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Massively interviews WAR's producer on the future of the game

WAR
Warhammer Online has gone through big changes recently, both in-game and out. Mythic recently released the title's 1.3.2 patch, which had some controversial changes, and this week we learned that staffers at the studio were let go as part of Electronic Arts' new business strategy.

In the midst of all this, Warhammer Online producer Jeff Skalski answered questions via e-mail to Massively.com about where the game is headed.

"Right now, our focus is on improving the RvR campaign, career balance, and game performance,"
Skalski said. "These are critical to our long term success. We also continue to fix bugs and work on overall game polish. These are the things we sit down and discuss every patch planning meeting we have."

Though we got a letter to the community from producer Jeff Hickman earlier, Skalski also addressed questions about appeasing both existing and new players, whether or not to merge servers again and the overall future of Warhammer Online in these troubled times.

Asheron's Call lead designer talks 10-Year anniversary, the MMO market, more


Not many MMOs last a decade, and this week marks 10 years since the launch of Asheron's Call, the fantasy MMORPG by Turbine Entertainment. Releasing several months after EverQuest, the game held its own and found its way to becoming one of the top MMOs of its time, providing fond memories for many players.

"I'm very proud of Asheron's Call, even today," said former AC lead designer Toby Ragaini in an e-mail to Massively. "It really broke a lot of new ground and I still have people come up to me saying what a great time they had playing. That's a pretty wonderful compliment after 10 years."

Ragaini, who has since worked on Sony Online Entertainment's The Matrix Online and is now working on a casual web-based MMO called Faunasphere, reminisced about working on Asheron's Call and spoke about what it's like working in the MMO market after 14 years of being in the biz.

New screens for Freaky Creatures content update Freaky Adventures


Although Free Realms continues to dominate kid-friendly MMO fare with five million users and counting, there are plenty of independent game-makers out there still vying for some market share. Case in point: Abandon Interactive's Freaky Creatures.

Launched in March, the monster-themed MMO comes on a 1GB Flash drive with collectible action figures, and has players engaging in PvP battles, online chat and world exploration. The company recently started offering a free-to-play option for the game, and is about to release an update called Freaky Adventures, which brings new PvE content to the universe.

Freaky Adventures will let players go beyond battle areas and their creatures' lairs and into new mission-based locales, adding new items, enemies and powers. The new Freaky Adventures content will be available to Freaky Creatures subscribers with no additional charges. Meanwhile, those opting for the free version will still get "most" missions, according to the developer, with just a few that are only available to the premium subscribers.

Freaky Adventures is slated for November, which will be followed eventually by the space exploration-themed update Freaky Space next year. For now, check out some exclusive screenshots from Freaky Adventures.

Redefining MMOs: Developers weigh in

Mythic

What does "MMO" mean anymore?

When we launched our "Redefining MMO" series over the summer, we began with a look at the terminology behind the games we play -- what the term "MMO" encompasses and what kinds of games it describes. But with the online games market expanding into new genres and incorporating new gameplay and social elements, the definition of "MMO" has changed.

So is it time for a new word?

We reached out to developers working on different MMOs. We asked what they thought about the word "MMO" and if it's time to eschew the term and come up with something new. Read on for thoughts from Cryptic's Bill Roper, Metaplace's Raph Koster, Mythic's Paul Barnett, Nexon America's Min Kim, Sony Online's Laralyn McWilliams, Turbine's Jeffrey Steefel and many more.

Redefining MMOs: Developers weigh in, part 2

Cryptic
Turbine
FunCom


Erling Ellingsen, Director of Communications, Funcom:

"A bit surprising to me is that in terms of number of players, it hasn't changed a bit. Ultima Online, EverQuest and Age of Conan has roughly the same number of players per server -- which is quite interesting actually. These worlds have remained quite the same in size, so apart from EVE Online -- which is in a slightly different category because of their game world -- these games haven't become any more massive in terms of population and size of the game world. I'm still waiting for that super-MMO with 500,000 players, one billion square miles of fantasy world and a complex, virtual society filled with political intrigues and personal and social challenges.

"The truth is, however, that the size and scope of MMOs has remained relatively the same except for development in graphical technology. It's the same number of people playing, roughly the same size of the world, and we're doing the same things -- building houses, killing critters, leveling up and looking for loot. In many ways, the MMO genre is still in its infancy, and I am looking forward to more advanced MMOs in the future that really challenge the genre standards.

"We don't need [a new term for 'MMO'] yet, I think. We're still quite early in the MMO era, and I think some of the big changes are yet to come."


