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Filed under: Browser

The Daily Grind: Browser-centric MMOs

Filed under: World of Warcraft, Fantasy, Sci-fi, EVE Online, Game mechanics, MMO industry, Browser, The Daily Grind, Legal


The other day, I watched this demo of Gaikai, a new service being spearheaded by the legendary games developer David Perry. The idea is a simple one: using a browser you can access everything from MMOs to racing games and even the memory-hog that is Photoshop with all the actual software installed on a remote server and accessed via the cloud. Now it seems like an awesome undertaking but I came out of it feeling really impressed. WoW and EVE were running at lightening speed and the prospect of not patching or updating got me a little excited. Now browser-based MMOs are now new. Just look at Free Realms and the plethora of free-to-play titles. But the idea of playing seriously intensive games like EVE? Wow, just wow. You still need some kind of graphics card in your computer but the cloud seems to do the vast majority of the work.

So readers, what do you think? You might well have used browser-centric MMOs in the past and their ease of use is encouraging. Would you play WoW on a browser if it could mimic your current setting or even improve on them? Would it make your life easier knowing that someone else was dealing with all the patches? On the other hand, cloud-based technology is still new and shiny, would you rather stick with actual discs or your own hard drive? Tell us, readers, and drop your thoughts in the box below.

Raph Koster speaks on Metaplace's new functionality and the state of virtual worlds

Filed under: MMO industry, MetaPlace, Free-to-play, Browser, Casual, Virtual worlds, Massively Interviews


Metaplace introduced the world to a brand new technology two days ago -- the ability to embed a fully functional virtual world into any website or forum, anything that can handle HTML.

This upgrade allows Metaplace to act like a more enhanced version of Google's old Lively service. All you need to do is make a world, take the embeddable HTML code from it, drop it into your website, and you now have a full virtual world running in flash right inside of your blog post or forum thread. The world can be edited to your whims through the Metaplace builder, letting you create whatever you want to create inside of your space. Think of it like Second Life Lite.

We had more than a few questions for Raph Koster, the founder and creator of Metaplace, about this new upgrade for his virtual platform, so we caught up with him to pick his mind on Metaplace and virtual worlds at large.

Raph Koster speaks on Metaplace's new functionality and the state of virtual worlds pt. 2

Filed under: MMO industry, MetaPlace, Free-to-play, Browser, Casual, Virtual worlds, Massively Interviews

Metaplace is quite large now, with well over 30,000 worlds created. How does Metaplace avoid spreading the population out too thinly, as, after all, these are social worlds? Is that a challenge for you guys?

It is. It is a challenge. Many of our worlds are empty at any given time. Many of them are people's "apartments" or "personal spaces." Everyone gets a world when they start out in Metaplace, and a large majority of them are unimproved.

What we've found out is that people really congregate in the well done worlds. Because of that, we've spent a lot of time on searching algorithms to find the worlds that people consider to be the best and the worlds that are the most populated at that point in time and then bring them up top to the user. We're also working on expanding our support for events, so when something interesting is going on in Metaplace all users will get a notification. This way they can click the link and go and check it out quickly. Yet, sometimes great worlds get lost for a time, but then they get rediscovered as people re-find them.

"Virtual worlds need to make that jump to become "ordinary," in a way"

We've also included a new feature, called the golden egg. This allows veteran users to market their worlds to others by purchasing this new item. The egg, which is 25,000 coins, can be placed in your virtual world for others to find. Once they find it and click on it, they get 500 coins as a present and are also given the location of another world that has a golden egg. Every world that has a golden egg in it is also listed in the golden egg world list. There's also a golden egg in Metaplace Central that "kicks off" the quest, so to speak.

Where do you see virtual worlds going in the future?

One of the big questions at the last convention I attended was, "What's next?" In some ways, we've already accomplished a lot of the dream. A lot of the things that people expected out of virtual worlds have come true.

We have mass marketed virtual worlds that aren't extremely popular, but, you know, popular enough. We've reached a level of penetration in entertainment that's quite high. But they haven't jumped to total mainstream acceptance yet.

I think that's the next step. Virtual worlds need to make that jump to become "ordinary," in a way. Having them become a key part of the web would be a key part of that. It's always been a mistake for us to think that virtual worlds will swallow the web. I don't think that's the way things are going. But I do think we'll be seeing a much tighter integration between virtual worlds and the rest of the Internet. I really think Metaplace is kicking the ball forward, in regards to that.

So what's the future for Metaplace, specifically?

We're always focusing on making it easier for users, in addition to hosting building classes so people can learn how to build new worlds. We also have a roadmap on our forums that contains a list of proposed features that anyone can check out, all of which is scheduled to come out in the next few months. We're still in the early days -- second month of open beta with a very soft launch -- and we're gonna keep building on what we got and make it easier for everyone to have a virtual world of their own!

