mmo-industry

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  • Megapublisher Shandra sees 66% profit increase

    by 
    Samuel Axon
    Samuel Axon
    11.28.2007

    Shandra Interactive Entertainment, the Chinese operator of MapleStory, Dungeons & Dragons Online, The Legend of Mir, and the positively ginormous Ragnarok Online let the world know that its profits for Q3 2007 are up 66% vs. last year and that it is expecting further growth in coming months.Shandra is the biggest publisher of online games in the Chinese market, and recently reached an agreement with NCsoft by which NCsoft will distribute its new title AION in China through Shandra instead of its old partner in the region, Sina (in which Shandra ironically holds a 20% stake).

  • Building a better MMOusetrap: Buildings, barrens and beyond (Part 3)

    by 
    Dave Moss
    Dave Moss
    11.28.2007

    Over the past two weeks I have gone over some of the base elements of architecture in massively multiplayer games. Touching on how architecture can influence a persons time inside a game, as well as how different types of players can actually begin to influence the environment.Once a player leaves the cities with the games, they will begin to encounter more diverse and interesting environments and landscapes. The largest percentage of available space in MMOs is simulated landscape and natural scenery. From toxic-hued forests and jungles, to vast dune seas, and rolling grasslands, all the way out into the vastness of space and although the landscapes in the games oftentimes reflect the vistas we know from the real world, sometimes they are as if they were plucked from the dreams or nightmares of the players. However something separates landscapes in reality from landscapes in video games, and that is the fact that at the end of the day, most of the areas outside the cities in online games, are structured just the same as the cities themselves are.Each area or "zone" is assigned it's own distinct character, and habitat and is assigned a specific level of difficulty. They often have only a few entries and exits, a handful of important landmarks and high walls surround the entire area. In this sense the areas function simply as an exaggerated room, with walls surrounding, one or two doors or windows to get out, and everything within set specifically to function only within that area. Espen Aarseth stated in his Allegories of Space about the game Myst:"What looks like an open area is really a closed labyrinth with a few possible directions..."

  • Richard Bartle, Jessica Mulligan impart industry wisdom

    by 
    Samuel Axon
    Samuel Axon
    11.27.2007

    There are few (if any) names more prestigious in the culture of online games development than those of Richard Bartle and Jessica Mulligan. Bartle was one of the original creators of MUDs (out of which MMORPGs were born), and is a leading theorist on the subject. Mulligan is also an experienced developer and consultant in the field. Both of them spoke at the 2007 EVE Online Fanfest, and Ten Ton Hammer pulled them aside for an interview.It would be impossible to list here all the interesting points they made in the two-page interview, of course, but topics worth highlighting included investor behavior and the problems the American industry faces with regards to finding and utilizing creative talent. If you're interested in the business side of the industry, it's worth a read.Both Bartle and Mulligan had a lot of praise for CCP and EVE Online. For example, Mulligan essentially said the future belongs to games like EVE that take chances and serve a medium-sized, more niche-like player-base, and Bartle suggested that CCP's next game could do very well.

  • WoW is the "train driving PC gaming," says John Carmack

    by 
    Chris Chester
    Chris Chester
    11.21.2007

    Game maker John Carmack, famous for developing landmark PC titles Wolfenstein, Doom, and Quake, sat down for a chat with Gamasutra earlier this week to discuss the state of the greater PC game industry. Normally, the shooter visionary wouldn't have much to say that would be of interest to those of us with massively multiplayer games on our minds, but in a discussion about what sets the PC platform apart from consoles, Carmack specifically cited MMOs as one of the few remaining genres that continue to bring in new players to the table, referring to them as the "train driving PC gaming."While we agree with Carmack's assessment of the PC landscape today, we can't help but wonder how much longer the PC is going to be the exclusive domain of the MMO. With rumors of the next Blizzard MMO transitioning to consoles, NCsoft's plans to develop a new property for the PS3, and Nintendo getting into the MMO game, it looks like consoles are poised to play catch-up. The full interview will run on Friday, so we'll have to see if Carmack addresses this challenge later this week.

  • Building a better MMOusetrap: Buildings, barrens and beyond (Part 2)

    by 
    Dave Moss
    Dave Moss
    11.21.2007

    Last week we started to look at the architecture of MMO cities, and how they can impact game play. How developers use areas like transit zones, to herd the players, even if they players aren't aware. This week we will take a deeper look into the cities themselves, the people that inhabit them, and why.Cities are often looked at in virtual worlds as a type of mall, where you can go and pick up the things you need, trade in or sell the things you don't, and maybe swing by the food court for a bite to eat. As such, players often treat cities very differently; just like malls you have different groups of people who want different things out of the environment. To some, it's a hangout place, the folks who sit around talking with their friends, using yell or in-city channels to spam their personal and most inner thoughts (WTS [Wang] x1 PST). You have those who look at it just like a pit stop, get in, do what you have to do, and get out. And those who abhor the cities entirely and would rather go out of their way to some small outpost just to avoid the unwashed masses, even if it means an extra twenty minutes.I think developers can change this though, making the cities more like the ones we are used to in the real world. Places to rest, refresh, and socialize. In games like FFXI, the cities feel barren and devoid of life, with only the most necessary NPCs around to give out the quest and vendor your unwanted loot. There are frequently more empty, inaccessible buildings than there are ones you can go in. Where the opposite can be said about WoW, where there are countless houses for you to explore (albeit most of them empty), NPCs wandering around with no function other than to sell pie, and more vendors than you can shake a stick at.

