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  • The Perfect Ten: MMO cataclysms

    by 
    Justin Olivetti
    Justin Olivetti
    12.07.2010

    Today sees the launch of World of Warcraft: Cataclysm, which represents a destructive "reboot" button on the world of Azeroth. The old has been made new by virtue of fiery explosions that have rent the very earth in twain, and WoW gamers will have to find their footing all over again. As you might imagine, it's made one big-ass mess, which is compounded by the fact that there are no janitor classes in the game to sweep it up (the next hero class, perhaps?). However, the notion of an in-game cataclysm is hardly the sole domain of Activision-Blizzard; on the contrary, large-scale apocalypses pop up all the time in MMOs. After all, nothing grabs the attention like the end of the world (but hey, you still feel fine)! In a list that in no way is meant to capitalize on any expansions that may or may not be on the market, we're going to strap on our Kevlar suits, slather our arms with 1000 SPF sunblock, and take a brief tour of 10 worlds that have dated cataclysms -- and lived to tell the tale.

  • The Perfect Ten: The sadistic shopper's list for Black Friday and Cyber Monday

    by 
    Justin Olivetti
    Justin Olivetti
    11.25.2010

    With the holiday shopping season upon us, gamers are hot for great deals and cheap entertainment. As my wife's logic goes, if something is 80% off, you buy it, even if you didn't really want it in the first place. It's the principle of the thing, an automatic 80% dose of smug satisfaction at being a savvy shopper! Not every deal should be pursued, however. Although most video games are playable for years and decades after release, not so with MMOs that have had their service shuttered. It's recently come to my attention that even though these games are completely unplayable -- rendered nothing more than a few cents' worth of a DVD and cardboard packaging -- online retailers haven't kept up with the times and keep these products on the virtual shelves long past their expiration dates. That's not to say you should avoid these products at all cost, because studies show that a large percentage of Massively readers have a sick and twisted sense of humor. What would make a better gift this Christmas than a multi-million-dollar-budget MMO that died a horrible death years before? So don't be the typical gifter who settles for a Blu-ray player or an iPod -- give a package of misery, disillusionment and broken dreams! Hit the jump for 10 items that absolutely belong in your shopping cart if you wish to be feared!

  • The Game Archaeologist and the Nights of Old Winter

    by 
    Justin Olivetti
    Justin Olivetti
    11.23.2010

    Here's a question for you: How much do you really, really have to love a game to pay $8.00 an hour to play it? Considering how much we tend to whine about a flat $15/month fee, I'm guessing the answer is, "Only if it loved me long time." And yet, in 1991 this wasn't considered crazy extortionist practices -- it was dubbed "Being a pioneer." While online RPGs were nothing new by then, nobody had tackled the jump from text-based RPGs (MUDs and BBS doors) to graphical games due to the technology (limited modem speeds and access) and funding involved. It took the efforts of a Superfriends-style team to make this happen with Neverwinter Nights: Stormfront Studios developed the game, TSR provided the Dungeons & Dragons license, SSI published it under its Gold Box series, and Aol handled the online operations. Thus, 19 years ago -- six years before Ultima Online and 13 before World of Warcraft -- the first multiplayer graphical RPG went online and helped forge a path that would lead to where we are today. With only 50 to 500 players per server, Neverwinter Nights may not have been "massively," but it deserves a spot of honor as one of the key ancestors to the modern MMO.

  • The pain and suffering of MMO shutdowns

    by 
    Justin Olivetti
    Justin Olivetti
    10.29.2010

    Like life itself, the MMO industry doesn't often seem fair -- promising games can die premature deaths while creaky antiques continue to chug along just fine. When an MMO like APB or Tabula Rasa announces that it's closing its doors after only a couple years (or months), the first reaction is usually to ask, "What in Sam Hill happened and why are they doing this to me?" Yet what isn't always considered is the emotional fallout on behalf of the devs. Over at Kotaku, Michael Fahey examined the fallout when MMOs are shuttered prematurely, using the examples of Auto Assault and The Matrix Online as case studies. NetDevil spent four years developing the former, which lasted a mere fraction of that time -- 16 months -- as a live game. Ryan Seabury testifies to the pain that this causes for a dev team: "I won't lie, it hurts like hell still over four years later... Naturally, if a universe like Auto Assault that you sort of mentally attach to over multiple years suddenly ceases to exist, it's like a part of you dies." He personally points to NCsoft as the reason for Auto Assault's closure, stating that the game might still be in operation if it wasn't for the publisher's lack of faith. On the flip side, The Matrix Online had a longer run and plenty of time to prepare for the end once word was passed down. Then-Community Manager Daniel Myers says that the decision was a matter of dollars and sense. Still, Myers admits that it continues to affect him: "There are still days that I wish I could log in and see the Megacity again. I don't know [if] that will ever completely stop. I kind of hope it doesn't."