Thanks for your time, Raph!

First Gaikai demo shows WoW and EVE played via browser

Filed under: World of Warcraft, Fantasy, Sci-fi, Video, EVE Online, MMO industry, News items, Browser


Gaikai is a new game streaming service that's currently in development, which was first announced at GDC 2009 (and later was apparently previewed by game publishers at E3 2009.) We've since mentioned Gaikai a few times at Massively, and how the service could bring MMOs (and other games) to devices like netbooks that don't have adequate graphics capabilities to run these titles. Gaikai will use "Streaming Worlds" technology to do all the graphics crunching on remote servers and then stream games to your computer via a web browser. In effect, you're playing the game as a video stream. No client install required, no patching needed.

Given the reactions we've seen from gamers in our own comments and elsewhere on the web, skepticism abounds. Perhaps seeing is believing though, as Gaikai's David Perry has put out a video demo of the service today, explaining Gaikai to viewers as he plays several games, namely World of Warcraft and EVE Online. No doubt there will still be skepticism, but it's good to get a first look at the service. Perry makes a few details about the demo and the service itself clear on his blog: the data travel distance in the demo is 800 miles; this is a (non-fiber) home cable connection; it works over wi-fi and with netbooks lacking 3D graphics cards; any clicking sounds heard are only from Perry's wireless headset mic.

We've got a video embed of the Gaikai technology demo for you below, where you can see World of Warcraft and EVE Online played via a browser:

How do you support players that don't trust your support?

Filed under: Business models, Culture, MMO industry, Free-to-play, Browser, Casual, FusionFall


Let's face facts -- people don't like admitting that they don't know something or need help. They'd rather hammer at the problem until they solve it themselves, or they'd rather ask a trusted friend for help. Kids are super guilty of this, as they'd rather not tell an adult when they can't do something themselves.

So how do you work with kids when you're the support staff of their favorite game?

Steve Wilson, customer service manager of FusionFall, decided to do some digging with support groups to find what they could do better in their customer support. What did he find out? Simplicity is key -- something that goes way beyond just the 8 to 13-year-old demographic.

Customers don't want to be railroaded through a knowledgebase, nor sent to be put on hold with phone support. They'd rather perform a quick in-game chat to have their problems solved.

He also found out that players would rather consult with other players than a member of a support team, which is why why FusionFall puts such a strong emphasis on their community forums and the support section. Players can ask questions of their fellow players while a support agent can chime into the threads when necessary. It maximizes the agent's time, and it allows the player to feel comfortable. A win-win all around!

[Via Parature]

Massively speaks with Sparkplay Media's CEO on Earth Eternal

Filed under: Fantasy, Business models, New titles, Free-to-play, Browser, Casual, Earth Eternal, Massively Interviews


With Sparkplay Media's first game, Earth Eternal, going into beta, we got the chance to sit down with the CEO of the company, Matt Mihaly, and pick his mind on a variety of things related to setting up shop in the free to play genre.

Matt's no stranger to the massively multiplayer space, holding a strong background as the CEO and founder of Iron Realms Entertainment, a company dedicated to creating multi-user dungeons (MUDs) including Imperian, Aetola, Achaea, and Lusternia. If that wasn't enough, Achaea was one of the first games to introduce the sales of virtual goods, making him one of the pioneers of the base that free-to-play games now stand on.

So what's his thought process behind Earth Eternal? What are some of the things we can expect from the MMO that's sporting over 22 races? Hit the continue reading link, and find out!

Massively speaks with Sparkplay Media's CEO on Earth Eternal pt. 2

Filed under: Fantasy, Business models, New titles, Free-to-play, Browser, Casual, Earth Eternal, Massively Interviews


How have the launches of FusionFall and Free Realms affected Earth Eternal? Have you changed your development or goals in any way because of the success of those two games, or have you stayed the course and continued to build things your way, disregarding those two games?

Not really, no. Games like Runescape and Habbo have had more influence on our plans than either of those two games, simply because they're so much bigger. FusionFall and Free Realms have gotten a lot of press in the last year, but neither of them have achieved the level of success that games like Runescape and Habbo have.

Actually, nobody really knows how Free Realms is doing outside of SOE. Three million registrations doesn't tell you much about how many active players they have as you don't know how quickly players are churning out of the experience. With the massive dollars they spent on marketing too, it'd be surprising if they couldn't get a few million registrations. The challenge for them (and everyone else in this space, including us) is to convert that fleeting attention into long-term, loyal players.

"We're more in the vein of a classic fantasy MMO than a collection of minigames."

How will Earth Eternal separate itself from the growing free-to-play genre in America? What will make this game stand out?

