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Twitter added to Champions Online, social butterflies rejoice

Filed under: Super-hero, New titles, News items, Champions Online


The first July 2009 State of the Game for Champions Online is out and it sure came with an interesting surprise. Namely, the addition of Twitter to the in-game feature set. Now we're sure some of you will scoff at this idea, but sit there for a moment while we paint you a mental picture.

You're inside a rather challenging instance, only moments away from the big fight. Your party is getting ready, resting up, etc and so you take a moment to hammer out a short message to your friends on Twitter. "Oh man, about to take on my Nemesis, Big Bad Boss Man, wish us luck!" you say, netting you a few encouraging replies. Then you engage and the ensuing carnage is nigh legendary. The party just takes a serious beating and is torn limb from heroic limb by your Nemesis. You decide to share this with the world, only to see your buddies instantly share their empathetic thoughts on your embarrassing defeat.

We think it's got some substantially fun possibilities. Plus, if Cryptic can work in Twitter support to their games, what else could they do? Facebook seems like the next step, but there's also Pandora and Last.FM support to consider, too.

Become a fan of Massively, win cool stuff

Filed under: Contests, Culture, Massively meta, Massively highlights


If you're a fan of this website -- and I mean seriously, who isn't? -- then we have a special new group for you. Our brand new Facebook fan page has been created, and we want you to be a part of it!

Why should you join this group? Simple: free stuff and exclusives! As a fan of our Facebook page (not to be confused with our Facebook group), you'll get special beta keys, in-game item codes and other offers earlier than anyone else! We'll also be able to alert you to special exclusives and discussions aside from what goes on in the comments of this website.

Head on over to this link to join the fan page and thanks for being a fan!

Runes of Magic codes continue; contest ends this Sunday

Filed under: Fantasy, Contests, Events, real-world, Events, in-game, Free-to-play, Runes of Magic


If you've made it this far and still haven't received one of our Runes of Magic in-game key codes, let us help you a bit with this post! Included after the jump below is another group of 100 codes for those wonderful Jade Warrior gloves, in addition to the codes we've been adding to our Facebook group page, giving away in-game and tweeting throughout the week.

We understand some of the feedback on our giveaway methods this time around aren't exactly all positive, but just know that we've been experimenting with a few different ideas. Some of these worked, some didn't, but we just hope it's been fun! Besides, wouldn't you rather say you worked to get your gloves, instead of simply clicking a button? Wait, don't answer that. There will be more varied opportunities as the week winds down, you can count on that.

On that note, don't forget to join us in-game tomorrow night for some more code giveaways! And now for some more codes!

Facebook MMO is the Warcraft killer, says EverQuest's lead developer

Filed under: Business models, Culture, Game mechanics, Interviews, MMO industry, Opinion, Casual, Virtual worlds


Ryan Barker, the lead designer of EverQuest, is a man who believes in the power of Facebook and social networking. In an interview with The Escapist, Barker is quoted as saying that a Facebook MMO might have the power to eclipse the MMO market much like World of Warcraft has already done some years back.

Barker's reasoning behind declaring a Facebook MMO as a champion is due to the ease of playing with your friends. Facebook has the power to remove many of an MMO's social blocks, such as a lack veteran players, ease of access, a lack of servers, and the ease of playing with your friends, and turn those stoppages into forward momentum for a game and its community.

Making MMOs massive editorial

Filed under: Business models, MMO industry, Opinion

Rob Fahey has an editorial piece up on GamesIndustry.biz talking about ways to make MMOs massive. The article states that the question devs should be asking is not "How do we beat World of Warcraft?"; it's "What can we learn from World of Warcraft and how can we co-exist with it?"

He defines two ends of the gaming spectrum. The most accessible games are found on services like Facebook, while the least accessible example would be World of Warcraft. This may sound a bit strange since WoW is probably the most accessible of the subscription-based MMOs, but he's using it due to its extreme popularity given the fact that it still has fairly inhibiting install, patching, and strategic components.

Rob believes games that fall in the middle of this spectrum are likely to be where we'll see the largest growth potential. He would consider Free Realms to fit this middle-spectrum description. FR has a middle-ground business model, is fairly easily accessible, and marketed at the youth and female demographics. Basically, Rob believes MMOs will become more massive if they can accomplish what FR is currently aiming for and achieving.

Plenty of gaming options for today's 'tweens

Filed under: Business models, Culture, MMO industry, Free-to-play, Kids

According to this MSNBC article, there are no less than 200 youth-oriented virtual worlds and MMOs either in development or on the market. Some of these titles even boast account numbers that rival Facebook and MySpace as analysts estimate 30M users in Club Penguin, 52M users in Neopets, and 90M in Habbo.