Min Kim, Vice President of Marketing, Nexon America:

"By definition, MMO means that a game is massive, multiplayer and online. MMOs therefore provide an environment where one player is able to interact with many other players through a setting facilitated through an internet connection. ..

"Today, the term MMO is taking on a broader definition where character persistence combined with the ability to play with multiple people suffice (i.e. session-based MMOs like Combat Arms, and KartRider). MMOs have evolved to adopt multiple genres, and the gaming genre should now be attached like a suffix to "MMO" to fully describe the type of MMO a game is (e.g. MMORPG, MMORTS, MMOFPS). However, this starts to get confusing for many when one considers online versions of games like Texas Hold'em or Chess, where there are massive player bases that have high levels of engagement and some level of persistence. ...

"I believe the definition of MMOs has elevated to a point where it is bleeding to define games that simply have players that play with each other online. At Nexon, we have tossed the idea of calling our games 'connected games,' 'live games,' 'social games,' etc. However, at the end of the day, our goal is to grow truly massive player bases. The reality is that the majority of these massive player bases probably won't care about whatever we call our games, as long as they are fun and keep them enjoying the experience. Rather than thinking of new terms, I want us to focus our energies on creating great playing experiences with massive player bases to justify the existence of the terms that currently exist.

"When people outside the industry ask me what kind of games we work on, I simply say 'online games.' The frustrating result is that sometimes people respond with, 'I heard those poker games make a lot of money.' ... I would like people to call our games FFOs -- Fun Free Online games."


Laralyn McWilliams, Free Realms Creative Director, Sony Online Entertainment:

"It's interesting, because I think there is a shift in terminology. 'MMO' has come to mean a specific kind of massively multiplayer game, as the short version of MMORPG rather as a general term for all massively multiplayer games (where MMORPG is a subset of MMO). You see the term 'virtual world' used now to describe massively multiplayer games that don't feature strong character progression or RPG elements. We classify Free Realms as a 'virtual world,' despite the game's light stats and character progression, because Free Realms emphasizes moment-to-moment fun over the grind to level 80.

"I think we'll see new terms evolve as the genres deepen and clarify. I would bet, for example, we start to see more sports MMOs, and then we start to see more specific kinds of sports MMOs. There will probably be an 'MMO' sports game, where you level up as a baseball player by playing baseball in the game, and there will probably be a 'virtual world' sports game, where you hang out, talk about your favorite teams, and have fantasy football in a virtual setting. It's such a new area in game development (which is itself a new field) that I think we have only just started to scratch the surface."


Fernando Paiz, Dungeons & Dragons: Eberron Unlimited Executive Producer, Turbine:

"To me, 'MMO' means a game where thousands of players can simultaneously connect together in a persistent world where they can play and socialize together. When the term was first used, it was narrowly defined to be a fantasy RPG game in the mold of Asheron's Call or EverQuest. Today MMOs are quite diverse and can be in a variety of genres and for a variety of audiences.

"[We] probably [need a new term for 'MMO']. But no one has come up with a term for it that is both appropriate and catchy enough. I think 'persistent online game' is the closest phrase that captures the essence of what MMOs are. To me a 'virtual world' specifically describes a shared online environment. You can have a virtual world that is not necessarily a game."


Bill Roper, Design Director, Cryptic Studios:

"I don't think 'MMO' means anything differently now than it did when it was first used, except that now MMO almost always has an implied RPG (role-playing game) attached.

"I think the [term] we have right now is simple and explanatory. If someone is going to make something outside of the understood definition, they should come up with an acronym or terminology that makes sense. For example, an MMOFPS (first-person shooter), or MMORTS (real-time strategy) would be examples of this.

"'Virtual worlds' tend to denote a lack (or limited amount) of directed game play. These are more sandboxes that thrive or die purely on player-generated content. Second Life is obviously the best example of this concept. MMOs do best when the developer continues to create new content and give players new systems to explore with existent characters."

Redefining MMOs: Developers weigh in, part 3

Turbine

Jeffrey Steefel, The Lord of the Rings Online Executive Producer, Turbine:

"It's been fascinating to see how the MMO game has been evolving over the past 10 years... A lot has happened. Games have become more complex, consumers mostly all have faster internet access, are comfortable buying things online and spending time online. Social connections now happen through the network as readily as in person or over the phone or through mail. Mass consumers regularly consume media content in small chunks through the network; whether its music, ppv video, eBooks, ringtones, games or even now television shows.

