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  • Introducing Terrayn, a persistent world sandbox

    by 
    Justin Olivetti
    Justin Olivetti
    02.17.2014

    Another day, another hopeful sandbox MMO takes its first fledgling steps onto the Kickstarter scene looking for those who believe in it (and will back up that belief with a financial committment). Today's new title is Terrayn (pronounced "terrain"), a game that promises a fully modifiable persistent world for players to manipulate. Terrayn will be divided up into four kingdoms, each of which can be customized by the playerbase. The developers promise that players can "drown villages and build up empires" if they so choose. The MMO will take place on a single server with a single population. Players can also wield the power of API to fully script events and structures on the landscape for others to discover. CodeMushroom is asking for $300,000 to create a closed beta within 18 months. We've got the introductory video for Terrayn after the break, so check it out and see if it's worthy of your investment dollars. [Thanks to Todd for the tip!]

  • The Daily Grind: Are single-server MMOs uncomfortably big?

    by 
    Bree Royce
    Bree Royce
    01.24.2014

    If I had my way and technology were easy, every MMO would be a single-server experience akin to EVE Online's or Champions Online's. You might never come in contact with the majority of players or ever encounter a scenario when hundreds of players gathered together, but the unified economy would be a trader's paradise, and it'd be a boon for developers, too, being easier to balance and avoiding the late-game server-merge nightmares that most MMOs eventually suffer. Best of all, you'd never have to find out your new co-worker plays your favorite game too... on another server. But there is a considerable contingent of MMO players who still balk at the idea of an MMO melting pot and tools intended to bridge servers like LFG systems or World of Warcraft's connected realms and battlegroups. Sharded server structures create tight communities, the argument goes. People don't want to deal with folks from around the world who don't speak their language, and they don't want to fade into the background of a massive server with what they perceive as no personality and no community ties or loyalty. Do you agree with that sentiment -- are single-server MMOs just uncomfortably big? Do you prefer a classic, sharded experience? Every morning, the Massively bloggers probe the minds of their readers with deep, thought-provoking questions about that most serious of topics: massively online gaming. We crave your opinions, so grab your caffeinated beverage of choice and chime in on today's Daily Grind!

  • Chaos Theory: The Secret World's single-server tech

    by 
    Jef Reahard
    Jef Reahard
    07.19.2012

    Something went missing during this month's launch of The Secret World. Do you know what it was? No, snarkonauts, it wasn't "fun." The game is certainly an acquired taste, but it's nonetheless doing pretty well for itself in terms of word-of-mouth and happy early adopters. No, what was missing was a parade of lengthy launch-week queues (and QQs for that matter). I've been present for every AAA MMO kickoff since Star Wars Galaxies in 2003, and The Secret World marks the first time I've been able to log in when (and where) I wanted to log in on day one. RIFT, Star Wars: The Old Republic, Aion, Lord of the Rings Online -- all of these were "polished" launches by most accounts, and yet all of them featured horrendous launch queues that often stretched from minutes to hours. Why was The Secret World so different?

  • EVE Evolved: Four things MMOs can learn from EVE

    by 
    Brendan Drain
    Brendan Drain
    07.08.2012

    New MMOs are released every year, and we often see them repeating the same mistakes as previous games or releasing without tried-and-tested mechanics. It just seems like common sense to learn from the years of mistakes and successes of other companies and previous titles, but it isn't always clear how to apply game mechanics or lessons from dissimilar types of game. EVE Online is as dissimilar from the typical MMO as you can get, but there are lessons to be learned from its turbulent nine-year history that can be applied to all MMO development. EVE has helped prove that you can start small and grow rather than raking in huge launch sales and then fading away. The past year has also shown conclusively that iteration on existing features can trump big expansions. EVE's market system and single-shard server have both been commended countless times over the game's nine-year history, and yet in all that time, few games have tried to replicate those features. In this week's EVE Evolved, I look at four lessons learned from EVE Online that could easily be applied to other MMOs.