  • The Mog Log: The natives are restless

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    09.18.2010

    Allow me a little bit of woolgathering. When I started working for Massively, it was October of last year, and Final Fantasy XIV had just been announced as the official title for the game code-named "Rapture" and unofficially codenamed "the sequel to Final Fantasy XI" by everyone else who had seen a single screenshot. About four days after you read this, the game is going to be officially live for players around the world willing to shell out an extra bit of cash for various doodads and a headstart. This is kind of baffling. Objectively, you know that the game is getting close to release, but it's not made real until the release is right at your doorstep. So before I go too far off the deep end and start thinking about things like the franchise having started when I was four, let's move on to the discussions coming out of the impending launch. And really, do come back next week when Final Fantasy XIV comes out, as I'm sure we'll have plenty of things on launch day. (Very sure, in fact.)

  • The Daily Grind: What will you miss about APB?

    by 
    Jef Reahard
    Jef Reahard
    09.17.2010

    It's never enjoyable when a game or game company goes belly-up, and MMO fans have had no shortage of depressing news over the years. Whether it was Earth and Beyond, The Matrix Online, Tabula Rasa, or (now) All Points Bulletin, many of our favorite games burned twice as bright but lasted half as long. The case of All Points Bulletin is even more aggravating due to its peerless character creation system, a unique take on music, and a payment model that attempted to blend the best of subscription-based and F2P titles. While we're the first to admit the game had its problems, it also had its charms and will be missed. That leads us to our question of the day, Massively readers. What will you miss about APB?

  • The Game Archaeologist and the Girdle of Anarchy: The history

    by 
    Justin Olivetti
    Justin Olivetti
    09.07.2010

    "The future in your hands," Funcom promised gamers in the early days of the new decade. As the MMORPG genre slowly took shape and grew in popularity, game studios were still babes in the woods, feeling out this brave and complex new world without a standard handbook to guide them to success. EverQuest focused on large group content and raids, Dark Age of Camelot featured Realm vs. Realm conflict, and RuneScape brought the MMO to the browser. Everyone desperately hoped he had the next big hook that would reel in gamers by the thousands, especially Norwegian developer Funcom, which made headlines in 1999 with its highly acclaimed adventure The Longest Journey. Funcom took one look at the small but expanding MMO market, got together in a group huddle, and said, "You know what guys? This fantasy thing, it's everywhere. Let's do something different. Let's drill for sci-fi gold. And let's throw in robots, cuddly rodents, randomly generated missions and a bitter rivalry between factions. Geronimo!"* (*Quote fabricated by author.) And thus, almost a decade ago, Anarchy Online hit the industry like a sack of broken features. It wasn't the stellar debut Funcom desired, but the game endured and went on to carve itself out a workable plot of land. This month, The Game Archaeologist trades in his rugged leather attire for space armor and a high-powered laser rifle. The year is 29475, and the place is Babylon 5. Er, Rubi-Ka.

  • Richard Garriott wins lawsuit against NCsoft

    by 
    Rubi Bayer
    Rubi Bayer
    07.30.2010

    var digg_url = 'http://digg.com/pc_games/Richard_Garriott_wins_28_million_lawsuit_against_NCsoft_2'; Over a year ago, Richard Garriott filed a lawsuit against his former employer, NCsoft. There was a lot of back and forth regarding who said what, but the crux of the suit was that Garriott claimed NCsoft terminated him, costing him millions, as he was forced to sell his stock options at a bad time. NCsoft claimed that the opposite was true: Garriott left voluntarily. There was quite a bit more regarding a forged letter and the handling of Tabula Rasa, but in the end, the decision focused on the loss of profit from the stock options. After several hours of deliberation, the jury awarded Garriott $28M USD to compensate for that loss. Garriott is "extremely pleased," but NCsoft is not finished yet. The company plans to look over its options and continue fighting the suit. Keep your eye on Massively for any updates on the case.

