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Posts with tag disney

The Pernicious Privateers of Pirates of the Caribbean Online

Filed under: Historical, Events, in-game, PvP, Pirates of the Caribbean Online, News items, Kids

Arr! Closer come ye, for I have risen with news of Disney's Pirates of the Caribbean Online!

Be ye an honest captain or be ye a pirate, be there one amongst ye who can clear the seas of the scum that floats upon 'er? Aye, I be talking about Privateering! Turn your sheets into the wind and lash the wheel tight and bring yourself to Isle D'Etable De Porc if ye be friendly to the French, or Isla De La Avaricia if the Spanish have y'r loyalty. Seek ye there crew, provisions and ammo fer the fighting ahead! And may the wind be ever at your back but pass over the sails of yer enemy! Privateering only be available to Unlimited Access members on the Test Server, but it be coming soon enough to the Live servers.

I wager there be more news after yon break. Click ye through to see thar th' rest.

Continue reading The Pernicious Privateers of Pirates of the Caribbean Online

38 Studios welcomes Thom Ang as Director of Art

Filed under: MMO industry, New titles, News items

Noted industry artist Thom Ang has started work at 38 Studios as Director of Art, according to a press release from the company. He has joined company founder and pro baseball player Curt Schilling, comic book artist Todd McFarlane, and fantasy author R.A. Salvatore to work on Copernicus, a secretive MMO project.

Ang has previously been employed by THQ, where he worked on several titles including Disney adaptations, and Electronic Arts, where he worked on the Medal of Honor series. He's just another of many samples of veteran blood the studio has attracted.

Details about Copernicus are hush-hush. We know 38 Studios is using the BigWorld and Unreal engine technologies. There have been hints in interviews about the direction the project is taking. That's about it, though.

Blackstar environment art makes our sci-fi hearts melt

Filed under: New titles, News items, Blackstar


Spacetime Studios has certainly been hard at work developing their tasty looking sci-fi MMO Blackstar. How do we know this? Well, RPG Vault recently got a look at three pieces of concept art for the game and they all look exquisite. It's just refreshing to see a sci-fi space MMO with such lovingly saturated color. It's a shame that our header images are only so big, otherwise we'd plaster these pieces of art all over the place like a young tween girl obsessed with Disney Channel personalities.

Each of the three images are accompanied by some intriguing descriptions of the harrowing vistas seen. We highly recommend reading them if you're hankering for a digital bite of what will surely be even more amazing in rendered form. Obviously, we here at Massively fully support the design, development and proliferation of non-fantasy MMOs. While do we love our swords n' sorcercy -- as its known to be called by geeks of certain hailings -- there's a powerful cry of joy that spreads from the Massively HQ whenever a sci-fi MMO as promising as Blackstar continues unabated.

"Free-To-Play" model pulls in a dollar per user in the west

Filed under: Business models, News items, Free-to-play, Casual, Virtual worlds

One dollar per user per month may not sound like a huge revenue for any game, but when you start thinking in the terms of the user base of games like Habbo Hotel, Club Penguin and RuneScape you start to realize how much a dollar is really worth.

Lightspeed, a venture capital firm, recently did a few calculations to come up with the figures of how much revenue is generated by a single user in today's most successful free-to-play, microtransaction supported MMOs. What they came up with is a pretty interesting look at how much a "successful" MMO will make. For example, Habbo Hotel pulls in around $1.30 on average for each of their active users per month, while RuneScape pulls in 84 cents per active user per month.

The one figure that stood out from the pack was Second Life, which pulled in 9 dollars per user per month thanks to things like land ownership and the premium subscription that land owners have to buy to be able to own property. Even with Second Life in the mix, it's interesting to see that these types of MMOs don't make much per user, yet still can pull in great amounts of revenue by entertaining huge player bases.

[Via Kotaku]

Disney merges their internet and games groups

Filed under: Business models, Events, real-world, MMO industry, Casual, Virtual worlds, Kids

As we reported last month, Disney's Virtual Magic Kingdom has closed up shop after several years of operation. This is said to be in anticipation of their upcoming virtual worlds, including one based on the movie Cars and one on Tinker Bell. Yet recently, we've heard a new piece of information in the Disney business plan puzzle.

What they're working on is a merger between the Walt Disney Internet Group and the Disney Interactive Studios, effective immediately. This new group, entitled the Disney Interactive Media Group will be led by Steve Wadsworth, previously the president of the Disney Internet Group. It will cover all of their gaming endeavors from console to virtual worlds, which seems to be a positive step towards the company's focus on online gaming for kids.