  • EVE launches in Japan, adds multilingual search tool

    by 
    Jef Reahard
    Jef Reahard
    04.03.2012

    Japanese sandbox fans are saying domo arigato this morning as CCP and Nexon have officially launched a localized version of EVE Online in the land of the rising sun. Japan boasts the world's fourth largest gaming community, and CCP has added it to an impressive list of conquests that include English-, Chinese-, Russian-, and German-speaking markets. The company is handling all of the game-related conversion tasks via its in-house localization system, while Nexon is responsible for various marketing and support initiatives. CCP has also added a multilingual search tool to the EVE client. The new functionality "helps weld the disparate language groups present in EVE into a more global and unified game experience –- truly demonstrating the impact and value of the single shard server model," says senior producer Jon Lander. [Source: CCP press release]

  • The Anvil of Crom Extra: Craig Morrison on new content, crafting, and customizable communities

    by 
    Jef Reahard
    Jef Reahard
    03.30.2012

    It's been a little while since we've interviewed Age of Conan executive producer Craig Morrison. In the intervening months, Funcom's bloody fantasy MMO has added developers, new content, and fresh ideas at a fairly steady pace. This week sees the introduction of tier four raiding content in Khitai as well as a lengthy Morrison-authored update letter that provides a roadmap for the rest of 2012. Follow along after the break as we talk raiding, the upcoming crafting revamp, and the community potential (and perils) of Funcom's spiffy new single-server technology.

  • Spacetime announces industry-first cross-platform implementation

    by 
    Jef Reahard
    Jef Reahard
    12.08.2011

    If you've ever wondered about the feasibility of cross-platform MMOs, Spacetime Studios is here to tell you that it's a reality. The company announced an industry first earlier today when it removed the barriers between players who use different devices and operating systems. The company's Pocket Legends and Star Legends mobile MMOs share a single global server, and access to said server is now open to users of desktops, laptops, smartphones, and tablets. "There have always been technical walls between players on different platforms," said CEO Gary Gattis. "Now, people are free to play on the device they choose with anyone, anywhere, anytime, whether they are at home or on-the-go." [Source: Spacetime press release]

  • Masthead prepping new Earthrise beta client, additional beta keys

    by 
    Jef Reahard
    Jef Reahard
    01.06.2011

    Launch day for Earthrise is closing fast, and Masthead Studios is gearing up for the throng of sci-fi sandbox fans looking to make a new home on the game's single worldwide server. Masthead is also pushing a new version of the beta client to the game's test servers and will be distributing more beta invites in the very near future. The new client features combat and tactical tweaks, changes to crafting skills and item insurance, and revamped graphics and animations. "The development team has been working around the clock to continually add new gameplay functions and we are thrilled for our community of testers to become further immersed and share their thoughts with us," says Masthead CEO Atanas Atanasov. As for getting your hands on that elusive beta key, you'll want to head to the official site and sign up for your chance to win.

  • Earthrise going with single server worldwide

    by 
    Jef Reahard
    Jef Reahard
    12.22.2010

    The team at Masthead Studios has provided a bit more information about Earthrise's recently announced February release date. While Monday's press release revealed that the sci-fi sandbox is coming to European retail in a few short weeks, it conspicuously left out any mention of an American launch or an American server. As it turns out, this is because Earthrise will feature a single shard for gamers all over the world according to a forum post sighted yesterday on the official boards. "There will be one global server for Earthrise when the game goes live in February. There is one server for all players, no matter where in the world they are located," says Kuliani, Masthead's community manager.

  • Perpetuum officially launched

    by 
    Jef Reahard
    Jef Reahard
    11.26.2010

    Gear up, mechheads -- Perpetuum has officially launched. As of yesterday, November 25th, Avatar Creations' massively multiplayer sandbox is open for business. Early access accounts have been disabled, and you'll need to pony up for the $9.95 subscription fee in order to continue carving out humanity's destiny on the planet Nia. Newly created accounts will receive two weeks' worth of extension points (the game's skill point currency) for free, though a press release on the official website states that this offer will be for an "undetermined period." Perpetuum features time-based character development, real-time asynchronous combat, dynamically changing environments, and a single-server persistent universe. Register for your account at the official website, and we'll see you on the surface of Nia.

