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  • Highlights from the SOE Fan Faire 2009 community address

    by 
    James Egan
    James Egan
    06.27.2009

    Sony Online Entertainment Fan Faire 2009 is happening in Las Vegas, and of course they've had a number of things to unveil so far. SOE president John Smedley gave his community address last evening, and other speakers made an appearance as well. We've got a few highlights from SOE Fan Faire 2009 for you: Station Cash Smedley jumped right in by talking about the state of the SOE game lineup and some of the new directions they've explored with them in this past year. One of those new directions has been the introduction of Station Cash, and he talked about the growing adoption of Station Cash among SOE game subscribers in EverQuest and EverQuest II, as well as how it will soon be tied into new services and customization options. He announced a partnership with Hewlett-Packard which will allow players to purchase matte print images of art from the games using Station Cash. You'll be able to have your own character rendered in a high-quality art print, or even have your entire guild depicted and sent to you as a hardcopy art book. EverQuest: Underfoot and EverQuest II: Sentinel's Fate On the topic of EverQuest, remember that mention we had of SOE trademarking new EQ properties? It turns out these are the new expansions: EverQuest: Underfoot and EverQuest II: Sentinel's Fate. Smedley kicked off the EQ announcements by reflecting back on 10 years of EverQuest and looking to where the IP is headed in the future. EverQuest II producer Alan "Brenlo" Crosby discussed the game's sixth expansion, Sentinel's Fate, where players will travel to the land of Odus and see what's happened there since The Shattering. He dropped a few details about this next expansion, slated for a February 2010 launch, and the updates they plan to release between now and Sentinel's Fate. These updates will include the ability to downtier characters, allowing you to go back and replay older content, plus achievements are coming to EverQuest II. In addition, the EQ II level cap will increase by ten levels. SOE hasn't forgotten about their long-term fans either, those who have stuck with the original EverQuest through the years. EverQuest producer Thomas Terrazas announced the sixteenth EQ expansion, Underfoot, which will launch in November 2009. Underfoot will feature 12-15 zones at launch, with bonus zones and additional content to release in April of 2010. Underfoot will have twice as many weapons as any of the previous 15 expansions, a new focus targeting window (allowing you to add specific targets to your list, monitor health of friends and foes), and achievement tracking that will help players remain aware of the objectives to be completed in their progression path. "In other words," Terrazas said, "you won't have to go looking online on somebody else's website so see what you need. It'll be in-game." Fan Faire 2009 attendees will get both expansions for free.

  • ModNation Racers, like LittleBigPlanet on wheels

    by 
    Jason Dobson
    Jason Dobson
    06.02.2009

    It wasn't all sequels and plugged leaks at Sony's E3 press conference. Sony also announced a new PlayStation 3 franchise called ModNation Racers, the latest in the company's Play.Create.Share lineup popularized by LittleBigPlanet. The game looks to strap LBP's overcute style and love of physics into kart racing that, according to Sony, will let players express themselves and become "superstar designers" by sharing tracks, karts and characters over the PlayStation Network.

  • MetaPlace open beta is on

    by 
    Krystalle Voecks
    Krystalle Voecks
    05.17.2009

    Are you fond of world or story building? Maybe you're thrilled about trying your hand at creating items. Do you have an idea for a great game, but no place - or way - to design it? Are you fascinated by the concept of in-browser-only (not browser/spawn another app like FusionFall or Free Realms) games. Or maybe you're just the type of person who loves to check out new and interesting things created by other people. If any of the above sounds interesting to you then you'll likely want to pop over to the MetaPlace site and check out their shiny new open beta test! MetaPlace, designed to be a place full of infinite possibility where players can meet, game together, and socialize, has been in closed beta for quite some time. We're curious to see how this world evolves, considering Raph Koster's view on avatar rights to their own created property versus other virtual world platforms like Linden Lab's Second Life. Between that and the basic concept for MetaPlace, we suspect virtual world and MMO afficinados alike will be keeping an eye on this.

