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Chris Chester

Washington, DC - http://

Hailing from Washington DC, Chris is a relatively recent convert to the MMO landscape. As the Tabula Rasa game lead, he focuses most of his efforts on Destination Games’ action-packed opus, but he’s a regular resident of Azeroth as well. Look for him to start turning Orcy though as Warhammer Online gets closer to release.

Mythic's efforts aided by WoW, planning ahead

Filed under: Fantasy, Business models, Game mechanics, New titles, Endgame, Warhammer Online, Rumors

In a recent interview Warhammer Online senior designer Josh Drescher remarked that World of Warcraft has actually made it considerably easier for other MMOs to succeed in the market, contrary to popular belief. While nobody has come close to dethroning the Blizzard juggernaut and its 10 million subscribers, WoW has done a lot to expand the the potential user-base, and for that Mythic is grateful. Drescher notes in the interview the rate of success in a post-WoW world is considerably higher than it was before, making for a more friendly marketplace to release a game.

It's this kind of mind for market dynamics and future-planning that's really coming to define the modern MMO game designer. For them, retail release is only the beginning of a long process that can extend as far as ten years into the future. So when it appeared during the interview that Drescher suggested that the Warhammer Online team had content planned out five years in advance, some people were understandably confused about the scope of Mythic's development efforts. Was the game delayed to implement content intended for half a decade from now?

The Daily Grind: What's more important: content or polish?

Filed under: Age of Conan, Bugs, Opinion, The Daily Grind


In a recent post, blogger Cuppycake asked a very prescient question that we thought we would relate to you. What's more important to the long-term success of an MMO title: the quantity of content at launch or a high-level of polish? The way development works these days, developers are often hard-pressed to finish a game on a deadline, and at some point they have to make the decision whether to keep implementing new features, zones, and graphical assets, or go back and refine the content they have to make sure it's perfect. Games like Everquest 2 exemplify that first path - pushing out huge quantities of content from the beginning, but turning off many with their initially slow refinement process. LotRO on the other hand is highly polished, but has to undergo frequent content updates to keep players interested.

With Age of Conan right around the corner, would you choose that it be refined but small or huge and a little buggy?

Funcom fields tough quarter in anticipation of AoC launch

Filed under: Fantasy, Age of Conan, Business models, MMO industry, New titles


We all know that MMOs don't come cheap. While we still chuckle a bit at the suggestion that it takes an investment of over $1 billion to make a truly blockbuster MMO, it does cost quite a bit to keep a team of highly skills programmers and artists housed and clothed for the daunting 2 year+ development cycle that they're subject to these days.

So when Funcom announced an earnings loss of $3.13 million during the first quarter of this year ending March 31, we can't say we were terribly surprised. They continue to subsist on revenues from Anarchy Online, which they've described as steady, while they gear up for the Age of Conan launch. While AoC is still less than a sure thing, they're confident that they'll have a strong launch, based on the million plus beta applications they've received and generally positive reports they've been getting from the experts.

JGE writer talks shop in a pair of interviews

Filed under: Sci-fi, Jumpgate Evolution, Interviews, Lore, New titles, Races

In their on-going efforts to win over the hearts and minds of gamers everywhere, the NetDevil team have been out on the prowl, sending out lead writer Keith Baker out to conduct a a pair of interviews to keep Jumpgate Evolution at the top of every gamer's mind.

The first interview over at TTH focuses mostly on the Solrain Empire, the premier mercantile power in the JGE universe. Baker explains the choices players have within the faction and the general voice and tone that the team was going for in developing these hardened profiteers. The other interview over at Vault focuses on more general information like the link between Jumpgate Classic and Jumpgate Evolution, and gives an explanation for the context of the larger universe. You can tell that Baker is excited about his work and that excitement is sort of contagious.

Photoshop a JGE dev, get a closed beta spot

Filed under: Betas, Sci-fi, Jumpgate Evolution, Contests, Culture, Forums, Humor


In one of the more bizarre contests in recent memory, the NetDevil boys are submitting the hair of two of their developers to the whims and amusement of the larger Jumpgate Evolution community. In order to participate in the contest, you just Photoshop whatever freaky color you think would look good on either of the pair of developers, and the two that most amuse the team will earn the winners a signed Jumpgate Evolution print and a guaranteed closed beta spot. Oh, and did I mention they're actually going to follow through and dye their hair that color as well?

Now, this is pure speculation, but this blogger has a sneaking suspicion that this contest may have been the product of some heavy drinking. In any case, entries must be submitted on the official forums by May 20. So get cracking!

