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Posts with tag casual-games

Nexon's new western targeted MMOG Sugar Rush in closed beta

Filed under: Betas, Video, New titles, PvP, News items, Free-to-play, Casual, Sugar Rush

Nexon America's Min Kim dropped a hint in late May that an upcoming MMO title was in development in their Vancouver studio. The big secret is Sugar Rush, a new casual based MMO romp and stomp with coin collection mixed into the fray. It is the first MMOG from that studio that is intended specifically for North American audiences. While Sugar Rush is free to play, it will sustain development costs via a microtransaction model "item mall" similar to many other free to play MMOs. The game is currently in closed beta and Nexon America is not accepting applications at this time, but we hear it may launch in the very near future.

The development team working on Sugar Rush is based in Vancouver, Canada and includes former Electronic Arts Worldwide Studios Group vice president and creative director Steve Rechtschaffner, as well as studio Klei Entertainment. Headed by Jamie Cheng, Klei Entertainment previously developed and published Eets, a 2D puzzle game for PCs which was later revamped for Xbox 360's Xbox Live Arcade.

It will be interesting to see how Sugar Rush does in North America. MapleStory is unquestionably highly successful. It put Nexon on the global radar and shocked the naysayers when MapleStory earned 29 million dollars in revenue -- not bad for a free to play MMOG! The whole western and eastern MMOG market juxtaposition is fascinating; many have shunned a lot of eastern games in discussing the western market and vice-versa. A video from the closed beta showcasing game play is after the jump. Let us know what you think.

Continue reading Nexon's new western targeted MMOG Sugar Rush in closed beta

The Social Gaming Summit: Casual MMOs and Immersive Worlds

Filed under: MapleStory, Business models, MMO industry, Club Penguin, Casual, Academic, Virtual worlds, Massively Event Coverage, Kids


Friday the 13th: An inauspicious day for the superstitious crowd, but a great day for attendees of the Social Gaming Summit, held in San Francisco. The day saw a schedule full of great panels, populated by some of the industry's finest movers and shakers, among them representatives from Gaia Online, Nexon, Three Rings, and Gamasutra, among others too numerous to list here.

A particular highlight of the conference for this blogger was the panel entitled "Casual MMOs and Immersive Worlds", which provided a lively discussion on what it means to create a virtual social space, how to monetize free-to-play content, and what exactly is a casual MMO? Trying to divide attention between listening raptly and taking notes is difficult; here is the result, along with the panelists, after the jump.

Continue reading The Social Gaming Summit: Casual MMOs and Immersive Worlds

The Digital Continuum: Crafting conundrum

Filed under: Crafting, Opinion, The Digital Continuum

Whenever I start playing a new MMO my interest in crafting tends to go through two phases: hope and realization. During the hope phase I find myself wondering what sort of cool things I could create. I also think about being able to use those creations in useful and interesting ways. My head tends to float up into the clouds as I contemplate all the great times I'm about to have with a game's crafting system.

Then there's the realization phase, where my crafting dreams are crushed. This is the point when I start playing with the crafting system and moving through its inner workings only to find the same old thing: Talk to an NPC, get crafting skill of choice, look at recipe, gather ingredients and proceed to select how many I want before clicking a single button to create my item. When will developers admit that this is incredibly boring and at least try to spice things up a bit. They don't have to re-think the entire system. I would be perfectly happy with some evolutionary changes.

Continue reading The Digital Continuum: Crafting conundrum

Is Facebook gaming 'the next big thing'?

Filed under: Business models, Events, real-world, News items

Worlds in Motion recently covered events at the InterPlay Conference in San Francisco. InterPlay is devoted to social gaming, and is billed as 'the premier conference on the business of games on the Social Web.' Among the speakers at InterPlay were Charles Yong and Jing Chen, co-founders of Developer Analytics. The company offers a social networking metrics platform that provides a leaderboard of the top Facebook applications, where casual games predictably rank high. Their talk focused on the monetization of social games and the feasibility of adding greater depth to casual games, an opportunity that's drawing a 'significant surge of venture capital funding,' Worlds in Motion reports.

On the topic of generating more revenue from social games, Charles Yong said, "Social gaming is where the really great monetization is at. You can prototype with little to no money down. The whole premise of this is that marketing cost is really, really low, compared to a real game, like Grand Theft Auto IV." Before casual gamers could take offense at this statement, Yong clarified that casual gamers can be hardcore about their chosen style of play, but "they haven't seen GTA IV, they haven't seen Half-Life 2, and real money is coming out of virtual goods and currency."

Continue reading Is Facebook gaming 'the next big thing'?

The Daily Grind: Do you only play MMOs?

Filed under: Opinion, The Daily Grind, Consoles, Casual

We cover a lot of MMOs here at Massively, but that doesn't mean that it's the only type of game we're interested in. Many of us on the team love to rip into a good console game too, or other PC games of the non-MMO variety. Sure, being involved in more than a single MMO can take up a significant portion of gaming time, but it's safe to say that we do enjoy other types of games as well.

If you've come to Massively, you likely at least have an interest in MMOs, if you aren't currently playing one or more of them -- but is that the only genre of game that you play? Do you like to play any of the current generation of consoles? Or perhaps you kick it old school with one of the awesome consoles of bygone eras? When it comes to the PC, do you only play the bigger games, or do you dip into the casual realm with titles such as Peggle? And what about those nifty handhelds, and cellphone games -- daily commute anyone?

