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Scott Jennings MMO interview prep

Filed under: MMO industry, News items, Opinion

It looks like Scott "Lum the Mad" Jennings started up a new column over at MMORPG.com granting players a rare peek behind the MMO industry curtain. His first article covers some of the things you can expect to be confronted with if you are ever lucky enough to land a game designer interview with an MMO studio. Given the competitive job market out there, these insights should not be taken lightly, even though they are just one man's opinion. But what a man!

No, we're not talking about his wild charisma and manly beard. Okay, that too, but Lum has been around the MMO block in various roles from programmer to lead designer. Put simply, his advice is valuable. The biggest point he made that stuck out to us was the suggestion to have opinions and back them up. "[A]s a designer you are being paid, in large part, to have opinions. Your job will be to analyze parts of the game and determine whether it will work, how it can be broken, and whether or not it will be fun."

So, whether you're an aspiring game designer or simply interested in boosting your interview skills in general (not a bad idea in these trying times), we recommend you take a gander at Lum's new column.

Unraveling the mystery of John Deere Online

Filed under: MMO industry, Opinion, Academic, MMORTS, Rumors

Scott "Lum the Mad" Jennings, well-known blogosphere participant and game designer, has recently been working on a game that is now sadly canceled. This is bad both for the natural sadness of a game having been canceled and the voyeuristic MMO fan impulse to ask, "Well, what was it going to be?" We don't know. The only reference made was to the cryptic in-joke name of John Deere Online. In his own words: "As a condition of my severance I can't discuss a great deal, and anything I say here will most likely be picked up by the MMO news sites (wave, wave!)."

Well, he's right about that last part. But neither waiting for him to change his mind nor camping outside his front door has yielded any new information, so perhaps we can take a look at more pieces of information and speculate? After all, we know of at least two of his co-workers. From them and from the little which Scott Jennings himself has said, we can derive the following bits of information: that they were working for 2K Games, developing an MMO based on an existing franchise, that the game would have been strategy-based, and that it might possibly have had something to do with tractors.

Considering that Jon Jones mentions on his LinkedIn page that he "created a series of low polygon highly optimized building models with a small set of textures that can be reused across that nation's entire series of buildings appropriate to that age," it's difficult to argue with the conclusion that the team was working on a Civilization MMO. But 2K Games also could mean Elder Scrolls projects... which might be pertinent, as both Jon Jones and Matthew Weigel have been working on Dungeon Runners. It's all idle speculation, sadly, and for all we know the game really would have been a massively multiplayer tractor simulator. (In which case it might even be for the best - lawnmowers would probably have been totally overpowered against seeders in PvP.)

Opinions flare from ex-NCsoft employees about TR's closing

Filed under: Sci-fi, Business models, MMO industry, Opinion, Tabula Rasa

As Tabula Rasa approaches its end days, the anger, sadness and I-told-you-so sentiments are rising up more than ever. This week marks an interesting occasion where two former NCsoft employees each wrote detailed stories on their own perspectives regarding the sci-fi MMO's downward spiral.

First we have this post by Adam Martin, former CTO of NCsoft Europe, where he explains his views on why the game failed. Granted, he admits he wasn't actually on the TR team, but he was privy to the internal mailing lists and information about the game from Alpha to launch. As a response, we have a post from Scott Jennings, who sums it all up fairly well with this statement: "The biggest failing, though, was that it was in development about twice as long and spent twice as much as it had any right to. And that's what promotes it, in this snarky outside blogger's view, from understandable failure to extinction-level company-slaying train wreck."

Update: Although Adam Martin's post states that he was the European CTO at the time, we get word from NCsoft that he was never the CTO for NCsoft Europe. He was the Lead Programmer.

MUD history dissolving into the waters of time

Filed under: Culture, MMO industry, News items, Opinion, Academic, Virtual worlds


While many modern MMO users may never have looked at a screen of white text on a black background and typed "go north," multi-user dungeons, or MUDs, were the forerunners to modern graphical MMOs. Without their appeal and gameplay concepts, we wouldn't be playing World of Warcraft or even EverQuest. So, logically, we should make sure to preserve the histories behind the many MUDs which began our conquest of the online playing field, right?