Harvard looks to MMOs for online leadership styles

Filed under: Business models, Guilds, MMO industry, Raiding, Academic

While much has been said in recent weeks about raid leaders and whether the job necessitates being a jerk, nobody seems to dispute that the position engenders players with valuable leadership skills. In fact, according to a recent report by the Harvard Business Review, big companies may have a lot to learn from MMOs in terms of fostering leadership roles in a business world that is every bit as geographically decentralized as the roster from your typical raiding guild.

But before you go and put your guild leadership experience on your resume, you might want to read the report in full. While they say that there are parallels between leadership in-game and leadership in a board room, the report focuses more on how the games themselves engender these leadership qualities, by creating an environment that fosters honesty, duplicity of leadership, non-monetary incentives, and transparency. It's interesting to think that games might actually change the way business works in the future, but we guess only time will tell if that proves prescient or not.

[Via GamePolitics]

World of Warcraft
TR patch 1.8 on test later today, get leveled to 30

Filed under: Sci-fi, Classes, Forums, Game mechanics, Patches, Tabula Rasa

We're excited to report that Tabula Rasa's patch 1.8 will be on test some time today. Among the changes, and this time it appears there's a real smattering of different stuff, is a new target lock-on system that allows you to set both friendly and and hostile target locks. Also, this blogger is excited about the changes to the Demolitionist class, which could finally prompt him to get that Sapper over the hump from level 28 to 30. We don't have full patch notes at the time of posting, because the patch isn't up yet, but we'll update with further details as they become available.

And as an added bonus, Harley Quin will be hanging around Alia Das, just like with patch 1.7, to level players to 30 so they can test out the changes that are only available at a higher level. According to CuppaJo, they're looking to make this process automatic in the near-future, but for the time being this is how it'll work. This service is only available today and tomorrow, so make sure to get on sometime soon if you want to give the new patch a full look and you don't already have a character on Orion, which is the server being copied over this patch.

The neverending NDA?

Filed under: Business models, Game mechanics, Opinion, Legal


Non-disclosure agreements or NDAs have traditionally been thought of as a burden that gamers have only begrudgingly borne because they want early access to a game. For a variety of reasons, developers often don't want people going around and blabbing about their new titles, either because the game is still in a very unfinished state and the comments wouldn't be generally positive, or for marketing reasons having to do with hype and release timing.

So when we read one blogger suggest that a developer actually extend the NDA indefinitely post-release, at first we weren't really sure what to make of the idea. He suggests that it would give developers the leverage to eliminate game guides and third-party sources of information that really marginalize the difficulty of content by letting players gain knowledge of encounters before they've experienced them. He suggests that it would have the benefit of strengthening inter-personal bonds and information sharing within the game. While this is true, we can only imagine the explosive legal battles that would precede this sort of system. Still, it's a novel idea to think about.

[Via Mythical Blog]

Curing mudflation before it starts

Filed under: Economy, Game mechanics, Making money, Endgame, Opinion, Academic

For many players, the mysteries of a virtual economy are best left as that -- a mystery. The numbers, the abundance of terminology, it all conspires to create an environment where players generally don't want to know why the economy works, they just know that they'd rather it did than it didn't. Is that really too much to ask?

Steve Williams of Living Worlds proposes some potential solutions for curbing mudflation -- that seemingly unstoppable inflation that occurs at the endgame when players accrue large amounts of currency and the once high price of rare goods comes tumbling down. He proposes that it's actually possible to limit the amount of currency available in the economy by allowing players to use alternative currencies like vendor trash to barter for basic services like armor repairs. It makes sense, since repairs and vendor trash generally exist in limitless supply and don't actually need to be a part of the economy proper. This is only Part One of Williams' proposed system, so we'll have to check back again soon for his full set of ideas.

Funcom taking hard line on roleplaying rules

Filed under: Fantasy, Age of Conan, Culture, Forums, Game mechanics, New titles, Roleplaying

Roleplayers historically don't get a terribly large amount of respect. Despite the fact that the very roots of the MMO genre go back to dice-wielding dungeon crawlers, they're generally treated as abstract curiosities and legacies of a bygone era. Even within the servers designated specifically for their use, it's really rare to see players roleplay their hearts out.

Perhaps mindful of this trend, Funcom is laying out some ground rules for Age of Conan. They're pretty standard fare; no cross-IP characters (sorry Sephiroth!), no ham-handed knock-offs from within the IP (sorry Kohnan!), a strict policy on out of character talk, and a reminder that the game is M-rated for a reason, and others. This is not so strange in itself, but it's nice to see them taking a hard line before the game even hits store shelves. For those interested, they're also soliciting feedback on these rules in the official forums. So if you've got any more brilliant ideas, now is the time!

