gdco-2010

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  • Free for All: F2P and microtransactions at GDCO

    by 
    Beau Hindman
    Beau Hindman
    10.13.2010

    Last week I wondered about how free-to-play would be discussed at GDC Online. After attending the event -- it was all a blur -- and listening back to my audio notes, it seems that free-to-play has reached some sort of level as a standard pricing option for a modern world. It could have been the fact that many of the developers at the event are making browser-based, iPhone or Facebook social games, but the word "subscription" came up rarely. Blended models seemed to be the runner-up. It appears that all the older companies -- the Turbines, SOEs and other western companies -- just cannot let go of that sweet, sweet subscription cash-flow. Can you blame them? It's a good deal for many, and it could be argued that without that subscription, many players would be turned off. Does all this talk of free-to-play and microtransactions signify some sort of change in quality or style of game? No, not really. It's my argument that things are different in only one way: quality has gone way, way up.

  • GDCO 2010: Panel and interview roundup

    by 
    Shawn Schuster
    Shawn Schuster
    10.12.2010

    As you may have noticed if you're following our GDC Online 2010 coverage, we were there in full force. Karen Bryan, blogger and podcaster extraordinaire, covered the event along with our own Beau Hindman. As a wrapup to her interview articles, Karen gives this final impressions piece on the panels of GDC Online 2010. I had a busy week at GDC Online, seeing some great panels and speaking with some enthusiastic developers. Since not all of you could attend this Austin, Texas event, we've done our best to bring you the highlights. Follow along after the jump for a quick rundown of what I saw, as well as the big takeaway from each.

  • GDCO 2010: Interview with Victor Kislyi about World of Tanks

    by 
    Shawn Schuster
    Shawn Schuster
    10.12.2010

    World of Tanks has recently launched in Russia, where it has seen quick success, already growing to 200,000 players. In the West, the game has about 110,000 active players and that number is growing every day. It's currently in closed beta, but the company has plans to move to open beta in about a month, aiming for a launch of Q1 next year. At GDC Online 2010, we had a chance to catch up with Victor Kislyi, CEO of Wargaming.net, to talk about the game's success and how it all works, exactly.

  • GDCO 2010: Bigpoint's Alan Dunton on the next-gen of browser MMOs

    by 
    Beau Hindman
    Beau Hindman
    10.12.2010

    Bigpoint has had a very successful run as a multi-game publisher over the last few years. If you're familiar with Seafight or Dark Orbit, then you have played some of the company's games. Of course, those titles -- plus the many others -- are just not enough for the devs at Bigpoint. They wanted to host, create and specify a game for the North American market. What they ended up with are a few titles -- The Mummy Online, Battlestar Galactica, and Ruined Online -- all crafted in the same amazing Unity browser engine. What this will do is allow for more flexibility, accessibility, and possibility. Bigpoint's background in free-to-play and microtransaction-based games will also help to monetize the titles -- a delicate science in itself. We were able to meet up with Alan Dunton, and he explained to us what Ruined Online meant for the company and for the future of Battlestar and The Mummy.

  • GDCO 2010: gPotato's Tara Einis on Iris Online and Allods' cash shop

    by 
    Beau Hindman
    Beau Hindman
    10.11.2010

    When I heard that I had landed an interview with Tara Einis of gPotato (publisher of Allods Online, the upcoming Iris Online, and many others), I immediately began daydreaming about poring over hours and hours of audio and transcribing hard-hitting interviews filled with fiery give-and-takes. Instead, I found myself calmly wanting to know about gPotato's general cash-shop practices, long history in free-to-play, and reaction to Allods' perceived "debacle." I also found evidence for my theory that the company is, yes, still publishing games and still excited for the future. It should be no surprise, though -- gPotato has maintained a hefty presence in the world of free-to-play for longer than most. So, what are we going to see next? What did gPotato have planned for the future? Turns out quite a lot.

  • GDCO 2010: Rich Vogel and Calvin Crowner on 13 years of Ultima Online

    by 
    Shawn Schuster
    Shawn Schuster
    10.11.2010

    At this year's GDC Online in Austin, Ultima Online was the first game inducted into the Game Developer's Choice Hall of Fame. Massively had a chance to look back at UO's thirteen years of history with its original senior producer, Richard Vogel, and its current one, Calvin Crowner. Follow along after the jump to read more on their impressions of those 13 years.