Well, it appears Wikipedia does not think the same way we do on this matter. The online encyclopedia powered by user contributions has begun cracking down and removing articles on MUDs, citing inability to provide verification along with reliable sources. Currently on the chopping block is the entry for Threshold, one of the oldest MUDs still active to this day. This isn't the first time Wikipedia has put online games under fire -- already pulling out the entries for BYOND, LegendMUD, and even removing the article on dragon kill points (DKP) for a time. The removal for the entry of LegendMUD is particularly painful, as there are other articles on Wikipedia that reference the LegendMUD entry, yet are still apparently viable on their own.

Lum the Mad on the many pros and few cons of WAR

Filed under: Fantasy, Warhammer Online, Opinion

Scott Jennings, known to the blogosphere by his nom-de-keyboard Lum the Mad (a reference that crusty old D&D players like this blogger have no trouble recognizing) has set out to amend his image as Mark Jacobs' personal imp of torment, and post a hearty list of things he likes about Warhammer Online which he thinks other games should learn from.

The list is fair, honest, and educational - did you know you can earn the title 'AAAAHHHH' by jumping off cliffs enough times? - and makes some sound points. He's particularly on the money when writing about WAR's open groups, which he sees as much more radical and innovative than the more commonly trumpeted public quests. It's a feature we've also appreciated; instead of looking for a group or sending messages to ask if there is room in one, you can just dive on in to any open group nearby.
Warhammer Online Coverage Did you enjoy this? Make sure to check out our Warhammer guides: Massively's Character Creation Guide and our WoW Player's Guide to Warhammer. Plus, don't miss any of our ongoing coverage as Massively goes to WAR!

Broken Toys: Broken models. Start thinking differently, says Lum

Filed under: Business models, MMO industry, News items, Opinion

Scott Jennings, rather better known as Lum the Mad, made quite a splash recently when Wagner James Au at GigaOm published a piece called Why The MMORPG Subscription-Based Business Model Is Broken. Well, Jennings didn't exactly mean that, and he didn't exactly not mean that. Heck, really, the issue is a fairly complex one and Jennings takes some pains to clear up what he was talking about in more than nine words, and adds more than a little value besides.

Certainly, 15 dollars per month by twelve months with multiple subscriptions seriously eats into your annual games budget, even though a single subscription is often quite affordable in and of itself.

Jennings acknowledges, though, that subscription-based MMOGs can be fun, and that they can rake in the big bucks as well. That's not really the broken part. To get your fledgling MMOG to release and maybe get a piece of that money pie, it's actually irresponsible to innovate under current publishing models.

Why the subscription-based business model is broken

Filed under: Business models, Culture, Economy, MMO industry, Opinion

After Scott Jennings' departure from NCsoft earlier this month, he quickly announced his newest home at the small casual game startup John Galt Games, most-famously known for their Web Wars browser-based game. But to add insult to injury, Lum the Mad, as he's most affectionately known, took this opportunity to let us all know how he felt about the current subscription-based business model with most popular MMOs. It's "an arms race that few can even hope to compete in, much less win," says Jennings.

This issue is often a heated debate among players and developers alike, but what does Jennings suggest we do about it? "Embracing open source development, crowd-sourcing content, targeting different platforms such as the Web or mobile phones, all of these are valid," suggests Jennings. He also points to the increasing costs of MMO development these days, and how some smaller-budget MMOs like Club Penguin and RuneScape have does much more with much less.

Now that an industry heavyweight like Jennings has made the leap, and we see more big-name online games shutting down or losing staff, will others soon follow?

NCsoft Austin sheds staff

Filed under: City of Heroes, City of Villains, Dungeon Runners, MMO industry, News items, Tabula Rasa

Rumors abound across the manifold tubes of the Internet over just what is (or is not) presently going on at NCsoft Austin. NCsoft's Austin office is presently home to Tabula Rasa, Dungeon Runners, at least one unannounced fantasy MMO, and noticeably fewer developers than last week.

We have some confirmed departures, including staff from Dungeon Runners such as April 'CuppaJo' Burba, and Crickette -- The much-loved April Burba, you may recall was the newly minted Associate Producer for Dungeon Runners, having recently transferred from the Tabula Rasa team. That comes courtesy of Jester of w00tstudios.net, a well known DJ and broadcaster on the MMO scene, via the CoX forums.

