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World of Warcraft
Turbine to launch a LotRO-focused social networking site

Filed under: Fantasy, Lord of the Rings Online, News items


Eurogamer is reporting that Turbine has revealed their plans for a Facebook-like social networking site centered around Lord of the Rings Online. The website would launch sometime in Q4 and basically track everything a player does across multiple characters by being directly connected to the game. It'll also feature the kinds of things we all expect from a social networking site such as friends lists, communication tools and even the ability to upload pictures and videos. Similar websites are said to be planned for Dungeons & Dragons Online and Asheron's Call sometime soon as well. Turbine also seems to be planning on advertising on these websites, which is a pretty clever way to introduce advertising into their games without ruining the experience.

Facebook and other sites like it can be a surprisingly strong tool for creating communities around just about anything. So we're admittedly excited about this announcement, because anything that can create a more tightly-knit community in an MMO is hugely important as far as we're concerned.

Superstruct: The world's first massively multiplayer forecasting game

Filed under: Real life, Sci-fi, Video, Culture, Economy, Events, real-world, Events, in-game, Launches, MMO industry, New titles, Politics, Roleplaying

Forget what you typically expect from your average client-based MMO. In fact, the title you're going to read about here differs markedly from the type of game we normally cover at Massively, but that makes it no less interesting. Superstruct is truly something different -- a futuristic alternate reality game that launches today (October 6) and lasts only 6 weeks, developed by a team at The Institute for the Future (IFTF) -- a not-for-profit think tank based in Palo Alto, California. For lack of a better, and less inflammatory, description, Superstruct is a thinking person's MMO, and is in many respects a social experiment; the game is an attempt to harness the collective intelligence and problem-solving abilities of its playerbase to make forecasts about the world's future and its escalating problems.

In fact, Superstruct bills itself as the world's first massively multiplayer forecasting game, with the tagline: Play the game. Invent the future. Despite being set in 2019 and looking forward to world issues that will become crises 20 years beyond that, Superstruct's genre is more futurist than sci-fi. Superstruct doesn't feature the traditional game elements we've come to expect from a massively multiplayer title. Instead, it fosters new ways for players to work together, testing out their ideas and strategies in a creative, collaborative brainstorming experiment that spans different mediums. Plausible future scenarios will be posited to the player base, challenging them to really think and produce compelling responses to the events in the game.

Continue reading Superstruct: The world's first massively multiplayer forecasting game

Superthreats: Outlaw Planet and Generation Exile

Filed under: Real life, Sci-fi, Video, Culture, Economy, Events, real-world, Events, in-game, MMO industry, New titles, Roleplaying

Outlaw Planet Superthreat

"In 2019, the mobile internet and sensor networks we rely on to hold our societies together are being hacked, griefed, and gamed."

The effects of technology turned against us impacts the democratic process, social networks, and every institution connected to the internet. Sophisticated criminal groups employ 'transparency bombs' in online banking attacks (and "World of Starcraft" players no less). The target financial institutions are major players in the virtual currency market, but the issues resulting from this undermined security affect private citizens as well as the banks.

Superstruct Challenge: How can we come together to secure our assets, both real and virtual?

Continue reading Superthreats: Outlaw Planet and Generation Exile

Violently networking as APB comes to Facebook

Filed under: Culture, Interviews, MMO industry, New titles, All Points Bulletin, Crime

Social networking and virtual worlds are related technologies; they're both digital spaces where people can form and maintain relationships with one another. Social networking sites like MySpace and Facebook are commonly used to market products and services. MMOs are both products and services, so putting them on Facebook makes sense.

Realtime Worlds thinks so, anyway, as it has opened an official APB Facebook page where it can hold contests, and post news and media, and where fans can converse about the game. While pages are often used as half-hearted attempts to keep brands visible, Realtime Worlds is swinging for the fences by making its APB page an integral part of its public relations strategy.