  • Gamerzines blog series on crafting the perfect MMO

    by 
    Brooke Pilley
    Brooke Pilley
    05.05.2009

    Gamerzines doesn't want to sound arrogant, but they're pretty sure they can design the perfect WoW-killer and because they're such nice folks, they're going to spill the beans in a series of blog posts. There are five parts so far that include their must-have elements for the next best MMO since [insert your favorite MMO title here]. Part 1 - User generated content that passes through a quality filter Part 2 - Persistent world and good story Part 3 - Crafting and economy 2.0 (see EVE Online's industry) Part 4 - Old school RPG customization system (stats, appearance, gear, etc.) Part 5 - Real world simulation This is obviously a pretty bold series if it aims to change the MMO landscape, but the ideas do seem interesting even though none of them are exactly novel so far. That said, they are starting to fit together nicely as newer parts of the series come out.For instance, allowing players to have a visible and lasting impact on the game and then mixing it with the concept of a more real world simulation could produce interesting outcomes; e.g., too much hunting of one particular species could throw the ecosystem and biodiversity of the surrounding area out of balance.[Via: Warcry]

  • The Daily Grind: Should players be rewarded for creating content?

    by 
    Krystalle Voecks
    Krystalle Voecks
    04.25.2009

    American McGee, during a recent Geek.com interview, made a comment about user-generated content in games that made us stop and think. The snip in question was: "...I think if game products or publishers are relying on "outside the box" content created by users to drive interest in their titles – then they should find ways of compensating those users for developing added value." While he may have been talking about Little Big Planet at the time, we thought immediately of City of Heroes Issue 14, and other systems like Myst Online: URU Live, which will be depending on player-created content for future growth when it comes back up.You could argue that at this point players who create and run Mission Architect content are largely already rewarded; there are several badges available that way, and it's a nice break from the regular missions when you've already run them eleventy-billion times since launch. Of course, as anyone who has actually built a mission arc can tell you, writing one can suck away some serious time from you very easily. So this morning, we thought we'd take it to you, the Massively community - do you think players should be rewarded in some fashion for creating content in MMOs? Should it be something simple like badges, or should it be more involved? Should Paragon Studios and NCsoft look at giving players who create quality arcs more space to create in? Free game time? Or is the ability to create fun content and get recognized by the community for writing good arcs enough reward in itself?

  • A Mountain of Missions

    by 
    Tim Dale
    Tim Dale
    04.13.2009

    A four day weekend spent largely in the new City of Heroes Mission Architect suite has been something of a startling eye opener for me. Like a great many people, I was always of the opinion that when it comes to User Generated Content, there was basically nothing an MMO could do wrong; the more options the better! Liberate the means of production! We can ALL be game designers, if only we have the tools! I certainly thought it would be well-received, but less than a week since launch there are at time of writing, a staggering 18,000 new story arcs in the game, and Sente at A Ding World has some fascinating breakdown of the figures so far. I have no idea how many missions were actually in the game prior to Issue 14 but it is a fair bet that the players have created more content in five days than NCSoft have in the last five years. And yet far from feeling liberated by the new system, I'm increasingly finding it confusing and not a bit daunting.

  • Paragon City streets unusually quiet as meta-humans flock to Architect Entertainment

    by 
    Tateru Nino
    Tateru Nino
    04.10.2009

    So far, it seems, NCsoft's City of Heroes/Villains Issue 14 Mission Architect feature has been a cracking success. The zones containing Architect Enterprises have been stuffed to overflowing with users learning the system, creating missions and trying missions out. The Mission Architect system isn't exactly all-singing and all-dancing, as it has to work within the constraints of the existing engine, but it does the job quite nicely, and doesn't have a gigantic learning curve. Users have created and published literally hundreds of missions since Issue 14 went live a few days ago.

