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  • MMO 2.0 and the next generation of online gaming

    by 
    James Egan
    James Egan
    05.30.2008

    Geoff at MMOCrunch wrote an interesting piece on the 'next gen' in online gaming. Specifically, why there is no next gen. He comments on some of the recent successes in the MMO space, namely the subscription numbers of the Big Five MMO's and the smooth release of Age of Conan. He also hails EVE Online's break from typical MMO archetypes as a kind of successful deviance, but one that hasn't truly changed how we play. The forward momentum in the online gaming industry has brought a great deal of fanfare but little true innovation, Geoff asserts. Sure, some MMO's are successful, but it seems they're all a re-hash of what's been done before. A little more polish, a few more features... he laments the fact that "there seems to be very little that is truly pushing the genre towards the next step." He looks to how the web has changed, improved exponentially, while online gaming hasn't kept pace.

  • HKO's social features are more than meets the eye

    by 
    Chris Chester
    Chris Chester
    05.27.2008

    There's a certain temptation to believe that so-called casual games are inherently less complex than their more hardcore cousins. Whether it's born of experience, arrogance, or just plain ignorance, most people probably assume that a game like Hello Kitty Online is going to leave them wanting for features. Having just read an interview with Ali Aslanbaigi, Game Master Manager for HKO, this blogger can say that this certainly doesn't seem like the case.Aslanbaigi explains how they plan to integrate email, blogging, and user video from the Sanriotown portal into the game experience itself, making Hello Kitty Online a social media hub as much as it is casual MMO. Say what you will about the relative complexity of an Age of Conan -- Hello Kitty Online isn't just trying to compete with the big MMOs on the block, it's looking to take its place alongside Facebook, MySpace, and other social media giants. It's ambitious, to say the least.

  • Are Club Penguin's days of growth numbered?

    by 
    Chris Chester
    Chris Chester
    05.21.2008

    An interesting report on social media by the Nielsen group recently found that Club Penguin, the kid-friendly browser-based MMO acquired by Disney last year for a robust $350 million, may be plateauing or even declining in growth in the face of newer, more competitive social media experiences. While the Nielsen methodology is never made expressly clear (and no direct competitors managed to crack the Top 10), the report does indicate that using the same methodology, they found a 250% growth rate year-over-year just last August.MMO vet Raph Koster is less than surprised by this development, attributing the slight decline in unique visitors more to the increased competition in that space, rather than any specific detriment in Club Penguin itself. Raph speculates that we'll continue to see the market fragment as more kiddie MMOs enter the market. And, judging my store shelves these days, they're coming in droves. While he seems to be of the opinion that the days of these niche MMOs competing in the same arena as MySpace and Facebook are over, that doesn't mean there isn't a lot of money to be made and kids to be entertained.

  • ION 08: What can game developers learn from web 2.0?

    by 
    Barb Dybwad
    Barb Dybwad
    05.13.2008

    This is becoming a popular topic. Adam Martin, lead core programmer at NCsoft, tackled this topic today in one of ION's morning sessions entitled "Web 2.0: How I learned to stop worrying and love the internet." In light of the low cost, high audience model of web destinations like Facebook and Myspace, are MMOs even a good idea at all? Is WoW the last major MMO we're going to see? Martin started off with a brief history of MMOs starting with Ultima Online and Lineage in 1997. UO did well for years, remaining in the top 3 or 4 properties in terms of subscriber numbers, while Lineage was absolutely dominating the Asian market. When Everquest came along two years later it addressed a number of the technological problems that had been massively underrated previously, although patching was still a big and painful issue.

  • Korea loves games, except virtual worlds

    by 
    Seraphina Brennan
    Seraphina Brennan
    05.06.2008

    WorldsInMotion.biz has covered a report from the Korea Times stating that the virtual world business over there is beginning to falter.While we're embracing technology like Facebook and MySpace, bringing these social networking sites into our mainstream culture, Korea is experiencing a slump in their business. Cyworld, the leading social network in Korea, has reported 6% loss in their service revenue. To cope, Cyworld is going to be upgrading to a fully functional virtual space, instead of the current "room system" that it has now, in an attempt to attract more users.In comparison, MySpace Korea's launch was almost disastrous, their opening week garnering 1/20th of what Cyworld gets a week in traffic. It's quite easy to say, perhaps the virtual bubble has burst?