Club Penguin's screen-size conundrum

Filed under: Club Penguin, Opinion, Browser, Casual, Kids


For those not keeping up on their Club Penguin developments (and why not, it's a fairly amusing and eminently kid-friendly flash-based browser game), they've recently implemented a new "Big Screen" version of the client. The gameplay area used to be about 760x480 and now clocks in by default at a robust 910x575 (rough estimates using our Print Screen-fu), allowing us to see our online penguin counterparts in greater detail and clarity than ever before.

Much to our surprise however, there was not universal praise for this graphical upgrade. Mesagirl over at Ten Ton Hamster lamented the larger size playing field, saying higher resolutions are for the elderly and that the bigger size gives her headaches after extended play. They ran a little straw poll to get readers' thoughts on the subject, and the vast majority of them agreed with us that the bigger size is a positive development. It's a moot point anyway, since you just change the screen size with a push of a button. You don't hear most people complaining about the default resolutions for games like Age of Conan; the same rules apply here in this blogger's mind.

Are Club Penguin's days of growth numbered?

Filed under: Business models, MMO industry, Club Penguin, Opinion, Free-to-play, Browser, Casual, Kids


An interesting report on social media by the Nielsen group recently found that Club Penguin, the kid-friendly browser-based MMO acquired by Disney last year for a robust $350 million, may be plateauing or even declining in growth in the face of newer, more competitive social media experiences. While the Nielsen methodology is never made expressly clear (and no direct competitors managed to crack the Top 10), the report does indicate that using the same methodology, they found a 250% growth rate year-over-year just last August.

MMO vet Raph Koster is less than surprised by this development, attributing the slight decline in unique visitors more to the increased competition in that space, rather than any specific detriment in Club Penguin itself. Raph speculates that we'll continue to see the market fragment as more kiddie MMOs enter the market. And, judging my store shelves these days, they're coming in droves. While he seems to be of the opinion that the days of these niche MMOs competing in the same arena as MySpace and Facebook are over, that doesn't mean there isn't a lot of money to be made and kids to be entertained.

Disney set to close Virtual Magic Kingdom today

Filed under: Virtual worlds, Kids

Last month it was announced that Disney's Virtual Magic Kingdom would be closing down. Fans rallied around their online escape, while the company claimed that the project was actually years overdue for a shutdown. The LA Times is reporting that Mickey's online abode will shut down at close of business today. Speaking to the newspaper, president of the Walt Disney Internet Group Steven Wadsworth offered that the project 'never achieved scale.' The company never had plans to monetize it, and the small but loyal audience it's developed was never intended.

The Times piece also speaks to folks on the other side of the equation, including a young fan of the world with neuromuscular disease. Her experiences in the world were uplifting - she even celebrated her birthday there, apparently. "At Disney, we'd rather do anything in the world than disappoint a guest," said John Spelich, a Disney Internet Group spokesman. "But we hope our VMK players will choose to sample some of the other ways to engage with Disney online through disney.com or through virtual worlds."
[Via Worlds in Motion]

Has the MMO industry been irresponsible with children?

Filed under: Culture, MMO industry, Club Penguin, Casual, Kids

Frustration and disappointment was squarely behind the creation of the kid-friendly online space Club Penguin. Co-founder and general manager Lane Merrifield was sick and tired of the MMO industry's "cynicism" when it came to children. Merrifield and his partners went forward with the gamespace as a side project, a world unsupported by VC money or expectations.

GamesIndustry.biz sat down for a chat with the man, and delved into the context behind one of the most successful kid-oriented titles on the market. In his words, he'd be "silly" not to be surprised by the game's runaway success and the purchase by Disney. The human element, he offers, has been critical to their success. "Merrifield also thinks that there is an over-reliance on technology that ignores the human element, which is why they've decided to devote two-thirds of the company's staff to positions such as safety moderators and customer service. 'We know the limits of technology, even though I would put our filtering software up against anybody's, especially because of that human element - we're adding 500 to 1000 words every day to the filters, simply because of slang that works its way into the language.'"

Q&A with PotCO lead developer Jason Yeung

Filed under: At a glance, Fantasy, Historical, Interviews, Pirates of the Caribbean Online, News items, Free-to-play

Jason Yeung is one of the lead developers for Disney's Pirates of the Caribbean Online. During a recent Q&A he dishes out some very interesting info on what's coming for this free-to-play piratey good time.

Both Davy Jones and the Kraken will eventually be included in the game, but the when remains locked up as tight as Jones' fabled locker however. Adding pets (such as a parrot, which every pirate must have) is something they want to do in future expansions, but they're more focused on creating end-game content for their hardcore players, which is a sign that they do listen to feedback. In fact, their biggest challenge at the moment is rolling out new content fast enough.

