05.19.2008

    Gamasutra spoke at length with BioWare head honcho Ray Muzyka about living under the EA banner, and his company's vision for its up-and-coming MMO. He assured Gamasutra that the unique identity of BioWare has been preserved despite EA's acquisition, and pointed out studios like DICE and Criterion as other EA acquisition success stories. He noted also that BioWare now has non-mandatory access to all the tools and technologies of the EA family. Of the Austin studio's mysterious MMO project, he said: "It's going to feel like a BioWare game. It's going to have the best of breed of MMO features, and some new innovations that when we reveal them, hopefully they'll be impactful for people." As we learned a while back, he has a positive opinion about World of Warcraft and Blizzard. "I think they've done a great job," he said. "But the fact that people want to play that kind of game is an opportunity to really deliver that level of polish and quality, and innovate in a few key areas, while they continue to innovate in a few key areas, too."Still no word on what those innovations are. Keep on guessing!

  • Gamasutra interviews Ikariam's Gameforge

    by 
    Akela Talamasca
    Akela Talamasca
    05.07.2008

    Coinciding with Gameforge's recent announcement that it will open a new studio in San Francisco as part of its push into the North American market, Gamasutra has interviewed Gameforge Productions Inc. President Lars Koschin. Some of the topics covered include the continuing perception that web-based MMOs are simple, mini-game affairs; and how Gameforge's games differ in essence from more traditional, accepted brands like World of Warcraft.It's not terribly lengthy, but there is some meat here to chew over. Certainly one of the barriers a web-based game initially overcomes is the sometimes-inaccessible system requirements a more 3D-heavy MMO might require of its players. Add to that the platform-agnostic nature of these games, and the potential audience can be much greater than many PC-only titles.

  • Everyone got it wrong about the NASA MMO?

    by 
    Michael Zenke
    Michael Zenke
    04.23.2008

    Nicodemus at the Kill Ten Rats blog took great exception to coverage of a recent meeting held by NASA. The meeting took place Monday in Baltimore, and was an opportunity for the space agency to pitch the idea of a NASA MMO to prospective developers. As reported by sites across the internet, the whole thing was a bit of a bust. As we phrased it here at Massively, "In a news post at Gamasutra, it's been related that the Learning Technologies group has, for some reason, either rethought or lost its 3-year/$3,000,000 budget to develop its educational MMO. Instead, they'll be asking any interested developers not only to design and build the thing, but to host it as well."According to Nicodemus, that's completely incorrect. Not only will NASA be offering up a 3 million-dollar budget to an interested company, but the development partner would be able to commercialize the resulting product separately. Further comments from articles covering the event were disparaging of NASA's stance on the use of its logo but the KTR article clarifies that not as a commercial interest, but instead one of proper use: "They have very specific and restrictive rules about how, where, and when the NASA logo is presented. Most large companies have similar rules, but NASA is REALLY picky about it. The logo can't be used in such a way as to imply that NASA endorses a particular product or political stance, or whatever. They were quite clear about their willingness to try to work around this a bit and make it work."The post's author was at the event, felt the tenor in the room, and read over the FAQ at the official NASA MMO site. He came away with a completely different point of view than almost everyone who wrote about the pitch. Hopefully further statements from NASA will clarify this issue in the near future.

  • NASA MMO stalls on the launch pad

    by 
    Akela Talamasca
    Akela Talamasca
    04.22.2008

    For one brief, shining moment, it was filled with promise. Now, regardless of all the other things it would need to have gotten right, the speculative NASA MMO will also have to learn to fly on its own. In a news post at Gamasutra, it's been related that the Learning Technologies group has, for some reason, either rethought or lost its 3-year/$3,000,000 budget to develop its educational MMO. Instead, they'll be asking any interested developers not only to design and build the thing, but to host it as well.In return, " ... NASA will consider negotiating brand placement, limited exclusivity and other opportunities." Well, gosh, that's awfully big of you. So in other words, some shop will create and maintain an MMO all on its own, with all the associated costs, and if they're lucky, NASA will think about letting them try to make their money back somehow. Tempting, to be sure. It's unknown at this time how many proposals they've received, but it's little things like this that make it plainly clear to us that NASA's head is mostly filled with space.