  • Social networking sites as market research for games

    by 
    Andrew Yoon
    Andrew Yoon
    05.06.2008

    Chances are, you're on one (or all) of the major social networking sites out there -- MySpace and Facebook, being the two that stand out most. Vancouver-based Gnosis Games wants to utilize the time spent on these sites towards developing retail video games. Already, it plans on bringing one of its casual Flash-based games to the Wii. Candy Arcade is a (shock!) collection of sugar-themed mini-games.Facebook has allowed Gnosis Games to share a small taste of these games, such as the surprisingly addictive "Sugar Blitz" (pictured, above). Not only does the application offer organic word-of-mouth marketing for the team, it gives them valuable feedback on what players like and dislike. Yes, the comments and Wall posts offer good clues, but Facebook's tracking tools offer even more insight into the habits of gamers. Through the Facebook application, Gnosis can see how players find the game, how long they play, and where they go within the application. If a cheap Flash-based game does well on Facebook, will it translate to retail success? That's what Gnosis is hoping for.Plans for integration with social networking sites goes beyond simple market research data. The community encourages competition and bragging. Imagine if unlocking an achievement in the retail game unlocked avatars for display on one's Facebook page. The Xbox 360 Live Gamercard application already has us showcasing our conquest for more Gamerscore. The interaction between social networking and video game marketing has only begun -- expect it to become prolific as more marketing teams jump on board.

  • MySpace web app on the iPhone

    by 
    Mike Schramm
    Mike Schramm
    04.24.2008

    Jake Marsh sent along this neat screencast of an iPhone web app for MySpace that he's working on. Facebook basically seems to be the gold standard of social networking web apps these days, and this looks basically just like that one. It is cool that you can look up people right away, but the real improvements are on MySpace's Music pages -- not only can you subscribe directly from the profile, but he's also got it working to play all the music there (usually trapped in Flash, though there is a less easy way around it already). He also says that it might eventually be possible, for songs that are available for download, to get them with one click into the iPhone's iPod library.Yes, it looks just like Facebook (in fact, it looks like a rip of the mobile site), but why fix something that's not broken? Unfortunately, Marsh is just showing off -- he says that it's just for him right now and he's aiming for an open beta in August. He should probably aim for a little sooner than that: after June, we might all be saying "what web apps?"

  • GuildCafe expands its horizons with GamerDNA

    by 
    Shawn Schuster
    Shawn Schuster
    04.18.2008

    GuildCafe has been often called the Myspace or Facebook for MMO players, but not only is it much more than that, it's expanding even further. This summer, the mega-guild social site will be changing its focus onto a new venture (and company name) called GamerDNA. This new site will have much more than GuildCafe offers currently, and will cater to a larger audience of Xbox gamers, and eventually all platforms. This all stems from the fact that the site has recently received a $3 million Series A investment from Boston's Flybridge Capital Partners.According to GamerDNA's founder and CEO Jon Radoff, "the idea behind GamerDNA is to provide a means of identity-a place where players can record all the stories around all of the cool stuff they've done, be it achievements, accomplishments, or experiences they've had." So in essence, it will help broaden the players experiences in-game, as well as help other players experience games they may not play yet on a much more personalized level. All of this done in a larger scope, reaching a wider audience than GuildCafe alone could do targeted at the MMORPG market alone.[Thanks Sam!]

  • Mytopia reinvents Yahoo! Games for the MySpace generation

    by 
    Brenda Holloway
    Brenda Holloway
    03.25.2008

    Are casual, social games the wave of the future? In years to come, will we lovers of the swinging sword, the flashing fireball and the gigantic gun be left reminiscing about the "good old days" as we sign on for another evening of massively multiplayer bingo? The makers of Mytopia took a look into their crystal ball, saw the success of MySpace and Facebook and casual-game havens like Popcap, Yahoo! and Neopets and said, "These great tastes... would taste great together!"Thus was born Mytopia, a Flash-based virtual world where you can create your own super-deformed avatar (like Wii's Miis) and play popular board and card games with people from around the world, build friends lists, send email, and gamble away virtual money challenging other players to backgammon, chess, Sudoku and several other similar games. It works not only as a standalone web site, but also as an application you can install in Facebook, MySpace or Bebo. No matter how you arrive in Mytopia, though, you'll be able to play with everyone else -- there's only one game world shared by all.Mytopia has a cheerful art style, bouncy music, and well-rendered board games. What it does not have, though, is bloody avatar fights in the Battledome. Come on. Even Neopets has that.[Via Techcrunch]

  • Sprint gets free MySpace Mobile; everyone else, too

    by 
    Chris Ziegler
    Chris Ziegler
    03.25.2008

    The market for $2.99 / month mobile MySpace access is probably going to be drying up real quick now that MySpace's free, ad-supported site is available from pretty much any device you can throw at it, and Sprint is quick to recognize that fact. You might say the carrier's a little too eager, actually, crafting its own press release to trumpet the fact that a link to MySpace has been added directly to its content deck. Sure, that makes it considerably easier for the most casual mobile web users to navigate their way over to one of the internet's great black holes, but let's not lose sight of the fact that pretty much anyone with a phone and a data connection can get to this thing. As mocoNews points out, Sprint's primarily using the launch as an opportunity to push its recently-announced Simply Everything plan, anyway -- but if you're blowing through enough data on an exceptionally low-bandwidth site like MySpace Mobile to warrant an unlimited plan, well, that really makes you one of us. Welcome to the club.[Via mocoNews]