We're a different kind of experience from FusionFall or Free Realms. We're more in the vein of a classic fantasy MMO than a collection of minigames. I think where we stand out is by offering the best browser-based fantasy MMO out there. We've made the decision to have no humans, elves, or dwarves (or gnomes, hobbits, or anything else too close to human), preferring instead to offer everything from humanoid lizards and falcons to the Clockwork and Yeti. We're definitely fantasy but we want to stay away from the pack, almost all of whom have the humans/elves/dwarves thing going on. We've also got an enormous number of races for players (unlike the two games you mentioned) – 22 at launch.

Considering all of Earth Eternal's development, what part of the game are you the most proud of? What is that one feature you can't wait to show off?

The number one thing I'm proud of is how much our team has managed to do on relatively little funding for an open world 3D MMO (about five million dollars.) As far as game features go the biggest feature I'm looking forward to showing off is our Groves system, which will be introduced at final launch, a few months after we go into open beta.

Thanks so much for your time, Matt!

Massively Exclusive: 5 million accounts, vehicles & more in FusionFall

Filed under: Expansions, New titles, News items, Browser, FusionFall, Kids


This past January, Cartoon Network launched their first foray into the MMO space with the wildly successful FusionFall, offering families who like to game together a great deal at $9.95 a month for up to four separate MMO accounts. Since those exciting first days of launch, they've given away all manner of funky swag, racked up over 5 million accounts, and started a whole new generation of explorers down the road of MMO enjoyment. With this summer, however, they're planning on adding even more to their fantastic freemium game with their first major content patch since launch - Dexlabs Upgrade 1: Speed and Style!

This super souped-up update, slated to launch later this summer will bring vehicles to the lands of FusionFall. The first one will be a cool new limited-time availability promo vehicle which will be collectible by both paid and free members. After the first vehicle is launched, players will then be required to reach level 10 to start their collection of other vehicles. What types of nifty ways to get around will there be? Well, as you can see above, we have an exclusive first-ever look at FusionFall's Jetbike, Hoverboard, and a very special guest appearance by Kimchi from Chowder! We're not sure, but considering FusionFall still remains the only MMO where players can get around via flying monkeys, we'd bet that whatever they come up with will be cool.

E3 2009: Free Realms to introduce Guilds

Filed under: Guilds, New titles, News items, Browser, Casual, Free Realms


While the recent heads-up that we'll be able to add people to our friends list is definitely a welcome bit of Free Realms news, we were even more excited to hear that guilds are soon coming to this casual MMO. That's right - now you'll be able to add your friends and family to a special guild group! From what we were told, guilds will be given their own in-game chat channel so you can chat back and forth without having to worry about others intruding into your private chatter.

Another nice thing that will be coming is the option for guilds to create their own guild halls to spend time together. While we heard a bit about player housing, the specific details on guild halls are still largely under wraps for now - or perhaps Sony Online Entertainment is holding on to the details to give players an overview at their upcoming Fan Faire in Las Vegas. Whatever the case may be, we're glad to see all the new things coming to Free Realms.
Massively was on the ground in Los Angeles last week and covering all the latest E3 MMO news coming from the convention. Check out our breaking coverage (or all the Joystiq network E3 reporting) and keep your eye on Massively's front page for the latest developments.

E3 2009: Friends fix coming to Free Realms

Filed under: Bugs, Events, real-world, News items, Browser, Casual, Free Realms


While there's little doubt that Free Realms is a wonderfully fun, addictive game that more and more old-school MMOers and non-MMOers are enjoying together, it has had some pretty nasty snags since launch. The most glaring of these for social gamers has really been the problem with trying to add someone to your Friends listing. As the mechanic currently works, if you want to add someone to your friends listing in the game to find them later, you must be signed on to the same server at the same time. If you don't happen to know your friends are online, you have no real way to find them. This is leading to players having to hook up on Twitter, via IMs or email, or just by calling one another before they sign in so they can meet up in a particular zone on a particular server to finally be "friends" in Free Realms.

Yesterday, while talking to Andrew Sites from Sony Online Entertainment here at E3, we were told that they'd noticed, while Free Realms is incredibly popular, it's not necessarily as social as they'd like it to be - at least not yet. The friends list problem, they acknowledge, is a good portion of this, as players can't find their friends as easily as they'd intended for them to. As such, they wanted to let us all know that they're currently working on a fix for this particular issue and we should see it rolling out to the live servers within the next few weeks. Good news for those of us who have been frustrated by not being able to play with - or even locate - our friends in Free Realms.
Massively is on the ground in Los Angeles this week and covering all the latest E3 MMO news coming from the convention. Check out our breaking coverage (or all the Joystiq network E3 reporting) and keep your eye on Massively's front page for the latest developments.