  • Shadowbane dev studio to create MMO for the Wii

    by 
    Akela Talamasca
    Akela Talamasca
    04.22.2008

    Here's a weird Venn diagram for you: those of you who remember Shadowbane with fondness and also love the Nintendo Wii will be totally excited about this piece of news. Stray Bullet, the Austin, Texas MMO developer, have announced that they're working on a new MMO. At the same time, they've posted a few openings on Gamasutra's JobSeeker board, one for a Senior Programmer for an un-named Wii project, and the other for a Gameplay Programmer for an MMO project. Neither posting mentions the other, but chances are, they're for the same project. Really, there's no bad time for wild speculation, so let's get the ball rolling! We're envisioning, obviously enough, actual hack and slash combat with the nunchuk and wiimote. Maybe crafting might take on a whole new dimension with the use of the motion-sensing abilities of the Wii. Maybe it'll be a massively Mii experience! Whatever's coming down the pike, we'll keep our ears to the ground for more info. With this on the way, can the Animal Crossing MMO be far behind? Hey ... what're the odds that this is the Animal Crossing MMO?

  • An in-depth look at class design in favor of the hybrid

    by 
    Shawn Schuster
    Shawn Schuster
    04.18.2008

    When it comes to choosing your class, we don't usually think much past the basics of the class's design, and of course how awesome you'll look in your favorite armor. But there's so much more to designing a balanced character class in an MMO than you might expect.Recently, in a wonderful article at Gamasutra, John Hopson takes a look at the importance of designing a class from the most effective standpoint needed in an MMO. It doesn't have to do with the most efficient design, or the most powerfully specialized, but it's more about the situation you're in at that time. This is why his argument in favor of a hybrid class design is so compelling. Approached as a comparison to economics, it all makes perfect sense, and it will certainly open your eyes to what class designers are focusing on in current MMOs, and more importantly, future MMOs.

  • Nexon's Min Kim on the importance of Target to free to play gaming

    by 
    Michael Zenke
    Michael Zenke
    04.11.2008

    Today Gamasutra has up a massive interview with Min Kim, public face for the Korean gaming powerhouse Nexon. Kim has spoken on numerous occasions at various industry events on overcoming challenges for free to play gaming. Those challenges have translated into huge opportunities, with games like MapleStory, Kart Rider, Mabinogi, and Audition earning Nexon big money. According to Kim, the microtransaction business model the company uses across its titles is responsible for that success. Many other MMO developers have attempted to emulate that success, but their entrenched position 'since the late 90s', has made that difficult.Some of Kim's most interesting statements surround their interactions with brick-and-mortar retail outlets. "We didn't really take off until we got the cards into Target and Best Buy and 7-Eleven. Over 50 percent of our player base doesn't have access to plastic, between 13 and 17. They just couldn't pay, so we'd effectively lose more than half our business. So that payment side is, I think, one of the biggest battles that people will fight." He goes on to discuss the possibility of Nexon games on the Xbox 360, the role of games in South Korea, and the misconceptions Western developers have when entering the free-to-play marketplace.

  • Battlefield Heroes to release with only 2 maps

    by 
    Akela Talamasca
    Akela Talamasca
    04.03.2008

    In a Gamasutra interview with Battlefield Heroes producer Ben Cousins, the news was slipped that the MMO will launch its open beta with only two maps in place. For those of you unfamiliar with the genre, maps are different locales upon which matches can be played, selectable before entering the action. Cousins' reasoning behind only having two maps at launch was the trend for players to typically pick only two or three favorite maps to spend their time on, leaving the rest to go unplayed; why not, then, just release the best two right out of the gate?Of course, it's not the developers who can decide which maps will become popular, and with only two at launch, there's the distinct possibility that players might become bored with the offerings and leave earlier than usual. Perhaps anticipating this reasoning, Cousins went on to say ' ... we already have another map quite far along in development which will be included in an update soon after launch.' The game looks like it could be quite fun, and of course, 'free' is a great price for any endeavor.[Via EvilAvatar]