Lum the Mad weighs in on the MMO industry's future

Filed under: Interviews, MMO industry

Scott Jennings has been known as 'Lum the Mad' for years now, posting regularly to a website of the same name in the murky mists of the MMO genre's past. Though "The Rantings of Lum the Mad" was a collaborative effort, Mr. Jennings well-known efforts on the site led to a lengthy stint with Mythic Entertainment. Since 2006 he's been working with NCsoft in Austin on an as-yet-unannounced massively multiplayer game. The folks at Ten Ton Hammer caught up with Lum at this month's ION conference. There, they asked a few questions about what he's working on, as well as some broader queries about the industry as a whole. If you've ever followed Mr. Jenning's writing on his current Broken Toys site, you're probably already aware he's got some great ideas about where the genre should be going.

Scott confirmed that the title he's working on is a typical fantasy MMO. But, he notes, it's a collaborative effort between a number of veterans of the genre. On the industry as a whole, the MMO commentator is fairly firm: World of Warcraft has set a standard that must be met. Anything that doesn't "will fail and deserve[s] to fail." Beyond that, Lum and the site discuss open world PvP, the sticky wicket of investment money, and the daunting challenge of MUDflation. Says Jennings, "There are ways to give players more tools in their toolbox that don't completely blow the ability spectrum out of wack. It's one of those things that's very upward focused, and that's why you need tons and tons of testing cause it's the quickest way to kill your game."

Lawyers representing gold farmers threaten Lum the Mad

Filed under: Business models, Culture, Economy, MMO industry, New titles, Opinion, Legal

Late last month Scott "Lum the Mad" Jennings put up a post on his well-known MMOG blog site about an ongoing legal battle. It involves former IGE (yeah, the gold farmers) CEO Brock Pierce and co-founder of the company Alan Debonneville. Lum's excellent post, which quotes heavily from the lawsuit documents unearthed by the site Virtually Blind, does little more than sum up the case in one location. Not only have we been following the case along with the VB site, but numerous others have as well.

And yet, in a post on the Broken Toys site today, Lum notes that somehow he's the one that has received legal threats from Brock Pierce's legal team. They've basically asked him to take down the post by the close of business today (February 15th). Mr. Jennings, being a practical person and with no interest in going toe-to-toe with lawyers, is planning to do just that. He does get off a nice shot back at them in his response, saying "I welcome your client's renewed dedication to legal documentation and remind him that there are several outstanding end user licensing agreements attached to games I have assisted in operating in the past, regarding the explicitly forbidden trade of virtual items and characters in said games that he and his company have performed and expedited, that would benefit from his and his company's attention."

Of course, their harshly worded note has prompted responses from other MMOGbloggers, such as these posts from Ryan Shwayder and Matt Mihaly. Perhaps Pierce's team should have considered the impact before they asked Lum to take down his post about the lawsuit. This one, over here on his site. His post concerning Brock Pierce and Alan Debonneville. This post right here.

An interview with two MMO luminaries

Filed under: Culture, Game mechanics, Interviews, MMO industry, Massively meta

Over on the F13.net site, they have up a great, lengthy interview with David Rickey (former world builder for Dark Age of Camelot, among other things) and Scott Jennings. This literate, insightful discussion between the two noted designers and F13's yoru touches on a number of topics that are almost guaranteed to interest you. There's also Mongolian Barbecue, if you like that sort of thing.

Specific subjects include:
  • How they got into the industry.
  • Their own personal game-making heroes.
  • Taking game design seriously.
  • The role of games.
  • The MMO target audience.
  • The work process.
  • The maturation of the MMO audience.
My favorite excerpt from the conversation probably stems from that last point, and springs from the mouth of Dave: You look at the movies from the thirties and forties, when they were just finally figuring out how to really make good movies. But you didn't have a lot of complexity - you had good guys, you had bad guys, you generally could always tell who was who. It wasn't until the fifties, and especially the sixties, that you started to see conflicted heroes, anti-heroes, the bad guy who reaches redemption in the last act. All of this kind of narrative depth didn't occur until both the medium and the audience had matured beyond the simplistic.

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