Is this really surprising though? Probably not when you consider that kids today aren't totally different in this generation than previous generations. 'Tweens have always liked to socialize, play, and simply "hang out." The difference nowadays is that parents tend to have looser restrictions and the kids can accomplish most of the things they like to do without even leaving a computer chair. The rules and tools have changed.

The article also talks about a 89/10/1 rule that most F2P/RMT games aim for. This rule assumes that 89% of people will play your game for free, 10% will pay the minimum, and 1% will spend lots of money. Apply that rule to the recent announcements that both Free Realms and Runes of Magic have surpassed 1M users. If the rule applies, it means 100,000 people are paying the basic fees (~$5/month) and 10,000 are spending oodles on extras ($15+/month). That's roughly $650,000 per month, which isn't half bad depending on your development costs.

The Daily Grind: Do you follow us on Twitter or Facebook?

Filed under: Culture, The Daily Grind


You kids and your crazy social networking these days, I swear. When I was a lad, we socialized in pre-assigned AOL chatrooms and we liked it. Ok, so we never liked it, but still. With the popularity of Twitter and Facebook lately, it seems the only way many of us keep in contact with each other anymore. Not to be outdone, we at Massively have had our own Twitter and Facebook pages for quite awhile now, but we figured they needed some love.

So now is the real question: Are you following us on Twitter and Facebook? If not, you should be! In addition to a concise summary of our biggest topics throughout the day at our main Twitter page, a few brave writers have agreed to share their personal Twitter names for you follow, point and laugh. Maybe your favorite Massively writer is on the list! (hint: I'm at the bottom)

Fox Mulder gets all up in your Second Life

Filed under: News items, Second Life, Politics, Virtual worlds

Realizing the vast amounts of time honest to goodness citizens spend on social media sites and in virtual worlds, the FBI has decided to jump aboard the Web 2.0 train to aid in their never-ending search for terrorists, fugitives, missing children, and new potential recruits.

The Federal Bureau of Investigation now has a presence on Facebook, YouTube, Twitter, iPhone, and Second Life. They even have widgets you can embed almost anywhere to show your support. If staring at billboards plastered with America's most wanted and assorted recruitment ads is your idea of fun, you might check them out.

This isn't just a lame PR attempt, though it may seem that way at first glance. The FBI is truly interested in reaching out to individuals who may be able to help them with their mission, "To protect and defend the United States against terrorist and foreign intelligence threats, to uphold and enforce the criminal laws of the United States, and to provide leadership and criminal justice services to federal, state, municipal, and international agencies and partners."

Second Life pwns Gordon Freeman, Warhammer Online, others

Filed under: World of Warcraft, EVE Online, MMO industry, Warhammer Online, News items, Second Life, Virtual worlds


Wagner James Au at New World Notes is carrying some surprising data from ratings giant, Nielsen Media Research. From actual measurements of usage across over 180,000 homes in the USA, Linden Lab's Second Life (paradoxically measured under the 'PC games' category) rates the number two most played title, just behind World of Warcraft.

Forget Warhammer Online, or EVE Online, they don't even make the top ten. World of Warcraft and Second Life beat out Gordon Freeman (Half Life 2), Civilization IV and StarCraft. As for actual weekly usage, Second Life is top of the pops at an average of 760 minutes per user per week. World of Warcraft earns the top spot with 653 minutes per user per week, but has a whole lot more users.

How about Google's YouTube, the 800 pound gorilla and market leader of online video? Just 47 minutes per week (figure from C|net).

Facebook? 84 minutes per week. Myspace, just 10.5 minutes per week (figures from ITProPortal).

This data is measured from actual homes, as we mentioned. Almost 200,000 of them, so it isn't just data that's centric to the hardcore gamer. This is a random sampling of ordinary people.


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.

Italian woman murdered by husband. Second Life blamed. [updated]

Filed under: Events, real-world, News items, Second Life, Virtual worlds

The Daily Mail is carrying the story of the murder of Catania woman Maria Pia Scuto, 41, whose husband (Giuseppe Castro, 35) confessed to her 30 March murder, "after," says the Daily Mail, "after discovering her on the computer with her avatar lover on Second Life."

Well, that's apparently not the case. Having gone through the local news reports, Second Life is not even mentioned. Text messages, Facebook and Instant Messaging are. The couple reportedly quarreled frequently, and apparently Castro committed the murder due to the discovery of an email -- though available testimony is still a little fuzzy.

However, no virtual worlds. No Second Life. Just IM and email. And this isn't the first time Second Life has been stuck with the rap for a crime committed by people who never used it.