  • City of Heroes Issue 14: Architect is live

    by 
    James Egan
    James Egan
    04.08.2009

    Much of our recent coverage of City of Heroes has focused on the Mission Architect, and with good reason. Issue 14 brings player-created content into the superhero MMO, placing the tools the developers have used to create missions in the hands of the players. Essentially, players can create their own playable content and tailor these missions to their liking, right down to the characters and the story itself. In some respects, it takes the UI of the character creation tool and applies it to the creation of actual game content. We had a good look at the potential for user-generated content with the Mission Architect at GDC 2009, while it was still in beta testing. Mission Architect is clearly ready for primetime though; NCsoft has announced that Issue 14: Architect is now live, giving City of Heroes players more control over their gameplay than ever before. The Issue 14: Architect release notes are up and detail the many features the update brings to City of Heroes and City of Villains.%Gallery-45908%%Gallery-48661%

  • GDC09: Mission Architect in-depth

    by 
    Elizabeth Harper
    Elizabeth Harper
    04.06.2009

    At GDC recently, Joe Morrissey, Senior Designer at NCsoft and Lead Designer for Mission Architect talked to an audience about the challenges of implementing a user generated content system in a 5-year old MMO. Afterwards, we had a chance to sit him down and ask a few questions of our own. But to start with, the basics, for those of you who haven't been following Mission Architect's development: it's a system that allows any City of Heroes or City of Villains player to create their own missions, complete with their own characters and stories. (If the idea of user generated content sounds strange and foreign to you, let Captain Dynamic explain the idea to you.) Currently in beta, this content Godzilla will be released upon the live realms in Issue 14. (For people who haven't yet dived into the City of franchise, there will also be a new game box coming out for Mission Architect: the aptly named Architect Edition.)%Gallery-48661%%Gallery-45908%

  • LittleBigPlanet has over 600,000 user-created levels

    by 
    Griffin McElroy
    Griffin McElroy
    03.20.2009

    Occasionally, game developers launch press releases for no other reason than to proclaim how totally awesome their games are. One such release just landed in our inbox courtesy of Media Molecule, describing the many accolades that have been bestowed upon LittleBigPlanet -- though we were more interested in a few statistics hidden in the print: Altogether, LBP's 1,934,700-strong online community has produced an average 35,373 levels a week since the game's release, for a whopping total of 646,135 user-generated levels.Sure, 350,000 of those are simple trophy-collection levels, 200,000 are item-sharing stages, and 95,500 have Phoenix Games-esque production values -- but 635 of the levels stamped on LBP's highly texturized globe are precious, precious gems. That's more than enough to keep us busy for quite some time.

  • LittleBigPlanet level moderation a 'continually improving' process

    by 
    Ludwig Kietzmann
    Ludwig Kietzmann
    12.03.2008

    That's according to Sony, which addressed several LittleBigPlanet concerns in a recent (and now weekly) post on the official PlayStation Blog. "The vast majority of moderated levels were due to offensive material," wrote SCEA marketing manager Mark Valledor, "however we are evolving the way moderation happens to ensure that creators are made aware of why their level was blocked." Earlier this year, level creators expressed their frustration at becoming victim of Sony's inscrutable moderation policies. The company has since released some general "don't put this stuff in your level" guidelines.Valledor also noted that other online aspects of the precious platformer are being examined and improved, including the occasionally problematic servers and the maddeningly unhelpful level search function. "We've heard your requests to get better search functionality to find levels and getting the PLAY, CREATE, SHARE stats up and running on the Info Moon and have put this on the top of our list." We hope you guys tagged that list properly -- it's going to be awfully difficult to find otherwise.

  • Watch: Gradius gets LBP'd

    by 
    James Ransom-Wiley
    James Ransom-Wiley
    11.03.2008

    LittleBigPlanet is officially a verb. And we're officially wowed by this Gradius-inspired user-created level (full clip after the break). We're not sure what amount of time, effort and total understanding of LBP's quirky reality it takes to birth such a creation ... but we ain't got it.Also: Anyone able to find this level in-game? Our search for "Libidius.jp" (the supposed stage name) turned up nada. You can find the level by searching for the creator: RRR30000. [Thanks all!]