  • A look into the nuts-and-bolts of EVE Online's single-shard architecture

    by 
    Justin Olivetti
    Justin Olivetti
    08.10.2010

    Have you ever wondered why MMOs have multiple servers and limitations on the number of people that can be squeezed onto each? It's a good question, especially when you consider EVE Online's impressive single-shard (single-server) setup, where tens of thousands of concurrent players can log on in the same environment. CCP's Kjartan Emilsson wrote an article for Gamasutra explaining why most MMOs choose to separate their population onto several severs. The main problem, Emilsson said, was the issue of avatar density. Too many players in too small of a space creates a miserable experience for all involved. So either the game has to put limits on how many avatars can be in an area, or create a playing field that is so large as to render this issue null. Emilsson went on to argue the case for single-server games that create a united society instead of a fractured one. He detailed the setup of EVE's server architecture, which is held together by a single database at its nucleus and has been steadily growing and improving over time. If you love to read the nuts-and-bolts of the underlying technology that makes games like EVE run, then do yourself a favor and give this article your time.

  • EVE Online: The Butterfly Effect

    by 
    James Egan
    James Egan
    07.29.2009

    The sci-fi MMO EVE Online has proven to be a popular game among some of the writers at Massively, and with good reason. After having spent years playing in sharded environments, plus the simple fact that it's a break from the fantasy genre, the single-server design of EVE is refreshing. Putting all of the players in this "sandbox" setting -- the galaxy of New Eden -- also creates a unique world dynamic where the actions of pilots on both individual and collective levels can have an impact on the rest of the game's players. Anyone who's played EVE Online for any length of time is aware of the benefits of the sandbox, but CCP Games has decided to visualize the game's social dynamic with a project called "The Butterfly Effect." This video is a theoretical and beautifully-presented look at how the actions of a lone assault frigate pilot can resonate throughout New Eden. The Butterfly Effect starts out at the smallest level where a choice is made by the solo pilot, to either aid or kill another player in distress, and how that individual's actions and choices in EVE ripple outwards, ultimately affecting the game on a galactic scale, and thus thousands of other players. While there's more we could say about EVE's open world game design, we'll just let the video speak for itself. We hope you enjoy Massively's video embed of The Butterfly Effect.

  • Earthrise interview explains game's crafting and sandbox elements

    by 
    James Egan
    James Egan
    02.22.2009

    We've been noticing that the post-apocalyptic MMO Earthrise is getting a lot of press these days. The latest piece that's caught our eye is an interview with Masthead Studios CEO Atanas Atanasov conducted by ReviewStash's Daniel Levy. The interview ranges across several topics of interest for potential Earthrise players, but perhaps what's of most interest are Atanasov's comments on combat game mechanics and crafting. Aiming in Earthrise's combat will be done as with standard shooters, but the weapons available to characters will allow a player to keep a bead on their target. On Earthrise's crafting system, Atanasov says that players will be "capable of infusing Designs into items -- special bonuses and enhancements, or totally separate effects that allow the crafter to customize an item to the needs of his or her customers." Certain crafters may well become influential figures in Earthrise, Atanasov says, known for coming up with powerful item builds.

  • The EVE Performance Group

    by 
    James Egan
    James Egan
    10.17.2008

    "CCP fix lag nao!!" That's essentially what this writer has been hearing from players since he began EVE Online, and most assuredly it was being uttered long before that. Whether it's a typical forum whine or something much more clever, the message remains the same: Players really want to have fleet battles with several hundred people at once. After all, the shardless galaxy that players populate, in theory, should allow for that. But in practice, lag can turn such engagements into a slide show. Is it unrealistic to assume that 1000-player fleet battles will ever be a reality in EVE? Time will tell. Still, you'd think that CCP Games didn't care about wiping out lag from much of what you read on the forums. They're making some inroads with their new server technologies and ongoing initiatives to improve performance, but players still wonder what goes on behind the scenes. The latest in the recent blitz of dev blogs from CCP Games comes from CCP Tanis, "Introducing: the EVE Performance Group," and is an attempt to explain how this group of developers works to make EVE "run better, faster, and smarter." CCP Tanis lays out how they using monitoring, profiling, and debugging tools to try and reduce server load and increase performance.