  • Metaplace sends Metachat live on Myspace

    by 
    Mike Schramm
    Mike Schramm
    03.13.2008

    A few of the Metaplace folks have announced that their first virtual world has been released on MySpace in the form of an app called Metachat, which you can add to your Myspace account right now. In terms of virtual worlds, it's not much -- there's a chat room, obviously, and a little soccer ball kicking area, and some RSS integration in terms of stock quotes, some weather info, and even translation features.But even better than what it is is the potential that something like this represents. Social networks are already dabbling in social games (and planning even more interaction between the two), so a virtual space like Metachat may be the first virtual world that most of its users enter. It's a far cry from some of the more mature virtual worlds like World of Warcraft and Second Life (not that those two are all that mature, actually), but spaces like Metachat are a big sign of the coming collision of social networking and virtual worlds.

  • ZOMG MySpace vs iTunes

    by 
    Erica Sadun
    Erica Sadun
    02.20.2008

    Ohai ZOMG. Realz! MySpace can has fab nu Music cheezburger. Wurks with iPod, all 4 awzom Muzik labels! Dayz wil haz MP3 for $$. "MySpaceMusic" so kyoot! Universal Music/MySpace fwends -- bai bai "copyright-infringement lawsuit" for realz. iTunes ftl. MySpace ftw. kthxbai.

  • GDC08: Facebook and the social gaming revolution

    by 
    Elizabeth Harper
    Elizabeth Harper
    02.19.2008

    We can hear what you're thinking. Facebook, a gaming platform? It's what we thought, too, when we attended the Facebook and the new web of Social Gaming panel at the Worlds in Motion summit yesterday afternoon. "Facebook" and "gaming" didn't seem to belong together in the same sentence. But as it turns out, Facebook and similar social networks aren't just for making friends anymore -- they're also a lucrative platform for viral web-based games. The numbers these games are hitting are similar to Second Life's and they're targeting a demographic the rest of the industry doesn't touch: not women, not teens, not ages 18 to 25, but people.Social networks such as Facebook already have an immense audience -- the question is, once you have all of these people connected together through Facebook, what are they supposed to do? I'm sure you've already guessed the answer: game.

  • Metaverse U conversation: Raph Koster, Cory Ondrejka, Howard Rheingold

    by 
    Barb Dybwad
    Barb Dybwad
    02.18.2008

    We headed to the Metaverse U event at Stanford University this weekend to hear a smorgasboard of prominent thinkers and workers in the fields of virtual worlds and online gaming have a meeting of the minds. Below is a recap (caveat: some paraphrasing involved!) of one of our favorite sessions featuring a conversation with Metaplace's Raph Koster, former Linden Lab CTO Cory Ondrejka, and social media and online community guru Howard Rheingold. Henrik Bennetsen (moderator): (Introduces 3 panelists and asks Raph to kick off with his thoughts on virtual worlds) Raph: From the beginning, virtual communities has never been about the "virtual." All the oddities come from the mediation, not from human nature. We build trellises, and communities are plants growing on them... you get to shape them a little bit, and sometimes in very bad ways if you're not careful. We tend to think we have more power than we do when architecting these things. I wince at the title "community manager" ("relations" would be better) because it perpetuates the myth that we have power to control what users do. Mediation gives us a window into things that in the real world can be hard to see. Virtual communities are an opportunity to see how people tick. Cory: Having spent 7 years building Second Life, the interactions and collisions with the real world are what make it interesting. We had only 400 users at launch and we were ecstatic! Can you imagine that today (especially for companies with big name investors)? I think about virtual worlds as communication technology. I agree there's a need for customer service and arguments about the declaration of avatar rights are important but yet I feel there's something off in these arguments... (he's referring to earlier conversation about declarations of avatar rights) %Gallery-16285%

  • Codemasters announce "Connect 2008", MMORPG event for Europeans

    by 
    William Dobson
    William Dobson
    01.04.2008

    Codemasters Online are the European distributors of quite a number of MMOs, including Lord of the Rings Online, Dungeons and Dragons Online, RF Online, and ArchLord. These games and more will feature at a brand new community event hosted by Codemasters in the UK called "Connect 2008", as revealed on LotRO's European site today.The event will span 2 days, from the 14th to the 15th of March this year, and there will be 400 networked PCs to play Codemasters' current and future games, including some that they say are as-of-yet unannounced. There will of course be some gaming swag for attendees, and the chance to talk with some of the people behind the games -- not to mention meeting other people from your game's community.You will be required to purchase a ticket for the event (although they aren't on sale yet) and there is apparently going to be a fairly limited supply. If a trip to England sounds like your cup of tea, then you'll want to keep checking the official Connect 2008 website for updated ticketing info -- or simply to watch the giant countdown clock -- and you can also sign up to a newsletter to stay on top of the latest word. Or, if you want to get really involved, they have even set up Myspace and Facebook profiles.