  • LGJ: User Content Creation Crisis

    by 
    Mark Methenitis
    Mark Methenitis
    11.03.2008

    Each week Mark Methenitis contributes Law of the Game on Joystiq ("LGJ"), a column on legal issues as they relate to video games: It appears there has been a bit of a controversy over the recent changes to the PSN Terms of Service with regard to user-generated content, which seems to be at least in part tied to the release of the Sackboy epic Little Big Planet. Of course, user-created content is nothing new, and neither is the management of the licenses associated with that content. However, it seems like as good a time as ever to discuss the issue of managing the intellectual property rights of user created content and what that can mean for you, the user, and them, the game companies. I guess we should get back to basics, though I'll skip the intellectual property primer this time around. When users create content for games, they're creating intellectual property that would likely qualify as a derivative work. After all, what good is the content outside of the game? Some types of mods are more derivative than others, depending on how much is taken from the original work. But the point remains, it's at some level a derivative work. In this case, however, there is at least an implicit authorization for the user to create the work based on the virtue of the developer giving the user the tools to do so. In this way, we're not dealing with a situation identical to, say, machinima.

  • Boku, Microsoft's 'LittleBigPlanet' heading to 360, PC

    by 
    Jason Dobson
    Jason Dobson
    11.03.2008

    Little Big Planet captured players' hearts and free time with its unmistakable mix of ingenuity and cute. Now it appears that Microsoft has its own plan to tap into players' creative wellspring with Boku, a new XNA project billed by The Seattle Times blog as a "visual programming language for kids." Hello World.Following a previous demonstration of the project in 2007, Boku was officially unveiled this week by project lead Matthew MacLaurin during Microsoft's Professional Developers Conference in Los Angeles. The effort looks to build upon Microsoft's ongoing work with the more complicated XNA Game Studio, allowing players to program their own games using a more inviting set of icon-driven instructions on either the PC or Xbox 360. Sort of makes us want to go back and revisit Carnage Heart. No official release date has been announced yet, though MacLaurin noted during his presentation that players will be able to start playing with Boku sometime "early next year." Until then, check out a video of it in motion after the break. [Via Gamasutra]

  • PSN terms say Sony can sell your content without reimbursement

    by 
    Andrew Yoon
    Andrew Yoon
    10.17.2008

    With so much user-generated content being placed onto the PlayStation Network through Game 3.0 titles, like SingStar and LittleBigPlanet, it's unsurprising that Sony's terms of use have a clause that allows them to redistribute and use user-generated content without compensation for the original creators. "You authorize and license SCEA a royalty free and perpetual right to use, distribute, copy, modify, display, and publish your User Material for any reason without any restrictions or payments to you or any third parties."For example, Sony could show off your latest LittleBigPlanet level in a commercial they air. Or, they may show off your amazing drunken SingStar vid in a magazine ad. Maybe they'll make money off ads that run in your private apartment in Home. There are a lot of possibilties.However, there is one fear, as pointed out by I have the Princess. Could Sony also redistribute user-generated levels from LittleBigPlanet as paid DLC? If so, there's no entitlement for the creators to gain a single penny off of those purchases. We doubt something this drastic will happen. Instead, we still believe LBP creators might, just might, have a chance to get rich off the game.

  • LittleBigPlanet to feature personal 'copyright' system

    by 
    Ludwig Kietzmann
    Ludwig Kietzmann
    08.26.2008

    We love it when games like Soul Calibur IV challenge us to add a personal touch to our favorite pastime, whether it be in creating our own fighters or stitching together a brand new level. But if there's anything this bounty of creative tools and user-generated content has shown us, it's that people aren't very original. When they're done recreating all of Nintendo's intellectual properties, they'll likely start copying, editing and spreading all of your creations too. They must be stopped!Thankfully, the PlayStation 3's impossibly cute platformer, LittleBigPlanet, will feature its own "copyright" system for user-generated items. "You can basically dictate the distribution rights on any object you create," Media Molecule's Alex Evans tells Eurogamer. "If you put something in your level as a collectable item, people can collect it. People can control who comes into the level, both by how hard it is and by giving away keys, but you can also choose whether to copyright that object."Items sans copyright can be modified and shared with wild abandon (perfect for the inevitable penises!), while those cherished by the creator must be collected and remain within the confines of the user's level. Which is probably just a recreation of Super Mario Bros. World 1-1 anyway.