"Players don't want to 'play' with thousands of people, they want to play with a small group in the presence of thousands. It's like an old-school arcade. You don't want to play pinball with 10 people, but playing by yourself in a crowded room is a lot more fun. Players have more varied play-sessions. Some still play for hours on end, some want to come in for some quick fun. Subscription is alive and well, but it is not the only way to charge for this kind of experience. Microtransactions, premium services and content, free online play are all creeping into the genre.

"In other words, 'MMO' is too confining. 'MMO' was the spawning point for all kinds of new online entertainment. And it is reaching a much wider audience. Not to mention the critical importance of not only the game, but the service and media infrastructure that surrounds a good online experience.

"So I believe what we're really building is entertainment services, that combine the flexibility and accessibility of the network, the appeal of social networking, the freedom of an online persistent universe, and the structured fun provided by video games. So it's hard to say there is one term that can cover all that this can be or become. I think we need to look at the ingredients -- persistence, sense of place, sense of purpose, social connectivity, social identity, social grouping, participatory experiences and storytelling -- and then perhaps try and find a name for it."


Thom Terrazas, EverQuest Producer, Sony Online Entertainment:

"Obviously 'massive' is the main theme to the name, but what was the target number of people online when the term 'massive' was [coined for] MMOs? I'm no expert by any means, but I believe the term first referred to a couple dozen simultaneous players if not hundreds of players existing in a virtual world, interacting between each other. When it started, it was with a lot of passion from many that pushed the envelope of technology that enabled the first dozen to be achieved. That just set the bar for others to improve on and it continues today. Today, it means everything. It's a game and it's a business and everything in between. It's a place you can go and leave everything else behind, but at the same time, it's a place you can visit and be everything you've ever wanted. It means a release from the real world and an invitation to your imagination. ... I think ['MMO'] only needs a new term for those that don't know what it means right now.....or what it was meant to be."


Rich Vogel, Co-Studio Vice President, BioWare:

"MMO to me means the ability to play with thousands of players in a world. This was actually coined by 3DO back in the Meridian 59 days and later adopted by EA when marketing Ultima Online. ...

"It was coined over 10 years ago to convey a marketing message. There were no games that allowed thousands of players in one environment and it was a great selling point. Today, that feature is well understood. It has branched out beyond the RPG genre into others like MMOFPS, MMORTS, etc.

"No [I don't think we need a new term for 'MMO']. I feel it has become its own category and a mainstream term that people recognize now -- especially after [World of Warcraft]. The term 'MMO' can be applied to any single player genre that wants to have a large-scale multiplayer component. ...

"Star Wars: The Old Republic is an MMORPG in every sense of the term. BioWare has a long tradition of making great story driven RPGs and now we are entering into the MMO market for the first time. Our game has all of the traditional components of MMORPGs like combat, exploration, advancement, great loot, and crafting. However, we are going to add another element to the MMORPG genre -- storytelling the BioWare way."


Raph Koster, President and Founder, Metaplace:

"I think now, at this point, now that we've chopped the 'RPG' part off of it and just say 'MMO,' which by itself is a meaningless acronym. Massively multiplayer online... The problem is the very word massive is not particularly useful. Sorry Massively website! But the problem is that "massive" is kind of relative. New York is a massive city, until you go to Shanghai. It's completely relative. ...

"I was never that crazy about [the term 'MMO']. We've been here before. There was a huge turf battle over the term 'MUD'... There were people coming up with MUVE, multiple user virtual environment... random acronyms people were coming up with to describe the field. Several of us kept saying, 'These are just virtual worlds, damnit!' Part of the reason why that was working okay was it was fairly easy to say, and MUDs do have a very specific kind of family tree that we can point at, and they all fall under virtual worlds.

"That was great until people started calling things -- without any games in them -- 'virtual worlds,' excluding MMO-anythings. This is where you get people saying, 'Well, [World of Warcraft] is a MMORPG, it's not a virtual world.' And it's like...errrr. Because the battle has started all over again with people trying to appropriate the term 'virtual world' to mean Second Life or to mean Habbo Hotel. So now you have things like social virtual worlds and generic virtual worlds, and people think it means just Second Life, and that's... wrong. I'll say it bluntly, that's just wrong, because WoW is a virtual world and so is Second Life, and so is YoVille. A lot of people don't want to claim YoVille as being in the family, but it is. I much prefer to define these things by what they are rather than how many people they hold.