  • Building a better MMOusetrap: Buildings, barrens and beyond (Part 1)

    by 
    Dave Moss
    Dave Moss
    11.14.2007

    I spent the last two years living in the UK with an architecture enthusiast, and we often got into debates about the functionality and aesthetics about architecture and design. As such I began doing a bit of personal research on the topic, but filtered it down into a view on my own extra-curricular exploits. It was through this that I found a number of papers related to architectural choices in video games and virtual worlds, some are now a little outdated as they were written in the early days of true 3D gaming, but some hold true even to today. The main point, being that the decisions being made by developers are not simply held to aesthetics, but often have classical themes of architecture and planning intertwined into the building of our online cities. MMO architecture is something I think can define, both the enjoyment, and popularity of the game in the same way that the ease of use of its interface can cause people to love it or leave it. And I think designers and developers are starting to believe this as well, looking at the cities, towns, hamlets and mega-cities of games are starting to feel more like real places instead of just something that serves in game function. This isn't something that is only tied into a single MMO genre either, games such as World of Warcraft, Everquest and Final Fantasy XI all draw on well-known fantasy architectural schemes, City of Heroes/Villains uses a lot of real world and comic influences, and games such as Eve Online tie into popular sci-fi conventions. That being said, these games are not simply drawing from norms, but also are utilizing individual ideas and designs, there are influences of lore and unique design in all of the above mentioned games.

  • Building a better MMOusetrap: Can you teach old content new tricks?

    by 
    Dave Moss
    Dave Moss
    11.07.2007

    A common outcry I hear when playing MMO's, has to do with expansions and their almost unfailing ability to devour original content, and let it die a pitiful death. It's as if overnight, the quests people had been grinding on, the bosses they have endlessly battled, or the items they had no longer matter. Everything you worked for up to this point, is instantly obsolete.Most recently I have been talking with WoW players in relation to the release of The Burning Crusade expansion, and how those who were not in the forefront of raiding content before the expansion most likely will never get to see the old 40 man raid content. There have been all sorts of statistics thrown around since TBC came out that only 2% (or 10%, or 40%, etc) of the population of WoW actually got to make it into Naxxramas, with only a slightly larger number having made it into the 40-man wing of AQ.This sort of thing isn't just afflicting WoW either, back in the day when I was playing FFXI, and new expansions came out (Chains of Promathia, I'm looking at you), there was a great deal of content from the original game, or the Rise of the Zilart expansion I hadn't seen yet. Now on its third expansion (Treasures of Aht Urhgan) and on its way to the fourth in Wings of the Goddess there are a lot of players who are crying out that they have so much left to do.

  • Do world events matter?

    by 
    Dave Moss
    Dave Moss
    11.07.2007

    Is Chris Metzen chasing the impossible dream?In a recent interview, Blizzard's Vice President of Creative Development apologized for the game play choices made by the developers in the first expansion to the highly popular World of Warcraft. He stated the game play in The Burning Crusade "had a lot of high-concept ideas, high-concept environments, but other than some really nice moments, there was nothing really personal about it." Its no secret that the Burning Crusade was a let down for a lot of WoW players, who hoped for the epic highs and lows of the pre-expansion world.Are developers trying to rewrite the formula when they release expansions, or should they stick to the tried and true? Can they continue to tell the stories of their worlds, holding players rapt in their narratives, and coming up with interesting and unique encounters, or should it always be more of the same?

  • Where all the MMOs at?

    by 
    Amanda Rivera
    Amanda Rivera
    11.06.2007

    Potshot (and yes, I realize he spells his name with weird symbols, but I'm just not leet enough to find them on my keyboard) is talking about the MMO industry. He's worried that the definition of success in the MMO market is based solely off the "WoW-killer" goal, and according to him this is the reason why virtually every MMO out there has been pushed back or even canceled. We've only had two (maybe three if you count Tabula Rasa, which he doesn't) actual MMO releases this year, Vanguard and LotRO. Sure there are the popcorn games as he calls them, Mythos and Dungeon Runners being prime examples. But are developers shying away from creating a solid MMO world even if it doesn't knock the king from the mountain? Surely there's enough room in the player's hearts for more than one game. If there wasn't, why would we have this website?

  • The end of the MMO boom, and the next step

    by 
    Mike Schramm
    Mike Schramm
    10.12.2007

    Tobold speculates, as only he can do, on "the future of MMOs." If you listen to what he says, we've basically just experienced a boom in the MMO market-- after the huge success of World of Warcraft, tons of MMO makers sunk tons of money into making new "WoW-killer" MMOs, and they've all started falling apart (Vanguard, Gods and Heroes) due to lack of resources. But that doesn't mean things are over. It only means that developers are starting to realize the truth: starting up a successful MMO is a huge undertaking.Starting up a successful single-player game can be a very cheap undertaking-- I'm currently going at it with Puzzle Quest on Xbox Live, and it is a successful single-player game that didn't require much more than the intuition to combine addicting puzzle gameplay with addicting RPG gameplay. But an MMO doesn't work that way-- the more popular you get, the more it costs you, and the more games you sell, the more you have to work to deliver even more content. Tobold is exactly right: it's tough, if not impossible, to run a lower tier MMO, just because even the lower tier games require an upper tier budget.But he doesn't end on a cynical note, fortunately. There are definitely videogame companies running around out there that have $50 million dollars to really invest in a great MMO (EA is one of them, and now they've got not only Mythic, but another great RPG company under their wing). And when they do, we the players will benefit. As Tobold puts it so succinctly: "MMORPG history doesn't end with WoW, it begins with it." Excuse me-- the future's so bright, I gotta wear shades.