MMO development still riddled with risk

Filed under: Business models, MMO industry, New titles, Academic


With all the new MMO titles in development, sometimes it's easy to forget that running a profit in this business is actually something of an accomplishment. Starting development on a big-budget subscription-based game, with the barrier of entry purportedly being as high as $1 billion, seems like an extraordinary risk for all parties involved. According to analyst Piers Hardings-Rolls, this cut-throat trend is only deepening.

Their research shows that popular new development strategies, like purchasing lucrative intellectual properties and importing cheaply-developed MMOs from Asia, has done little to shake up the subscription-based business, where most of the profit is still concentrated in a few extremely successful titles. We were a little disappointed that their research didn't touch on the increasingly-prolific free-to-play/microtransaction model, but we suppose that'll have to wait until another day.

Mythic on the WAR guild beta phase 2 contest: We're on it

Filed under: Betas, Fantasy, Contests, Forums, Guilds, New titles, Warhammer Online


Several players over on the ever-busy Warhammer Alliance forums recently raised concerns about Mythic's commitment to fulfilling the terms of the contest they held for guilds trying to get into the second round of the Warhammer Online guild beta. The contest required guilds to construct WAR-centric guild websites full of guild fan fiction, and winners were going to earn themselves slots in the beta. Problem is, the contest ended back in September of last year!

James Nichols, a WAR community coordinator, stepped in to reassure players that winners have been selected and will be notified "soon." While James explained the delay as a necessary function of the development process, we have a sneaking suspicion that everybody simply forgot about the contest after former community coordinator Richard Dufek left around that time last year. In any case, we're happy to hear the goof was cleared up, and hopefully players will be getting notifications soon.

World of Warcraft
Tabula Rasa getting more prestigious

Filed under: Sci-fi, Game mechanics, Patches, PvP, Endgame, PvE, Tabula Rasa

Though some have been quick to write off Tabula Rasa as already dead in the water, the Destination Games crew has been brewing up a whole host of new changes that will hopefully breath new life into their sci-fi world. Not least of those changes is the new Prestige system outlined in this week's Feedback Friday, which promises to rock our collective world when it's implemented in the forthcoming patch 1.8.

To put it as succinctly as possible, Prestige will reward players for a whole host of different in-game achievements. These rewards will take the place of the existing CP token system for individual players, but will also be the cornerstone of the long-discussed Clan Control Point system. It's difficult to explain all the changes they're planning to make succinctly, so definitely make sure to check out the in-depth write-up over at the official TR website.

Meet and greet the JGE boys at ION

Filed under: Sci-fi, Jumpgate Evolution, Events, real-world, MMO industry, New titles

For those who have never had the pleasure of doing, meeting one's favorite developers can be a really world-changing experience. Having the names and faces that you read so much about on the internet turn into real living, breathing human beings is surreal, but quite rewarding. It's something we have the pleasure of doing quite frequently, but we have a feeling they enjoy seeing fans more -- since they don't ask so many probing questions.

Those attending to the ION Conference next month, or even just those in the Seattle area, might be interested to know that NetDevil's Hermann Peterscheck and Scott Brown will be holding a Meet and Greet for fans on May 14th. We're told that space is limited, so much sure and RSVP on their official forums ASAP if you're interested in a spot. Their website was down at the time of writing this, but hopefully it'll be back up again soon.

Behind the scenes with the men who brought you Sunwell

Filed under: World of Warcraft, Fantasy, Culture, Expansions, Interviews, Patches


The Blizzard team has learned a lot from their experience with The Burning Crusade, and in a recent interview posted on their official page, producer J. Allen Brack and art director Chris Robinson lay out exactly which of these lessons they're following through on for the new Sunwell Plateau instances and Wrath of the Lich King further down the road. They talk about how Sunwell is really the pinnacle of the Blood Elf design style and how players will see many design parallels with their starting zone.

As for WotLK, one of the cooler design changes they mentioned is more closely integrating the main story-arc into the leveling experience. Brack mentions how with WotLK, Arthas will play a more visible role in the lives of players, even well before they ever reach the level 80 cap. Similarly, he also discusses how the element of snow in the expansion is being used as much as a story-telling device as an aesthetic one, trying to get players to feel the isolation and despair inherent in the Northrend zone. It's pretty fascinating, as both Brack and Robinson are more forthcoming than usual, perhaps because it's an in-house interview.

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