WarCry talked to Realtime Worlds community manager Chris "Ulric" Dye about that decision, and he described in detail what the company is trying to do and why it's trying to do it. It's an interesting read, and there are a couple more general game-related questions slipped in. Most of them are artfully dodged, though! Nevertheless, Dye announced a fan art contest. Go to the Facebook page and submit your "best APB-themed graffiti/artwork" to win an as-yet-unannounced prize!

World of WarcraftWorld of Warcraft
NCsoft unveils City of Heroes Facebook page

Filed under: Super-hero, City of Heroes, City of Villains

Not content with just a Myspace page, City of Heroes now has an official Facebook presence. Players from around the world can take advantage of this well-renowned social networking tool to share their enthusiasm for NCsoft's game of super-powered do-gooders and bad guys.

While this is excellent news, offering a connection point for players from diverse international communities, it can only whet players' appetite for the City Vault. This is the official online repository of player character data that was announced some time ago, but which we haven't heard much about for a while: it would 'allow you to search for characters by a number of different criteria, and then view those characters, including images of different costumes, powers, badges, friends, stats by zone and other fun information!'

For now, players will have to content themselves with all the networking possibilities of Facebook, which include staying up to date on coming CoX events and offers, as well as being able to pester the CoX team from a whole new angle.

All Points Bulletin nearing the beta stage

Filed under: Betas, Events, real-world, MMO industry, New titles, All Points Bulletin, Crime

In light of the recent positive news surrounding Realtime Worlds' upcoming crime MMO All Points Bulletin, they've just announced that beta signups will begin soon. In anticipation of this, they've set up a website where fans can register their interest in the beta, which will enable fans to get their email added in anticipation, and ensure up-to-date news from Realtime Worlds regarding APB and future projects.

Before Realtime Worlds decided to create the "Register Your Interest" page as part of their growing community activities, they wanted to make sure there would be enough enthusiasm for the game. So to gauge this enthusiasm, they promised that the sign-up page would go live after they reached 500 members on their APB Facebook page. Well, they reached that goal in only a few hours, proving that this game is very highly-anticipated.

World of Warcraft
Social networking meets MMOs at Avatars United

Filed under: Fantasy, Sci-fi, EVE Online, Interviews, Virtual worlds


Social networking already intersects with gaming through GAX Online, but there's a newer MMO-centric community that's growing in popularity. Combine the anonymity of being identified only as your avatar with a way to connect with gamers across many MMOs and virtual worlds, and you've got Avatars United. It's like Facebook for your virtual personas.

Avatars United has found favor with a number of EVE Online players, according to an interview in the most recent issue of E-ON; EVE players account for roughly 40 percent of the sign-ups. Certainly part of the draw is that Avatars United makes use of EVE Online's API, allowing character data to be displayed along with the other features you've come to expect from a social networking space. Namely -- messaging, blogging, photos, and video. Avatars United isn't just a site for EVE gamers though, and is seeing growing popularity with players from the entire gamut of major MMO titles out there, ranging from Age of Conan to World of Warcraft.

Continue reading Social networking meets MMOs at Avatars United

World of Warcraft
LotRO fans find an official home on Facebook

Filed under: Fantasy, Lord of the Rings Online, Culture


We've been hearing a lot lately about how Facebook is becoming a big gaming platform. But social networking has its roots in marketing and promotion, not game-playing. It's a great place to promote products of all kinds. MMO juggernaut Turbine knows this, of course.

Over at the The Lord of the Rings Online forums, Turbine community manager Patience plugged the official LotRO Facebook page. If you're a member of Facebook, you can "Become a Fan" to communicate with other fans, get regular updates, or just let everyone know you like the game. It's currently sitting just shy of 2,000 fans, but we're sure it'll hit the mark promptly.

While it may be Turbine that's promoting its fan page right now, we want to make sure we're all about equal opportunity here. So be sure and check out the World of Warcraft and EVE Online pages too, or search for another game; lots of them have pages. We already reported on NCsoft's Facebook invasion.