Player vs. Everything: Learning by doing

Filed under: Game mechanics, MMO industry, Opinion, Player vs. Everything

Exhibit A: A poorly used frost trap.In most MMORPGs, it's practically considered a right of passage to learn advanced concepts by the sweat of your brow and with a big helping of independent research. We're MMO players, after all! We don't need tutorials guiding us through the advanced aspects of the game. Right? They're for the weak and lowly fans of single player and casual games. We rely almost solely on forum information, lessons from more advanced players, and learning by doing (and we're darn proud of it). And as Tobold discussed a few weeks ago, you really have to do that stuff if you want to be a successful player.

While raiding Karazhan last weekend, my guild brought a relatively newbish hunter along for the ride. Her spec wasn't terrible, and she brought a number of epics (albeit PvP epics) to the table, so we figured, "What the heck?" We didn't even get too worried when her DPS wasn't up to par. Things were going just fine until we got to the second boss fight and needed her to do a little chain trapping. A few wipes later, we realized that she had absolutely no idea how to use her frost traps effectively-- a core mechanic of her class. What was the problem there?

Well, there's no game tutorial that comes in, holds your hand, and says, "Hey, pal. You're going to need to use frost trap effectively in the end game. Let's practice it a little until you get the hang of it." Most MMOGs just teach you the bare-bones basics of the game (like running, moving, and auto-attack) before they abandon you to the wild. You're expected to figure out the rest on your own, and eventually to hit up sites like Elitist Jerks or the World of Warcraft class forums to make sure that you're being all that you can be. Is this necessarily the best way to do things, though?

Continue reading Player vs. Everything: Learning by doing

Indian computer hardware sales driven with MMOs as "killer app"

Filed under: Business models, MMO industry, Casual, Academic

According to a report on the burgeoning Indian gaming market (which to date registers sales of only $48 million), massively multiplayer online games are one of the major forces driving both the growth of the greater gaming industry and the sales of modern personal computers. Many are hoping that the Indian gaming market is going to undergo a similar boom as the one that has propelled China and Korea into competition with more traditional markets like the US, Europe, and Japan, with the report speculating an almost ten times growth in sales over the next decade.

At present, the biggest bottleneck to success of the current generation of MMOs is the fact that most Indian homes currently lack broadband internet access. Game makers are hoping that a promised boom in broadband connectivity in the sub-continent, coupled with the proliferation of dedicated gaming cafes, will lead to a boom in the development of MMOs. At present, casual games are still the most played, as they are accessible to players with slow internet connections. It'll be interesting to see how the Indian gaming market develops over the coming decade, and whether it will be able to affect the direction of MMOs as the other asian markets have. The report is definitely worth looking at if you're interested in the business of games and globalization.

World of Warcraft
LotRO reps talk demographics, casual play, console plans

Filed under: Fantasy, Lord of the Rings Online, Interviews, MMO industry, Consoles

Yesterday Gamasutra published a five page interview about The Lord of the Rings Online with Turbine's Jeffrey Steefel and Adam Mersky.

According to the interview, one third of LotRO players are over 35 because the license drew people new to MMOs -- people who came for "The Lord of the Rings first, the MMO second." Fans of LotRO often claim the game's community is more mature than that of competing games. "Sometimes game communities can be rough, just because of the nature of the competitiveness and the nature of the age range of people playing, and this is a pretty mature, fun place to be a part of," said Steefel.

Steefel and Mersky also talked about the challenges of dealing with gold farmers, what the real definition of "casual games" might be, the pluses and minuses of adapting a famous work of literature, the competition, and Turbine's option to produce massively multiplayer games for consoles. As is the case with most Gamasutra interviews, the discussion is an excellent read if you want an inside look.

MMOs to get more massive, even mobile

Filed under: Business models, Culture, Mobile, Animal Crossing


As if our lives aren't dominated enough by raids, guild-runs, and the newest beta tests, it would appear that the next trend in MMO development is finding ways for games to reach you when you're away from the computer. At the recent Virtual Worlds Forum, business leaders have been salivating at the opportunities posed by expanding their IPs to mobile platforms. Moshi Monsters, an MMO from Mind Candy aimed at kids, banks heavily on their MoPod technology. MoPods are small, cheap, virtual pet-esque devices that kids can bring with them to school to keep plugging away at the game's puzzles on the bus or in the cafeteria.

Then when you consider that Katsuya Eguchi, lead developer in the rumored Animal Crossing MMO, has talked openly about integrating mobile phone and PC applications into their new game, it could very well be the beginning of a new wave of mobile integration. Publishers are always looking for new ways to boost their numbers, and this would certainly be a very marketable away to go about it. It doesn't take a genius to imagine the possibilities of the technology: they could give players the ability to monitor the auction house from their phone or allow you to raise a pet on a portable gaming platform and then use it in-game. In addition to being marketable to current MMO fans, this sort of pan-technological approach to games also has a strong appeal to casual gamers, a coveted demographic if ever there was one.

It's an idea that's probably still a long way from coming to light, at least for a mainstream MMO, but it's fun to speculate about, and it's a trend we'll definitely be keeping our eye on.

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