  • Podcast interviews two Star Trek Online guys, gets lots of new info

    by 
    Samuel Axon
    Samuel Axon
    08.12.2008

    Star Trek gaming podcast Hailing Frequency interviewed Cryptic Studios Chief Creative Officer Jack Emmert in the wake of the big Las Vegas unveiling of Star Trek Online. The two part interview is available in both audio and video, and it's one of the best sources of details beyond the unveiling video itself at this point.There are a lot of reveals and hints in the interview. Some examples of interview topics: post-launch plans for user-generated content, an economy without a monetary currency, and details about starship combat. Emmert speculates that cross-platform play and non-region-specific servers are possible, but that no final determinations have been made. Listen to the interview for more!Hailing Frequency also spoke with STO's new community manager, JR Sutich, who is better known to folks in the MMO community as Razor. He was a regular writer at WarCry before he started with Cryptic. That interview, also available in both audio and video, deals exclusively with the game's community and forums.

  • Cryptic Studios developing user-generated content tools

    by 
    Kyle Horner
    Kyle Horner
    07.11.2008

    There's a lot of Champions Online information swirling about the internet right now, if you hadn't noticed. So it can be easy to miss some of the better articles on the game, unless you look very carefully. Not only does Rock, Paper Shotgun have a great article about Champions Online up but they also plan to release more throughout the week. As if that weren't enough they managed to pull an interesting piece of information out of Cryptic CEO John Needham, too. According to Needham, Cryptic has a dynamic content system in the works that will allow the developer to spawn unique zones on the fly. While this is all very interesting, you're probably wondering how this factors into Champions Online. Well, it doesn't. At least not right now it doesn't.This dynamic content system is actually for other upcoming MMOs being developed by Cryptic. Oh, how we wonder what sort of MMO would benefit from such a system. However, removing our tinfoil hats reveals that there's something else even cooler about all of this. These tools are being polished up so that they can be given to future players who will then be able to create their own content within Cryptic games. Unfortunately, Needham didn't go into exactly what kind of content players will be creating but the fact that such a thing is even being worked on is entirely cool beans.

  • Sims Carnival is now in open beta

    by 
    Justin McElroy
    Justin McElroy
    06.17.2008

    In the future, there will be no game developers. Well, to be more accurate, there will be no paid videogame developers, just a legion of unpaid game slaves, toiling away for a chance at e-stardom. Today, the inevitable future looms just a bit closer with The Sims Carnival going into open beta.Right now, you can play some of the offerings from closed beta folks, who've come up with some really bizarre entries like this terrible take on Mario Kart and this brûlée caramelizing sim. You can also design your own games for the general populace to partake of, enjoy and never, ever pay you for.

  • Community Content: 241 Edition

    by 
    Xav de Matos
    Xav de Matos
    06.13.2008

    Each week, X3F showcases the best in Halo 3 downloads with Community Content. To find out how to set up your Bungie.net account, click here. Submit your own ideas at: comcon [AT] xbox360fanboy [DOT] comThis week for Community Content we're doing something a little different. On top of our regular community contributed content for Halo 3, we're browsing through the most popular Bungie.Net downloads as a second recommendation.Yes, Community Content has doubled in size! We're giving away double the dose of content. Two maps for the price of one. Well, considering they're free--for the price of zero. So, jump in this week for our community submitted content and for our own Bungie.Net recommendation!Also, make all checks of $0.00 payable to X3F Towers ... kthxbai.