  • Moshi Monsters

    by 
    Akela Talamasca
    Akela Talamasca
    11.30.2007

    Moshi Monsters is a new virtual world by MindCandy, the folks behind Perplex City. It appears to be a cross between MySpace and a Tamagotchi, with minigames thrown into the mix. It's got bright colors, it's got cute sound effects, and it's got monsters. And it's frankly adorable. Of course, it is aimed at kids, and there's a clear mandate by the creators to provide a safe experience, so parents need not worry.One of the features touted by the preview video is that of buying things for your monster to keep it happy. If this isn't a clear indication that the concerns mentioned in this post are valid, then I don't know what is. Surely there could be better ways to provide the things your monster needs? Couldn't you grow its food, make its toys? I'm sure one could argue that running a virtual world this way teaches kids the importance of managing money, but there are better ways to do that without making it part and parcel of playtime, which in all other respects is completely whimsical and fantastical. Still, I'm a big fan of monsters. While Moshi Monsters is still in beta, I'm looking forward to seeing more of how it all works together.

  • Social networks and gaming: are Myspace and Facebook MMOs?

    by 
    William Dobson
    William Dobson
    11.25.2007

    Just because you aren't slaying bandits and completing fetch-quests when you're on Facebook doesn't mean it isn't an MMO. Or at least that's what Gabe Zichermann has asserted in a USATODAY.com article on social networks and online games. Zichermann is making a game called "rmbr", which will be played by tagging and sharing photos. A quote from Zichermann on the issue: "The reason why Facebook is a really compelling MMO is because it's fun and you get something out of it". That sounds pretty sketchy, but if you think about what MMOG means, these social networks like Facebook and Myspace do almost have the bases covered -- they have a large number of people online and interacting with each other -- all that's left to satisfy is the "game" part, giving people more things to do essentially, and with applications like Scrabulous already incorporated in to Facebook, it seems like only a matter of time before this happens.

  • Now you can wear your social networks

    by 
    Moo Money
    Moo Money
    11.12.2007

    In a world of Web 2.0, it can be a little intimidating trying to find others on the social network that you love. Doubly so if you're looking for a real life friend that shares your interests. Why wear your heart on your sleeve when you can wear your web presence on your shirt?Aram Bartholl compiled a list of the best known social networks, including their icons and coloring, and put them on a shirt with checkboxes. There are the obvious ones, such as Facebook, MySpace, and LinkedIn, but there's also a box for Second Life! In my vision of a perfect world, I hope to run across at least a few people wearing these shirts with the SL box checked while I'm out and about. Get yours today and help me live my dream![Via Gizmodo]

  • WoW Insider is on Facebook!

    by 
    Amanda Miller
    Amanda Miller
    11.10.2007

    As many of you know, WoW Insider has been on Myspace for quite some time, and we decided it was time to invade Facebook as well. Be among the first to sign up to our group, or add my profile page for WoW Insider-related news!We're always on the lookout for reader-submitted content, and now you can post your ideas, screenshots, videos, and fan stuff to the group. It may even appear on the site! Here is a brief, non-inclusive list of what we'd be happy to see: Photos of your WoW space! If you think you have an interesting or unique WoW space, describe it in the group's discussion, or send us an e-mail submission. Photos of your unique user interface! Chat in the group, upload photos, and more. We're always willing to try out, and discuss, new addons. If you've made any, use any, love them or hate them, you can discuss them in the group (or as always, e-mail us!). Snap your own unique screenshots and upload them for everyone. We'd love to answer questions for WoW Insider, whether they are related to a specific column, or whether they are more generic. Post your poetry or artwork; we want to feature more of it. Chat about how much you adore us and everything we write. Join our group and express your creativity, ask questions, tell stories, and share your opinions, artwork, and more! I promise, we are not as harsh as moderator kitteh.

  • Spiral Trance to perform in Second Life

    by 
    Tateru Nino
    Tateru Nino
    11.10.2007

    You may not have heard of Spiral Trance - I hadn't. Listening to their tunes off their MySpace page, they're obviously a hard-rock band with solid, melodic metal tones that reminds me a bit of (and I'm showing my age here) Deep Purple and Blue Oyster Cult. They won Wisconsin's 2006 Song of the Year award, and were nominated for 2007 Rock Band of the Year. Well, they're coming to do a gig in Second Life on 21 November, at the Psycho Drive Rock Club.