  • ArcheAge closed beta announced

    by 
    Jef Reahard
    Jef Reahard
    07.12.2010

    We'll forgive you if you haven't yet heard of ArcheAge, an in-development MMORPG from XLGames. You probably have heard of lead developer Jake Song, though, or at the very least, you've probably played one of his games. The native South Korean is the brains behind the original Lineage, and he worked with Richard Garriott on Tabula Rasa. Also while at NCsoft, Song lent his talents to the conceptualization and creation of an MMORPG called Lineage Forever, which subsequently morphed into Aion. These days, Song's XLGames is busily putting the CryENGINE 2 through its paces to bring you ArcheAge, and it is gearing up for the game's first closed beta test. The testing, scheduled for late July, looks to gather player feedback on some of the title's more unique features including destructible architecture. Unfortunately, you'll need to speak Korean (and probably know someone on the inside) to get an invite, but stay with Massively for more on this new game as it develops.

  • The Daily Grind: The Dead Pool

    by 
    Justin Olivetti
    Justin Olivetti
    06.06.2010

    Now it's widely known that MMORPG players are a cheerful, optimistic bunch [citation needed]. It also goes without saying that no Massively reader would ever be caught wishing the downfall of a particular MMO or company [citation needed]. After all, the more titles that survive and thrive, the more the genre as a whole grows. With games like EverQuest, Ultima Online and Asheron's Call pushing well over a decade of run-time at this point, MMOs have proven that -- given a chance and enough initial steam -- they can go the distance. However, realism is a nasty mistress, and we can't ignore the fact that sooner or later MMOs will shut down. We've seen some flare up and burn out quickly (Tabula Rasa, Auto Assault), some struggle for years before capitulating (The Matrix Online, Asheron's Call 2), and some quietly put to pasture after all attempts at prolonging life failed (Shadowbane). The dark truth is that even the games we currently play have a finite lifespan, and one day will see their light extinguished. Cheery, right? So today, let's engage in a bit of macabre speculation and wager on a MMO dead pool. Without using this as a platform to rail against a MMO you hate and were personally wronged by on one midsummer's eve, what MMO do you think will be the next to close its doors? Will it be one of the newer titles, or one published by a company that has the tendency to shutter struggling games, or an aging beauty? Enter into today's dead pool, and earn the right to say "I told you so!" when the sad day happens. Because that will totally make you look tactful, don't you know.

  • The Game Archaeologist and the Ultima Prize: Richard Garriott

    by 
    Justin Olivetti
    Justin Olivetti
    05.18.2010

    Before he was Tabula Rasa's General British, Richard Garriott was simply -- and most famously -- known as Lord British, the absolute ruler and creator of the Ultima franchise. From 1980's Ultima I through 1999's Ultima IX, Lord British guided the development of one of the most popular RPG series of all time, including 1997's Ultima Online. Through it, Garriott and his Lord British persona became the de facto face of the series, a video game celebrity before such a thing really existed. After the floundering of Tabula Rasa and his subsequent falling-out with NCSoft, Garriot took a little R&R time to blast into outer space, returning to Earth to get involved with a social media games company called Portalarium. Because of his stature as one of the founding giants of not only MMORPGs, but video game RPGs as well, the Game Archaeologist stopped at nothing to procure his wise words for an interview. This quest took us to far-off, dangeous places -- including the world's most famous haunted house, Britannia Manor -- at which point we promptly purchased a return ticket and pleaded with our editor to do our dirty work for us. So bow, mere mortal! For you are now in the presence of LORD BRITISH! (cue wild applause)

  • Free for All: just slap "free" on it

    by 
    Beau Hindman
    Beau Hindman
    05.11.2010

    I will admit it. I am just as guilty as anyone else, even though we are all coming from a well-meaning place. We see our favorite game seemingly going south, and pass judgment that nothing will save it. Or, we simply don't want to see a good game go to waste so we come up with the same solution almost every time. The idea is one part daydream, one part hopeful nostalgia and several parts unrealistically easy. I can list the games that I have wished this on, for no other reason but for the fact that they are or were good games, and I want them to be frozen in time or want them to be there for me whenever I can make the time. Games like Ryzom, Vanguard, Tabula Rasa or The Matrix Online. How many hours have we spent writing up forum posts or dreaming up ways to implement this idea: just slap free on it, and the game will be fine.

