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Filed under: Academic

The Daily Grind: What's the threshold for an MMO?

Filed under: Culture, Game mechanics, Opinion, The Daily Grind, Academic


This question is an old one, but it's always one that brings out some interesting opinions. As technology becomes more and more connected, people continue to move their games into connectivity further and further, we have to ask -- what's an MMO, precisely? The recent release of Borderlands has brought the question into the forefront for many people, as it features a rather steady and all but required online mode... but it's not absolutely required, and there's no world persistence. Does that qualify, or is it just an offline game with some MMO elements?

You can certainly argue that they're only distantly related, or you can argue that they're both part of the same genre. By the same token, you can make the case for or against the now-ubiquitous Facebook games -- which are persistent and spread across several players, after all. Today, we ask our readers where they draw the line between MMO and a game that just happens to have an online component. Where do you draw the line, and if you're so inclined, what's your reasoning? Persistence of world? Depth of play? Or is it a knee-jerk reaction where you might not be able to define an MMO, but you know it when you see it?

A video guide to the Second Life Terms of Service

Filed under: Video, Guides, News items, Second Life, Academic, Virtual worlds

'I cannot read the fiery letters,' said Frodo in a quavering voice.

'No,' said Gandalf, 'but I can. The letters are English, of an ancient mode, but the language is that of Lawyers, which I will not utter here. But this in the Common Tongue is what is said, close enough:

'You agree to review and adhere to the guidelines on using "Second Life," "SL," "Linden," the Eye-in-Hand logo, and Linden Lab's other trademarks, service marks, trade names, logos, domain names, taglines, and trade dress..'

He paused, and then said slowly in a deep voice: 'These are the Master Rules, the Terms of Service that rule all accounts.'


Well, a joint-project of Rhys Moult with Curtin University and the Tabor Adelaide iYouth Project has produced a video which essentially summarizes the 7,500 word Second Life Terms of Service in a straightforward and easy-to-digest form. It's top work, and you can check it out, after the fold.

The perils of MMO tourism

Filed under: Culture, MMO industry, Opinion, Academic, Rumors

MMOs are a big business these days. This hasn't always been the case -- Ultima Online might have been the first real game of the genre, but it didn't make everyone want to build a competitor. It was the success of World of Warcraft that really opened up the idea that there was a huge amount of money to be made from the genre, and that in turn has brought almost everyone to the table in a rush to build a game, find a method that works, and try to hook as many subscribers as possible. The only problem is that we might find ourselves with an industry drifting toward what MMOSH refers to, quite fairly, as The Bad Place.

We've all found ourselves buying new games, playing them only until the trial is up, and then never picking them up again. Sometimes we don't even give them the full month. And some developers seem to be adopting this mentality as well -- there are rumors here and there about the future of Champions Online after its first month, and both publishers and players are treating it as if the first month is everything. (Their recent free trial seems to tie into this -- you could argue that where MMOs once got new players by word of mouth, they seem to be in love with constant trial offers to entice players now.) And that's just the tip of the problem, really -- the post goes into further detail about the cycle of hype, release, and abandonment. As it says, gone are the days when we should stick with the game that we had and wait for it to improve -- and that might ultimately be far more harmful than whatever holes in the game lead us to leave so quickly.

Unraveling the mystery of John Deere Online

Filed under: MMO industry, Opinion, Academic, MMORTS, Rumors

Scott "Lum the Mad" Jennings, well-known blogosphere participant and game designer, has recently been working on a game that is now sadly canceled. This is bad both for the natural sadness of a game having been canceled and the voyeuristic MMO fan impulse to ask, "Well, what was it going to be?" We don't know. The only reference made was to the cryptic in-joke name of John Deere Online. In his own words: "As a condition of my severance I can't discuss a great deal, and anything I say here will most likely be picked up by the MMO news sites (wave, wave!)."

Well, he's right about that last part. But neither waiting for him to change his mind nor camping outside his front door has yielded any new information, so perhaps we can take a look at more pieces of information and speculate? After all, we know of at least two of his co-workers. From them and from the little which Scott Jennings himself has said, we can derive the following bits of information: that they were working for 2K Games, developing an MMO based on an existing franchise, that the game would have been strategy-based, and that it might possibly have had something to do with tractors.

Considering that Jon Jones mentions on his LinkedIn page that he "created a series of low polygon highly optimized building models with a small set of textures that can be reused across that nation's entire series of buildings appropriate to that age," it's difficult to argue with the conclusion that the team was working on a Civilization MMO. But 2K Games also could mean Elder Scrolls projects... which might be pertinent, as both Jon Jones and Matthew Weigel have been working on Dungeon Runners. It's all idle speculation, sadly, and for all we know the game really would have been a massively multiplayer tractor simulator. (In which case it might even be for the best - lawnmowers would probably have been totally overpowered against seeders in PvP.)