  • Jerks, brats, and griefers can be curbed with good design

    by 
    Chris Chester
    Chris Chester
    04.03.2008

    According to Bill Fulton, some of the most over-looked aspects of online game development today are design mechanisms to discourage players from acting like jerks. Rather than merely acquiescing to the reality that in any large game communities, there are just going to be a given number of dickwads, Fulton suggests that this accepted reality is nothing more than the result of faulty design. Developers can figure out ways to discourage or circumvent this kind of behavior, Fulton says, if they just put some thought into it.Why does this even matter? According to Fulton, when immaturity and asshattery is allowed to rein supreme, it discourages large swaths of a potential player base from continuing to play, or even from signing up in the first place. Certain demographics, like women or older gamers who get enough childish antics from their kids, are especially resistant to this kind of behavior. If you look at a game like World of Warcraft, which is so eminently successful in these demographics, they've implemented a number of elements (like profanity filters, graveyard rez's, and reactive city guards) to keep the idiots at bay. When you're trying to emulate WoW's success, it's an feature set you'd be remiss not to include.

  • Gordon Walton lays out landscape for indie MMOs

    by 
    Chris Chester
    Chris Chester
    04.02.2008

    Bioware co-director and consummate MMO veteran Gordon Walton spoke recently at the Indie MMO Game Developers Conference about what it takes to compete in the increasingly dense massively multiplayer space. Among the most salient points that Walton harps on is the need for smaller teams to really be cognizant of both their capabilities their potential audience. By focusing on what your team is good at and on the needs of classifiable and hungry niche market, indie developers can still succeed amidst the shadows of your WoWs and WARs and Hello Kittys.It's a philosophy and potentially fruitful area of exploration that we've heard people like Raph Koster bring up in conversation and others like the guys at NetDevil profess be putting into practice. While there will always be the juggernaut games around which the assembled millions can gather, future growth for this genre only really seems possible in a niche realm. The successes and failures may well be determined by who can avoid the temptations of emulating the big boys in favor of a more reasonable, scaled down project.

  • Find out why WoW conquered the world

    by 
    Samuel Axon
    Samuel Axon
    03.31.2008

    Gamasutra has published an article titled "Why World of Warcraft Made It Big." The article was written by Michael Zenke, a member of the family here at Massively! Zenke argues that there's no one reason WoW was the game to explode into the mainstream in Western markets, instead of EverQuest II or City of Heroes. Accessibility, low system specs, polish, storytelling, fun factor, and yes, timing -- all of these had something to do with it. He also suggests that in the wake of The Burning Crusade, WoW is as strong today as it's ever been.So, this begs the question -- and this is not one that's addressed in the post -- is there a game coming that will leave WoW in the dust just as WoW surpassed EverQuest? Or will Blizzard reign as kings throughout the foreseeable future? Maybe we'll see an industry like the one Corey Bridges of Multiverse described -- a place where democratization of the MMO development process creates hundreds or thousands of successful, user-generated experiences? As curious as we are, we're smart enough not to make blind predictions. So let's see what happens this year with the big releases like Age of Conan and Warhammer Online, as well as the democratizing experiments like MetaPlace.

  • Cheyenne Mountain working on second MMO

    by 
    Samuel Axon
    Samuel Axon
    03.27.2008

    Gamasutra spoke with Cheyenne Mountain Entertainment's Joe Ybarra about the Phoenix-based company's ambitious plans for the future. And boy are they ambitious -- especially for a company that has not yet released a single title, as Gamasutra noted.Ybarra revealed that the Cheyenne has four active studios, and that Stargate Worlds isn't the only MMO in development. He didn't offer many details about the other title, except to say that it's "considerably less in scope" and that it uses a free-to-play/microtransactions model. Seems like everyone is going that direction these days.He also touched on the company's desire to develop original intellectual properties, and noted that it's considering changing its name to something representative of its now-broad scope, as "Cheyenne Mountain Entertainment" is a reference to Stargate franchise lore. Cheyenne Mountain is the compound in which the Stargate secretly program operates.