"I do still say MMO, because at this point it usually has the connotation of game. If you say 'MMO' people assume you mean a game. ... Even us design types, we still need to know what we're actually doing. The terms, right? We need to agree on a language so we can talk about it. Disclaiming something that is a massively multiplayer, comma, online, comma, first-person, comma, shooter, and saying, 'Well, it's not actually massively multiplayer online'... whatever. That's clearly marketing talking.

"There are people that call them MWOs, people that called them MOGs, and people that call them POGs. There's PSWs which is an art term for a specific sub-set of virtual world so that one gets misused all the time because it means 'persistent state world.' ... There are some others... PIG, I've seen PIG, 'persistent interactive game.'

Massively: I don't think a game maker would like to call their game a "PIG."

"Probably not."

Fallen Earth's females get a more feminine facelift


Women of the post-apocalypse should look more feminine -- at least that's what Fallen Earth players think.

According to developer Fallen Earth LLC, players thought that the female characters in the post-apocalyptic MMO, which just launched yesterday, should have physiological qualities typically associated with women.

"Fallen Earth has never been about the sexiness of its females," said product manager Jessica Orr, "but after some comments from fans and a hard look at the female faces, we decided some changes were in order."

That meant having the game's artist, Chris Allen, make adjustments to the facial models in order to differentiate the females more from the male character models. The changes, implemented in a recent patch, included removing "excess skin" from under the chins, raising the cheekbones, softening the jawline, thinning the bridge of the noses and tweaking the shape and placement of the eyebrows.

Allen also raised the corners of the mouth to make the women have "less of a scowl and more of a neutral expression," Orr said. The result is what Fallen Earth LLC sees as "more feminine models that steer clear of the characteristic 'babes,'" allowing players to focus more on the game itself.

Orr also answered a few more questions regarding the look of the female models and provided us with more comparison shots below. What do you think of the changes?

Vogster Entertainment restructures, confirms office closings



Vogster Entertainment, the maker of recently launched MMO CrimeCraft, confirmed that the company has restructured its resources, though its New Jersey headquarters still remains operational.

The announcement comes following rumors from various sources that the company has completely shuttered, including a post from Giantbomb.com which stated employees at its Kiev, Ukraine office have updated their social networking profiles to "imply that they're looking for work."

Vogster has just issued a statement to Massively saying that it is "restructuring to focus its resources toward the enhancement and expansion" of Crimecraft.

"As an independent developer, we need to be very strategic in our use of available resources and shift from already launched titles to support the ongoing development and growth of CrimeCraft," said Vogster's VP of development Daniel Prousline in a press statement.

"We regret the necessary staffing changes and the talented employees that this impacts, but it is an unavoidable step in moving to the operational stage of CrimeCraft and optimizing for the development of yet to be announced titles."

Fallen Earth fan gets tattoo, hasn't played game yet


World of Warcraft
tattoos are probably a dime a dozen, and if you've gotten one, you're relatively safe, because clearly that title's proved to have staying power.

But how about getting permanent ink for a game that's not even officially out yet?

That's what 25-year-old Sweden resident Joakim has done. The support technician for a Swedish internet service provider has gone out and gotten the logo for the upcoming post-apocalyptic MMO Fallen Earth on his leg.

Both Joakim and developer Fallen Earth LLC have sworn that this isn't some coordinated PR stunt. We recently got a hold of Joakim via e-mail, and he explained why he got the tattoo and why he'll never regret it.

Ultima Online expansion launches, producer discusses challenges, fans and the future

Mythic

Fans of the massively multiplayer online game genre know that Ultima Online paved the way for so many other titles. But twelve years later, should we still care?

Though it's still touted as the first MMO to reach 100,000 subscribers, a lot has changed since 1997. The game's on its second engine, and its eighth expansion Stygian Abyss -- with a new playable race as well as new skills and play areas -- launches today. So while longtime fans of the franchise will no doubt be checking out what's new, we wondered if UO had anything to offer those who've never logged on.

"Do we think we'll attract new players? Yes," says producer Calvin Crowner in an e-mail interview with Massively. "I think we will, simply because the average gamer out there is looking for a new play experience. I think they are finding the 'rail' method of adventuring is getting old and want a more expansive 'world' to play in... [Ultima Online is] a world without boundaries that every game since UO has tried to achieve, but not thoroughly captured."

Crowner also talks about the challenges of working on the longtime-running game and if Stygian Abyss marks the beginning of a new era for UO... or the beginning of the end.

Massively Features


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Name Date
Alganon Launch Dec 1 2009
EVE Online: Dominion Launch Dec 1 2009
LotRO: Siege of Mirkwood Launch Dec 1 2009
Star Trek Online Launch (NA) Feb 2 2010

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