The social game roundup

Filed under: Business models, MMO industry, Free-to-play, Browser, Casual, Virtual worlds


As web technology improves, games are spreading into places you'd expect, as well as places you wouldn't. Facebook is practically a console, the definition of MMOG is changing and Raph Koster's Metaplace may very well turn everything on the web into a play space.

Tadgh Kelly at Simple Lifeforms was good enough to take inventory of the social games enjoying popularity today. He breaks the scene into eight categories:
  • Social RPGs
  • Sports RPGs
  • Casual games
  • Word games
  • Virtual villages, or mini virtual worlds
  • Casino games
  • Just for laughs, or silly games like the versus games on Facebook
  • Ownership games
Kelly provides a bunch of examples for each category, and definitely makes for good reading, especially as the media through which games can be played evolve.

Facebook users get first peek at EVE 'Apocrypha' video

Filed under: Sci-fi, Trailers, Video, EVE Online, Expansions, Lore, Previews


Facebook users got a first look at the in-game video opening for EVE Online's next expansion, Apocrypha, earlier today. The narration explains a fundamental aspect of the game's lore, that as a capsuleer in EVE, you're essentially an immortal and often viewed as a demigod. But in the game's setting of New Eden, you're faced with others of your caliber, individuals as driven to succeed and rule as you are.

No further details about the new features in Apocrypha are revealed in the video, aside from a superimposed iris and wormhole. Unfortunately a download or embed isn't available at the time of writing, but a working cut of the footage can be viewed on the EVE Online Facebook page.

Multiverse reveals a peek at their upcoming flash development platform

Filed under: Betas, MMO industry, New titles, Casual, Virtual worlds, Massively Interviews


Imagine booting up your computer to play your favorite online game with your friend, except he's in an airport waiting for a flight and you're at home in your office chair. You see a glorious 3-D world from the comfort of your computer monitor, and he sees a two dimensional isometric view from his hunched view over his mobile phone. You use your mouse to click your action buttons and fight monsters, and he just taps the screen with his finger. You're questing together, winning battles together, except you see the world entirely in 3-D and he's seeing it in 2-D.

If you're thinking that this scenario is entirely implausible, you would be wrong. MMO tools developer Multiverse has recently unveiled a sneak peek at their upcoming flash toolset by launching the flash based game Multiverse Battle.

Ways of designing social into virtual spaces

Filed under: Culture, MMO industry, News items


One of the strongest glues between a person and their favorite MMO is friendship and community. However, those two things don't come without strong socialization, which in turn is something that doesn't happen in an MMO entirely by accident. A recent blog post by Raph Koster discusses the many ways of making virtual spaces more social by thoughtful design, a subject that we here at Massively take a lot of interest in, strangely enough.

While the first two chunks of Raph's post are arguments for actionable design to encourage socialization, it's the last piece of the post where the fleshy part resides. While there are numerous good suggestions for designing better social opportunities, the ones that strike us as our most desirable for MMOs are gifting, mentors, looking for conversation tools and alternate advancement systems for social elements. Those four items are certainly something that more titles could use -- especially as more and more games integrate web tools similar to Facebook.

It's hard to say whether or not we'll actually see any of these taken to heart in many MMOs, but it's nice to wish for things -- and maybe if we pester developers hard enough they'll figure it out sooner rather than later.

Expanding choices in social gaming and Flash MMOs

Filed under: Second Life, Free-to-play, Browser, Casual, Home, Whirled

There seems be an endless tide of online games and virtual worlds being made available to us, with more always on the way. Some of them are well-known and need little introduction, such as Second Life, Playstation Home, and Facebook games, to name just a few. But there's plenty more out there, some of which falls into the standard 'MMO' category, although it's a label that we find is steadily blurring as time goes on.

Darren Gladstone, Senior Writer at PC World, has put together "The Social Gaming Guide" for his Casual Friday column. In it he explores some of the mainstays of social gaming like the options found within Second Life and Facebook, but also sheds light on some lesser known alternatives. Gladstone discusses some of the choices gamers have with The Casual Collective, which he describes as "a cool casual-gaming waterhole created by the minds behind DTD," or Desktop Tower Defense. He looks at Whirled, an open-source gaming community which is home to Flash MMOs. "For players, Whirled is an awesome collection of hundreds of games, broken out by category and just waiting for you to jump in," Gladstone writes. Forthcoming Facebook integration will also add more dimensions to gameplay at Whirled.

Massively Features


Featured Games

Events Calendar

NameDate
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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Episode 59, for Wednesday, July 1st, 2009.



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