  • NCsoft revs up the Unreal Engine

    by 
    Eli Shayotovich
    Eli Shayotovich
    03.25.2008

    NCsoft, makers of a hoary host of very popular MMOs (City of Heroes, City of Villains, the Lineage series, Tabula Rasa, Guild Wars, the as yet unreleased Aion) just announced that they've picked up the keys to Epic Games' Unreal Engine 3. NCsoft and Epic already have a relationship as both Lineage II and Exteel use tweaked versions of Unreal Engine 2.So what does the MMO juggernaut plan on using the latest and great Unreal Engine for? How about "two unannounced, top-tier massively multiplayer online games." Hey now! Stay tuned to Massively as we try to ferret out what these two unannounced MMOs are all about.

  • Multiverse co-founder describes new virtual world order

    by 
    Samuel Axon
    Samuel Axon
    03.12.2008

    Multiverse's Corey Bridges spoke at the SXSW conference about the effects digital distribution and the democratization of advanced development tools will have on the industries of gaming, social networks, and virtual worlds.Gamasutra put together a great summary of the talk. The thesis: just as they are stripping the entrenched establishments of the music and film industries of much of their oligarchical power, new technologies will transform online gaming and virtual worlds. According to Bridges, virtual worlds are just getting started. "WoW is not a fad," he said, "it's a harbinger." Furthermore, the virtual worlds will be in the hands of indies, not the major conglomerates, and they'll be synergized with social networks.Bridges also touched on the notion of a more splintered industry made up of smaller projects catering to lots of niche tastes, as opposed to the huge Hollywood-budget productions we see today. A while back someone said that it would take at least a $1 billion super project to take on World of Warcraft. But maybe, as it was with the Roman Empire, the wolves at Blizzard's gate will be countless smaller tribes made up of the so-called unwashed hordes.

  • Blizzard takes third in comprehensive best developer of 2007 list

    by 
    Kyle Horner
    Kyle Horner
    03.07.2008

    What do you get when you take Game Developer magazine, Game Developer Research division, Gamasutra and combine their various developer information gathering efforts? Well, you get an all-encompassing list of the top 50 best developers of 2007 that takes not only weekly sales and ratings into account, but an anonymous survey on developer reputation fielded by Gamasutra itself. The survey asked community members to score game developers on overall reputation and direct interaction working for or with said developer, where they had actually done such.The list puts Blizzard at third for Burning Crusade, just under Infinity Ward at second for Call of Duty 4 and Nintendo Kyoto (Brain Age, Wii Play) at first. It's an interesting method of rating developers, since they have to of had a game released the previous year to be eligible -- yet rankings also depend on developer reputation, which is a longterm concept. We weren't surprised to see Blizzard sitting pretty high on the list, beating out a lot of other developers responsible for some pretty great titles last year. (sorry, Valve)There is a nagging question in the back of our minds, however: Which carries more weight in determining placement on the list -- sales or reputation?

  • Blizzard named 3rd of 50 top developers

    by 
    Mike Schramm
    Mike Schramm
    03.07.2008

    Game Developer magazine has done a study naming the top 50 videogame developers in the world, based on "sales and reputation data," and our favorite folks at Blizzard have been named number three on the list, just under Nintendo Kyoto (responsible for Brain Age and Wii Play) and Infinity Ward (most notable lately for Call of Duty 4), and ahead of EA, Valve, Harmonix, and Square Enix.I tend to think this chart is weighed a little bit towards recent sales more than reputation -- as far as I know, Infinity Ward doesn't have a big enough following to actually hold a convention based on their games, and while there's no question that Nintendo has a huge fan following, I'm not sure that it's quite right to include a first party console maker on a list of developers (yes, I know Nintendo Kyoto is a studio, not the company itself, but would the average Nintendo fan on the street know the difference?). Still, lists are lists, and there's no question that all of these developers, Blizzard included, are held in the highest regard by fans of their games.[Via Massively]