The gaming renaissance

Filed under: Culture, MMO industry, Opinion, Academic, Virtual worlds


In the early 70's, some clever chap programmed a pile of circuits to create a primitive game we all know as Pong. Fast-forward some forty years down the line and we're now battling Orcs in Azeroth and flying spaceships in the far-reaches of another galaxy. An entire games industry has erupted from those first simple arcade systems, with people designing and programming games for kids and adults alike. In the 90's, the first generation of kids that grew up with those early game systems became the ones making them and a virtual renaissance in game design ensued. Those kids that grew up wishing they could make their own games started to realise their dreams and the games industry as we know it came forth. More recently, the people that grew up with early MMOs have begun to hit the games industry and we're seeing a rebirth of the genre.

In this article, I look at the games industry explosion and how it relates to the generations growing up with games. I ask whether the MMO genre is headed for its own great gaming renaissance and take a speculative look ahead at the future for MMOs and the games industry as a whole.

We're missing something in our MMOs

Filed under: Culture, Opinion, Academic

Game design has certainly come a long way from Ultima Online, the first real example of what we now think of as the MMO genre. We've gone from games with no restrictions on behaviors to games where it's almost impossible to be truly horrid to other people, from ones without any real structure to a clean path of progression, from obtuse game mechanics to transparent and clear information. So with all of these changes, asks Brian 'Psychochild' Green, why are we feeling like there's something missing? Why do we find ourselves less than satisfied in our cleaner, better-designed, and well-built virtual worlds?

The article asks the interesting question that if leveling and gear were removed from the games we play, what would we do? In most current games, he argues that there isn't a whole lot left once you take away the achievement axis, and that leads to a sense of hollowness in many -- achievements only fostering further achievements. He goes on to argue in favor of a greater sense of adventure and more options for exploration without requiring a strict advancement path. Whether or not it's a truly viable theory is up for debate, but the core concepts should prove interesting to anyone looking for an answer to the question "why am I doing this?" We've seen a rise in prominence of goal-focused games following the success of World of Warcraft, and perhaps it's time to start moving to the other end of the spectrum.

Playing the numbers game with EVE Online

Filed under: At a glance, Sci-fi, EVE Online, MMO industry, Academic


MMORPGs, at their heart, are usually games all about numbers -- stats, levels, enemies to fight, and so forth. And EVE Online focuses in even more on numbers, where players worry not only about the amount of damage their ship's main gun can put out, but what the value of ore on the open market is and whether or not the cost of an attack on a mining facility would be worth the profit. But there are other numbers involved in the game, which were highlighted on MMORPG.com in a piece about the numbers behind the game discussed at the recent 2009 Fanfest.

Among the more interesting statistics is the stated goal to have EVE's total population exceed that of its country of origin, Iceland -- a goal that the game has either nearly reached or exceeded if you count in the game's trial accounts, which are a bit of a revolving door but add a significant number of players to the total. The article also discusses the game's overall economy, player retention, and other interesting figures in relation to the game. Take a look if you'd like a peek behind the scenes of one of the most unique MMOs on the market right now.

[ via MMORPG.com ]

EVE Evolved: The Council of Stellar Management

Filed under: Sci-fi, EVE Online, Culture, Events, real-world, Forums, MMO industry, Politics, Academic, EVE Evolved


If you play EVE Online or follow its news, you've probably heard of the Council of Stellar Management (or CSM for short). They're a democratically elected group of players that volunteer a lot of free time to help the developers improve EVE. The CSM's job is outlined in the official summary document as "to represent society interests to CCP". They act as an intermediary between CCP's development team and the EVE players but what do they actually do and have they made a positive impact on the game? I initially researched the CSM one month after the institution's inception when it was much too early to tell. With three six-month terms completed and a fourth about to start, there's now enough information to take a real conclusive look at how well the system works.

Join me as I examine the creation of the CSM, how it works and what it's actually achieved since its inception.

Linden Lab explanation alienates educators

Filed under: Culture, News items, Opinion, Second Life, Legal, Academic, Education, Virtual worlds


When news broke about Linden Lab sending a takedown notice to the core Second Life education community Web-site, our colleagues over at the Metaverse Journal put a number of questions about the matter to Linden Lab.

The Linden Lab response to those questions yesterday seems to have generated a reaction among educators akin to pouring gasoline on a blaze, coupled with a vigorous fish-slapping. While there's a undeniably a spectrum of reaction to the Lab's response, most of what we've seen seems to cluster around the livid end.

Redefining MMOs: Have your say

Filed under: Contests, Culture, MMO industry, Opinion, Massively meta, Academic, Virtual worlds, Redefining MMOs


Back in July, we started our Redefining MMOs series of articles to explore how the MMO genre has been redefined during the current generation of games and where it's headed in the next. Each of us here at Massively contributed our own unique perspectives on various topics, from those first articles on the terminology we use to refer to MMOs and the importance of lore to the latest article where developers weighed in with their opinions. Developers from several major MMO development studios discussed the term "MMO", what they think it means now and whether it's time for a new word. It's been an exciting series of articles for us to write and we hope you've enjoyed reading it.