  • The Game Archaeologist and the Ultima Prize: The History

    by 
    Justin Olivetti
    Justin Olivetti
    05.04.2010

    Welcome to the first madcap adventure of The Game Archaeologist! In this column, we'll be looking back at some of the MMORPGs that may not get the spotlight these days, but deserve our respect and attention due to their place in MMO history. Together, we'll don our explorer gear, jump back in time, dust off forgotten treasures and look at the titles that helped build an online empire. Each month, we'll embark on a voyage through a particular MMO of yesteryear in a three-part series. The first part will examine the history of the game and its place in the genre, the second part will feature interviews with current and past players of the game, and the third part will witness The Game Archaeologist himself checking out the title as it stands today (if the MMO is still up and running, that is). For our first column, we'll salute one of the greatest grandfathers of the modern MMO: Ultima Online. Crack your whip and dive into the Stygian Abyss with us!

  • Richard Garriott and the choppy waters of social gaming

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    04.06.2010

    The term "social games" or its frequently-used cousin "Facebook games" is one that gets talked about a lot by MMO gamers these days. Specifically, it gets talked about in a similar tone to the UbiSoft DRM nightmare or the entire Infinity Ward fiasco. So it's going to turn some heads -- and raise some hackles -- when Richard Garriott moves into the social gaming scene. Creator of the genre-setting Ultima Online and the much-discussed Tabula Rasa, Garriott has explained in an interview with Gamasutra why he made the shift and what he thinks of the social gaming scene as it stands now. In short, he sees in social and mobile games the same things that marked other major shifts in the overall philosophy of making games, making them the next big wave. It's not an uncommon sentiment, but he goes on to point out that many of the virtues these games have, such as no installation and no up-front cost, are desirable traits in any game. He goes on to discuss stories in games and how he thinks that even social games can have them, even as he advocates less emphasis on freeform player-generated narratives. Take a look at the full interview to get a clearer picture on what we can expect from Garriott next -- and considering his place in the field of MMOs, it should be notable.

  • Cryptic's Jack Emmert: No Plans For Consoles, STO over 100K subscribers

    by 
    Justin Olivetti
    Justin Olivetti
    03.23.2010

    "100% of our focus is on making the current PC product the best it can be. There are no current plans for a console version of Champions." Thus sayeth Cryptic Studio's Jack Emmert on the official Champions Online forums, ending speculation when or if this event would happen. Over the past couple years, it looked as though Cryptic had console ports in its plans, from bringing on board console engine programmers to public plans of expanding their subscriber base into the console market. However, when the date for the supposed console release kept getting pushed back, players grew worried, and now it seems that the concern was justified. This might have been compounded by the fact that recently Champions Online experienced a major transition as executive producer Bill Roper stepped down and Shannon "Poz" Posniewski took over. The folks over at The Big Freaking Podcast grabbed a bit of face time with Jack Emmert, Cryptic's Chief Operating Officer, to expand on this news as well as the future for Champions and Star Trek Online. Read on for the highlights of this interview!

  • Interview: Richard Garriott's space epiphany, NCsoft departure and Portalarium

    by 
    Alexander Sliwinski
    Alexander Sliwinski
    02.18.2010

    It's a sad day, my friends. With Richard Garriott starting Portalarium, we may retire the spaceman Garriott photoshop (above). With Garriott back on terra firma and with a new company, it's probably time to bury the image that represents the last couple years of his life, in which Garriott went to space, saw his name on failed MMO Tabula Rasa and encountered professional issues that saw him departing NCsoft and suing it for $27 million. Here are some excerpts from our discussion of Garriott's past and future at DICE. Joystiq: Before we talk about the future, let's talk about the past a little bit: how was space? Richard Garriott: Life changing, phenomenal. It is a series of life-changing epiphanies. ... My first thought was when I saw the Earth from space was not, "Oh wow, how high and beautiful it is above this beautiful Earth." It was: "Wow, we are not that high up. I sure hope they made this orbit perfectly circular or we're going to be reentering again real soon." That was my honest first thought when I saw the Earth from space. But it is perfectly circular. During this whole space situation the NCsoft thing happened. What's the current status of the $27 million lawsuit? Active, so, therefore I can't talk about it. There's a court date somewhere in the summer. Maybe things will resolve before then, maybe they won't. Are there any unresolved issues with NCsoft beyond the lawsuit? No, not at all. In fact, there's even areas where I'm quite supportive of NCsoft, both their products and a number of people there. Not my lawsuit, but there are other lawsuits where I fundamentally take their side on. I really have no bad blood with NCsoft globally, at all. I think they still do great products and have some really great people. I just have issue with one particular aspect of how my employment was dealt with. I thought it was an error and that's the basis of the lawsuit.