If you've never given PotCO a try you really have nothing to lose -- it's free-to-play. If you like what you see, and over the last few months a great deal of new content has been added, a monthly fee will get you unlimited access to all the game's content (like the poker games).

A bounty of new booty for PotCO

Filed under: At a glance, Fantasy, Historical, Expansions, Launches, Patches, Quests, Pirates of the Caribbean Online, News items, Free-to-play


A treasure chest of booty has just been dumped into the world of Pirates of the Caribbean Online. If you're an Unlimited Access player new weapons have been added that deal more damage, have faster reload times and sparkly new graphics. New quests have been included that can earn players things like a Fine Cutlass, Coltello Dagger, Harrow Voodoo Staff, and the walloping Heavy Tri-Barrel Pistol.

If inking up the bod of your Caribbean Pirate is more important, new Tattoo Quests have also been added. These quests will award players special inkings that can not be bought -- they must be earned.

Plus, some incredibly cool lore regarding who (or what) Jolly Roger actually is has been written up, and a tale of two islands explores the intrigue of a pirate from Spain and a pirate from France.

Caribbean pirates get some morale

Filed under: Fantasy, Historical, Game mechanics, Patches, Pirates of the Caribbean Online, Free-to-play


Pirating ain't easy. Even rough and tumble scallywag types need a morale boost every once in a while. As such, Disney's Pirates of the Caribbean Online will soon offer a few new changes - all provided by community feedback.

Tonics will soon be made available that recharge morale faster, and the groggy penalty (due to jail time) is being shortened. Added functionality to the Crew Panel will make the whole act of crewing easier. Players will not only be able to let other players on their server know that they are in need of a crew, but crewing up will also receive a bigger bonus. Now that's an incentive every pirate can get behind!

Additional changes will improve player communications (the whisper feature in particular)... oh, and there are new Quests coming as well.

Cinemassively: Toontown Friends Forever

Filed under: Video, Toontown Online, Free-to-play, Cinemassively, Machinima, Virtual worlds, Kids

Not only is the machinima hard in Toontown, but the gameplay is even harder! This free-to-play virtual world for kids doesn't appear to have a way to turn off the User Interface (UI). However, even then, you'd need a buddy code just to communicate with anyone to coordinate movements!

These setbacks don't deter members of the community, though. There are over 4,000 Toontown videos on YouTube! In this music video, Friends Forever, dating back almost two years, ToonTownGeekFangs gives thanks to the world and friends that have kept them safe.

If you have machinima or movie suggestions from any MMO, please send them to machinima AT massively DOT com, along with any information you might have about them.

When a game is no longer a game

Filed under: Business models, MMO industry, Kids


With the advent of the next generation of social networking MMOs on the rise, and the retirement announcement of Disney's Virtual Magic Kingdom, we can't help but wonder what is the real definition of an MMO these days? Where is online gaming headed, and what is there a real demand for anymore?

After VMK's closing announcement last week, users let it be known that they were not happy with Disney's decision. As we reported yesterday, there were several comments concerning the fact that taking down this virtual world was like taking down their real world. Many of them were not only fiery and disparaging, but the retorts to these comments were even more dramatic. Yes, this happened on the internet! Can you believe it? The fact is, this makes us wonder if we're approaching dangerous ground with the immersion factor of these virtual worlds, especially as they pertain to our children and their interpretation of the world. The real world, that is.

Fans speak out passionately on Disney's Virtual Magic Kingdom closing

Filed under: Culture, Events, in-game, MMO industry, Free-to-play, Browser, Casual, Virtual worlds, Kids

We reported on the closing of Disney's Virtual Magic Kingdom the other day, and at the time, it seemed like business as usual -- Disney had created the virtual world for an event, and the event was over, so it was time for the world to close. But the comments thread over on this Virtual Worlds news post about the closing has to be seen to be believed: fans of this place loved it completely and are painfully heartbroken over its closing. There are tons of eloquent, emotional comments lauding VMK for its sense of community, the friends made there, and the opportunity to connect on a virtual level with other people and Disney's attractions when, for various reasons, the same can't be done in real life.

What's most amazing here is that, from these comments, it seems VMK was one of the strongest virtual communities out there. This is why we play these MMO games -- to connect with others online, to experience things that can't be experienced any other way, and to create connections that otherwise wouldn't be there. It's an amazing story -- here's an MMO that worked perfectly in terms of building community and developing social connections between players, and yet Disney chooses to close it down.

There is a petition online, with 11,000 signatures as of this writing, to keep VMK open. Disney has responded to this emotion with a short statement only saying "we hear you," and the game itself is still set to close down as planned on May 21st.

[Via Waxy.org]

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