Gaikai and OnLive both a no-show at E3 Expo 2009

Filed under: Events, real-world, MMO industry, News items, Browser


We heard about two competing gaming services at GDC 2009 that could revolutionize the video game industry, if the technology announced can live up to its claims: OnLive and Gaikai. Both services aim to stream game content to users while the graphics crunching is handled on company servers, thereby eliminating the escalating hardware barriers to playing the latest and greatest titles -- a home user's low-end machine would be able to run high-end games. Gaikai head David Perry (of Acclaim) has said that the company's "Streaming Worlds" technology is suited to handle MMOs, and has specifically stated that World of Warcraft and EVE Online can already be streamed to browsers.

When we heard about these companies at GDC we were hoping to hear more a bit later in the year, but it seems that neither OnLive nor Gaikai will be at the E3 Expo 2009. Gaikai cites patent filings as the reason they've had to pull out from E3 while OnLive states that their service doesn't fit in with the 'retail-orientation' of E3. We'll keep an eye on both companies as time goes on, though at this point only Gaikai has announced that they plan to stream MMOs.

MetaPlace open beta is on

Filed under: Betas, New titles, News items, MetaPlace, Browser, Virtual worlds

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.

Funcom's Q1 2009 report shows solid revenue

Filed under: Fantasy, Age of Conan, Anarchy Online, Business models, Economy, MMO industry, News items, Free-to-play, Browser, The Secret World, Casual

Funcom has released a report detailing their financials for the first quarter of 2009. They brought in over US$7 million in revenue for the period, and although this figure is slightly less than the previous quarter (but without the disastrous US$23 million depreciation loss), they are pleased with the stability of their earnings during the economic turbulence of recent times. The report also mentions some positive trends in their flagship game Age of Conan:

  • Longer average subscription periods, demonstrating customer loyalty
  • The number of new customers per month is much higher than Q4 '08 (the introduction of free trials helped here)
  • A solid and stable customer base for the quarter
  • Higher levels of activity in game than in previous periods
Not to be left out, The Secret World made it into the report as well, mostly just to say that the recent reveal was well-received, and the project is on track. Anarchy Online only really had a one-line entry in the report, and it was to say that revenues from the game were slowly declining. The casual and free-to-play games that Funcom referred to in their Q4 '08 report are also keeping to their development schedules -- the screenshot above is from a java-based MMO that is currently in the focus-testing and gameplay tweaking stages. For now though, with TSW and the other casual games still on the horizon, the overall success of Q2 '09 will once again hinge on the performance of AoC.

Why the web browser may be the gaming platform of the future

Filed under: Game mechanics, MMO industry, Browser

Browser-based MMOs are nothing new, as games like RuneScape have dominated for a few years. Recent additions like FusionFall and Free Realms are opening up entirely new possibilities with browser-based game mechanics, and many feel it's only the tip of the iceberg.

According to Frederick Wester, CEO of GamersGate parent Paradox Interactive, "Web-based content and web-based gaming has a fantastic future." With no limitations on hardware, the browser is one of the next logical steps in casual gaming for the masses; there's just no denying it. In fact, David Lau-Kee of Unity goes so far as to predict that the Playstation 4 and Xbox 720 will be browsers. Check out the entire article over at gamesindustry.biz for more insight from industry leaders on this topic.

FusionFall gets new VP and some Webby love

Filed under: MMO industry, New titles, News items, Browser, FusionFall, Kids

Things have been exciting at the Cartoon Network offices. FusionFall, their first-ever outing in the MMO space, got a warm welcome from players and critics alike when it launched in January. Their game hit 4,000,000 accounts earlier this month, showing the power of the Cartoon Network stars combined with really fun gameplay. Now, Chris Waldron, the Executive Producer for FusionFall has been awarded with his own special new (non-bubblehead) hat; he has been named Vice President of Gaming Operations for Cartoon Network!

According to Paul Condolora, Senior Vice President for Turner's Animation, Young Adults & Kids media group; "Chris continues to be one of the great leaders of our digital team, overseeing the successful launch of our largest and most ambitious game to date - FusionFall. His commitment to quality gaming, relationships with game developers and expertise in the industry make him ideally suited to oversee our gaming efforts."

Added to this is the news that not only will FusionFall continue to grow with Chris at the helm as both Exec. Producer and VP of gaming - but they've also been nominated under the games category for a Webby alongside games like Club Penguin, Kongregate, and Facebook's new crack, Mafia Wars. Considering how short a period of time FusionFall has been out before the Webby nominations, that's a pretty tremendous achievement in itself. Congrats to the Cartoon Network games team on their success thus far, and we'll be waiting to see what new surprises they have in store for the fusion-permeated future.

Massively Features


Featured Games

Events Calendar

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Fallen Earth Launch Q2 2009
Global Agenda Closed Beta July 2009
CrimeCraft Launch Aug 25 2009
Champions Online Launch Sep 1 2009
Cities XL EU Launch Sep 3 2009
Aion Launch Sep 22 2009
Earth Eternal Open Beta Q3 2009

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