  • GDCO 2010: UTV True Games wows with three new titles

    by 
    Beau Hindman
    Beau Hindman
    10.11.2010

    One of the most thrilling aspects of this job is visiting game studios. It's essentially like stepping into a toy factory, complete with strange noises and funny personalities. Nerf guns are a staple, and each desk or station is decorated with all types of toys, posters, and other trophies from Nerd-dom. UTV True Games is no different, so when we were asked to sit down with three (count 'em, three) different teams to preview some new titles, we knew we were in for a good time. Of course, our professionalism prevented us from actually clapping and going "sqqquuueeeee!" every time a new product was shown, but it's very possible that the teams would not have cared anyway. So what did we see? What do we have to look forward to from the same people that brought us Mytheon? Well, click past the cut and let's take a look!

  • GDCO 2010: Interview with Dr. Richard Bartle

    by 
    Shawn Schuster
    Shawn Schuster
    10.10.2010

    At the Game Developer's Choice Awards of GDC Online 2010, Dr. Richard Bartle was the first person to receive The Online Game Legend Award. He is best known for co-creating MUD, the first virtual world, as well as his research that inspired the Bartle Player Test. What did he think about winning such a prestigious award? Follow along after the jump to read his thoughts on modern MMOs, the state of the genre and which upcoming MMO he's looking forward to the most.

  • GDCO 2010: APB's Executive Producer talks about what went wrong

    by 
    Rubi Bayer
    Rubi Bayer
    10.10.2010

    It may feel like the dead horse has been beaten enough, but APB's Executive Producer Josh Howard sat down with Gamebreaker at GDC Online this week to talk about the game's failure. Josh's perspective feels like that of both a player and an insider, which gives him the ability to explain what the developer and publisher each wanted -- and why it didn't work. The interview is almost 45 minutes long, and Josh is very open about how it all went, why he left, and much more. The interview was streamed live, but a recorded version is available for those interested in a detailed "post-mortem."

  • GDCO 2010: Running MMOs for the long haul

    by 
    Justin Olivetti
    Justin Olivetti
    10.09.2010

    In a year that seems overshadowed by the premature demise of big-budget titles, the question on everyone's mind is just what does it take to not only successfully launch an MMO, but keep it going for the long haul? At GDC Online this past week, several devs who find themselves struggling with this very issue got together for an informative panel entitled "Strategies for Successfully Running an MMO from Launch and Beyond." At the panel, Lorin Jameson (SOE), Nathan Richardsson (CCP), Jeff Hickman (EA Mythic), Jeffrey Steefel (Turbine), Rich Vogel (EA-Bioware) and Min Kim (Nexon) stepped up to the plate take a swing at the common pitfalls, the unseen consequences and the harsh realities of the industry. So if you're curious about why some titles thrive while others fall apart or why a particular MMO makes it to launch and beyond while another fades into obscurity, hit the jump and see what these industry experts have to say about the enormous and complex task of getting an MMO to lift off -- and then keeping it soaring for as long as possible.

  • GDCO 2010: Vivox's Monty Sharma talks voice integration between the PC and PS3

    by 
    Shawn Schuster
    Shawn Schuster
    10.09.2010

    Since 2006, Vivox has provided integrated voice chat services to MMOs on the PC. At GDC Online in Austin, it made the major announcement that it has successfully implemented its voice chat service into the PlayStation 3 gaming console. This means players will be able to communicate between the PC and the PS3, which is a big milestone for cross-platform games. This new service is currently being tested in SOE's upcoming MMO DC Universe Online, and players should see it in-game in the near future. Vivox Founder and Vice President Monty Sharma sat down to talk with Massively about the new service.

  • GDCO 2010: LotRO's revenues double as Turbine lays out a promising future

    by 
    Justin Olivetti
    Justin Olivetti
    10.08.2010

    According to Turbine, it's been a bonanza month for Middle-earth. At GDCO, the studio announced that revenues from Lord of the Rings Online have doubled in the past month since switching to a free-to-play hybrid model. What's even better is that Joystiq reports that LotRO has added a whopping million new accounts over these 30 days as well. Turbine is monitoring the server loads and have additional servers waiting if needed. It turns out that the F2P launch was even bigger than the original launch of LotRO back in 2007. The good news doesn't stop there, either; LotRO has seen 20% of previous subscribers return, three times the numbers of concurrent players at peak times, and over half of the players using the hotly debated LotRO store for a purchase. Speaking of the store, the top-selling item has been an increase in shared storage, followed by tomes (stat boosters), the riding skill, and the Mines of Moria expansion. Looking forward to the future, LOTRO Weekly wrote a summary of Massive Online Gamer's first podcast in which the Turbine devs outlined a few of the goodies in store for players in coming months. They are hoping to roll out updates every two to three months in a similar fashion to DDO's schedule, but are still committed to big expansions such as next year's Isengard. A new multi-boss raid is slated for early 2011, about the same time that the Radiance mechanic will be vanquished from the game forever.