MMO 2.0 and the next generation of online gaming

Filed under: Culture, MMO industry, Opinion

Geoff at MMOCrunch wrote an interesting piece on the 'next gen' in online gaming. Specifically, why there is no next gen. He comments on some of the recent successes in the MMO space, namely the subscription numbers of the Big Five MMO's and the smooth release of Age of Conan. He also hails EVE Online's break from typical MMO archetypes as a kind of successful deviance, but one that hasn't truly changed how we play.

The forward momentum in the online gaming industry has brought a great deal of fanfare but little true innovation, Geoff asserts. Sure, some MMO's are successful, but it seems they're all a re-hash of what's been done before. A little more polish, a few more features... he laments the fact that "there seems to be very little that is truly pushing the genre towards the next step." He looks to how the web has changed, improved exponentially, while online gaming hasn't kept pace.

Continue reading MMO 2.0 and the next generation of online gaming

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'?

HKO's social features are more than meets the eye

Filed under: Business models, Interviews, New titles, Casual, Hello Kitty Online, Kids


There's a certain temptation to believe that so-called casual games are inherently less complex than their more hardcore cousins. Whether it's born of experience, arrogance, or just plain ignorance, most people probably assume that a game like Hello Kitty Online is going to leave them wanting for features. Having just read an interview with Ali Aslanbaigi, Game Master Manager for HKO, this blogger can say that this certainly doesn't seem like the case.

Aslanbaigi explains how they plan to integrate email, blogging, and user video from the Sanriotown portal into the game experience itself, making Hello Kitty Online a social media hub as much as it is casual MMO. Say what you will about the relative complexity of an Age of Conan -- Hello Kitty Online isn't just trying to compete with the big MMOs on the block, it's looking to take its place alongside Facebook, MySpace, and other social media giants. It's ambitious, to say the least.

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.

World of Warcraft
ION 08: What can game developers learn from web 2.0?

Filed under: World of Warcraft, Anarchy Online, EverQuest, Lineage, Events, real-world, MMO industry, Ultima Online, Runescape, Massively Event Coverage


This is becoming a popular topic. Adam Martin, lead core programmer at NCsoft, tackled this topic today in one of ION's morning sessions entitled "Web 2.0: How I learned to stop worrying and love the internet." In light of the low cost, high audience model of web destinations like Facebook and Myspace, are MMOs even a good idea at all? Is WoW the last major MMO we're going to see?

Martin started off with a brief history of MMOs starting with Ultima Online and Lineage in 1997. UO did well for years, remaining in the top 3 or 4 properties in terms of subscriber numbers, while Lineage was absolutely dominating the Asian market. When Everquest came along two years later it addressed a number of the technological problems that had been massively underrated previously, although patching was still a big and painful issue.

Continue reading ION 08: What can game developers learn from web 2.0?

The Daily Grind: Do MMOs need more social networking services?

Filed under: Culture, Opinion, The Daily Grind

Web 2.0 is all about giving Joe User more choice, more of a voice, and more opportunities for interaction. User-created content is king, as witness the rise of such sites as YouTube. However, many MMOs are still closed systems -- you can't talk to your gTalk friends within World of Warcraft, you can't post to Twitter from Tabula Rasa, and you can't there's no Facebook integration with Everquest 2.

But who cares? Chances are you're too busy playing to care about any of those things anyway. However, as these apps mature, and people find more ways to integrate them with everything else, it probably won't be too long before new MMOs will offer connectivity with them right out of the gate. Will this be a boon or a bother? Do you wish your favorite MMO already had this integration?

Korea loves games, except virtual worlds

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

WorldsInMotion.biz has covered a report from the Korea Times stating that the virtual world business over there is beginning to falter.

While we're embracing technology like Facebook and MySpace, bringing these social networking sites into our mainstream culture, Korea is experiencing a slump in their business. Cyworld, the leading social network in Korea, has reported 6% loss in their service revenue. To cope, Cyworld is going to be upgrading to a fully functional virtual space, instead of the current "room system" that it has now, in an attempt to attract more users.

In comparison, MySpace Korea's launch was almost disastrous, their opening week garnering 1/20th of what Cyworld gets a week in traffic. It's quite easy to say, perhaps the virtual bubble has burst?

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