Many of you have already been inspired to comment on the articles and discuss your views on each topic. Your comments have given us a great deal of cause for thought and before we wrap up this popular series, we'd love to hear more of your thoughts. If you've ever wanted to get your opinions on the MMO genre in the spotlight, this is your chance. Simply write your own Redefining MMOs article on your own blog or website and drop the link in the comments. We'll announce our favourite reader submission next week and give them pride of place in next week's final wrap-up article.

Skip past the cut for our full submission guidelines.

Linden Lab punctures education community with newly registered trademark

Filed under: News items, Second Life, Legal, Academic, Education, Virtual worlds


Jokay Wollongong, one of the premier promoters and supporters of the educational uses of Second Life, and keeper of the largest single resource for Second Life educators, suffered something of a reversal this week, when Linden Lab decided that that very same resource, sleducation.wikispaces.com, infringed on their SL trademark (which has now only been registered for nine days), and sent Wollongong a takedown notice.

That's something of a surprise considering Linden Lab's ongoing endorsement of the site on the Second Life Education mailing-list. The site, which has been up since late 2006, documents over 100 case studies of educational projects in Second Life, as well as providing key community resources and information for educators who are just getting started with virtual environments.

Second Life Orange Island experiment comes to an end

Filed under: Culture, News items, Second Life, Academic, Virtual worlds


Orange Island, a research project of the Orange telecommunications company, is set to close its doors after a long (and quite successful) run in Second Life. Orange Island opened in late 2007 as an experimental project, with the goal of gaining a better understanding of virtual environments, users and their culture, content-creation and collaboration and the challenges of real-time immersive social environments.

That experimental project comes to a close on Tuesday, 29 September at 11AM SLT (US Pacific time), with a final open (voice) meeting with the Orange Island team (and guests) to discuss the project and virtual environment experiences.

In the days that follow, the team will be publishing a report of their findings and results from the project. During the course of the Orange Island project, Orange brought a lot to the Second Life user community, an example that not every corporate presence has emulated, unfortunately. They will be missed, but we're definitely looking forward to their findings.


Are you a part of the most widely-known collaborative virtual environment or keeping a close eye on it? Massively's Second Life coverage keeps you in the loop.

Crytek's CryEngine in UK classrooms

Filed under: Aion, MMO industry, Consoles, Academic


Students of video game design in the United Kingdom should be doing back flips after hearing that Crytek is donating their CryEngine free of charge to all universities in the country. CryEngine is most famously known as the graphics engine behind visually stunning titles such as Crysis and Aion.

This is really big news because only the priciest universities tend to license high quality software for their students to learn on. They're the only ones that can afford it. It's also great for students to dream up pie in the sky concepts for games, but knowing what's practical in the real world is essential. "Universities are looking to foster creativity and send people out into the industry who have lots of ideas, but it's also about that practical hands-on training so that they know what the limitations are," says Managing Director of Crytek UK Karl Hilton. "It's very easy for students to come out of the academic world and not have a grasp on the realities of making a video game."

We hope more MMOs are released with CryEngine due to its stellar performance and scalability and it would be great if other graphics engine companies followed suit to increase the options in our genre.

Watch "Another Perfect World" live in Metaplace at 3 PM ET here on Massively

Filed under: Video, Culture, Events, in-game, MMO industry, MetaPlace, Academic, Virtual worlds


"Another Perfect World", a documentary featuring some of our favorite MMO developers, is going to be shown today in Metaplace at 3 PM ET, 12 PM PT. Jump in with other virtual users and watch the video live via streaming connection, all from the comfort of your home computer.

The documentary focuses on the creation of virtual utopias and how man strives to create the perfect world, even if it's only a virtual one. Speakers in the documentary include Raph Koster from Metaplace, Philip Rosedale from Second Life, Jae-Kyung Song from Lineage, and Hilmar Veigar Petursson from EVE Online, making this an interesting tale for many MMO users.

The best part about all of this is that you don't even have to leave Massively to jump into Metaplace! We've embedded The Stage here after the break, so you can watch the movie and chat with fellow virtual world enthusiasts (and Massively readers) right from the comfort of this very post! It can't better than that! So make the leap and continue reading to log into Metaplace and watch "Another Perfect World" today at 3 PM!

Roskilde University to open super-hero city and host machinima contest

Filed under: Super-hero, Contests, Events, in-game, News items, Second Life, Academic, Virtual worlds


Danish Roskilde University in Trekroner, Roskilde is celebrating the art of machinima with a competition kicking off in Second Life later this week. The competition coincides with the opening of the university's new Second Life research-center, "Metrotopia – City of Superheroes."

The launch event kicks off on Friday, 28 August at 11:30AM SLT (US Pacific time), and the details of the competition will be announced in conjunction with the opening address at Noon SLT.

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Earth Eternal Open Beta Q3 2009
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