  • Garriott's Mission trailer offers a sneak peek before SXSW

    by 
    Krystalle Voecks
    Krystalle Voecks
    02.15.2010

    You may love him, or you may hate him; but nobody can deny the influence Lord British has had on the MMO industry. Many feel that Ultima Online was a shining example of MMO mechanics, not since repeated in quite the right combination. Later, Richard Garriott went on to create Tabula Rasa for NCsoft -- a game beloved by some, reviled by others. As part of his own trip to space, he launched Operation Immortality, in an attempt to draw more interest to Tabula Rasa. He went up in space, he came back down, NCsoft released him. We all know the story by now. But what you may not know is that Garriott had a crew filming the entire time he was involved with the space program. They've compiled the footage into a documentary called Man on a Mission, which is slated to be released later this year at South by Southwest. However, for those who would like a little taste what life was like for Garriott during those hectic days juggling public appearances and training in Russia, you can check out the trailer on his Facebook page now. [via GameSetWatch]

  • The Daily Grind: 2009's defining moment

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    12.30.2009

    The look back has already started here and there, and we've got only two days left -- assuming you count today. And we've seen a lot of things happen over the last year, which everyone on-staff has their own opinion about. To some, it was the year of free-to-play. To others, it was the year of dying games. But there's no way to encapsulate everything about 2009 into just one statement, with the industry still changing and evolving. Sometimes even seemingly small changes are what we remember (fondly or otherwise) when viewed in hindsight. Out of all of the things that happened this year, what struck you as the most defining moment? Was it something major, such as the end of Tabula Rasa or The Matrix Online? Or was it something minor that other players might not even notice? Did it make the whole year better, worse, or was it simply a turning point? What seems like it's going to stick in your memory when you think back on the year as a whole? And as a connected topic, what seems like a big deal at the moment that you're pretty certain isn't as important as people say?

  • Avoiding a sinking game

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    12.25.2009

    With the holiday season usually comes a healthy dose of gift money, and what comes with extra money for many people reading the site is new games. It's not as if the past year has been exactly spare on game releases, although the success of several is a bit up in the air. But be forewarned -- if you needed the reminder, 2009 could very well be the year we learned that no title is immune to being shut down, with Tabula Rasa and The Matrix Online being among the highest-profile games to finally be shut down for good due to sales figures. Bio Break has an excellent post on what is termed "avoiding the Titanic" -- in short, making sure that you're not signing up for a game that's going to just leave you high and dry. The recent announcement from Vanguard is among the examples cited, although some fans would be quick to point out it's not a death knell for the game. But it doesn't sound like the game is going to advance far beyond its current state, and for many games, that means a slow bleeding-out. Of course, avoiding titles that are perceived as hopeless can be a self-fulfilling prophecy, but it's worth keeping in mind that perhaps that money might be better spent if you question a game's near future.

  • Producer letter addresses the future of Warhammer Online

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    11.11.2009

    It's funny how times change. Not so long ago the most disconcerting thing that players of Warhammer Online players had to deal with were the numerous changes introduced in patch 1.3.2. Now, however, the recent layoffs that have hit EA and Mythic are far more worrisome. Executive producer Jeff Hickman has taken the time to try and assuage the community fears with a recent letter to the community regarding the future of Mythic's franchises and the game's ensuing viability. Hickman doesn't address the layoffs directly, instead using the letter simply to try and reinforce the image that the game is going to continue and keep being improved upon. The letter becomes a bit more unsettling when Hickman calls the response to the aforementioned patch 1.3.2 "great." It's quite likely nothing negative is going to happen to Warhammer Online, as it has been making an earnest effort to turn around a disappointing first year, but time hasn't yet healed the wound of "triple A and here to stay." Different companies and different games, but it's fresh in our collective memory, and only time will tell what the ultimate impact of recent events will be upon WAR.