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The Daily Grind: What MMO would you like to see be brought back to life?

Filed under: Business models, Culture, Opinion, The Daily Grind


Today is a day where we should honor our fallen. Motor City Online. Tabula Rasa. Auto Assault. Asheron's Call 2. Earth and Beyond. Underlight. Shadowbane. Castle Infinity. The Matrix Online. The Sims Online. Seed. All of these games, and more, are MMOs that have launched, played, and then died.

Each of these games has a reason for why it was cancelled, but the outcome remains the same -- they aren't online today and their clients are nothing more than wasted code sitting on a disk. Some of these games were our introduction to the genre. Others were our favorite games -- the ones that could trump even the largest names in the MMO business.

So Massively readers, which dead MMO would you like to see be resurrected? Tell us some stories as to why you pick your game of choice, and drop them all in the comment box below. Mourn with others, we encourage it!

Asheron's Call lead designer talks 10-Year anniversary, the MMO market, more

Filed under: Fantasy, Sci-fi, Asheron's Call, Interviews, MMO industry, The Matrix Online, Casual


Not many MMOs last a decade, and this week marks 10 years since the launch of Asheron's Call, the fantasy MMORPG by Turbine Entertainment. Releasing several months after EverQuest, the game held its own and found its way to becoming one of the top MMOs of its time, providing fond memories for many players.

"I'm very proud of Asheron's Call, even today," said former AC lead designer Toby Ragaini in an e-mail to Massively. "It really broke a lot of new ground and I still have people come up to me saying what a great time they had playing. That's a pretty wonderful compliment after 10 years."

Ragaini, who has since worked on Sony Online Entertainment's The Matrix Online and is now working on a casual web-based MMO called Faunasphere, reminisced about working on Asheron's Call and spoke about what it's like working in the MMO market after 14 years of being in the biz.

The Daily Grind: Do you buy lifetime memberships?

Filed under: World of Warcraft, Fantasy, Sci-fi, Lord of the Rings Online, Business models, New titles, The Matrix Online, Tabula Rasa, Star Trek Online, The Daily Grind, Casual, Champions Online

On Monday we told you Cryptic had announced a lifetime membership for Champions Online. For $199 you get access to the Star Trek Online closed beta, special costumes not available to anyone else and other juicy perks. Cool huh? Now while lifetime memberships are not new (LotRO springs to mind), it's a lot of money to try a must-play game but, in a way, it also binds you to said MMO. You're buying before you try, in effect, and promising to invest a large amount of time in a particular game based on screen shots, lore or the IP.

The problem is, it's hard to tell whether a game will be hit and miss and if it ultimately goes the way of Tabula Rasa and The Matrix Online. At the same time, the really popular MMOs like WoW never seem to offer lifetime subs, as if they know they will be so popular that subscriptions will keep the game going well into the next decade. I'm wondering, constant readers, do you buy lifetime memberships and did you do it because it would work out cheaper or because you genuinely love that MMO?

The Daily Grind: When MMOs die

Filed under: Sci-fi, MMO industry, Endgame, The Matrix Online, Tabula Rasa, The Daily Grind, Virtual worlds

It's a sad thing when an MMO gets switched off and all our hard played toons go to the great virtual world in the sky. This week it was the turn of The Matrix Online. It's rare for the better known MMOs, like Tabula Rasa, to go out with a bang. For most games, their death throes are just a whimper as they fade into obscurity. Big or small, when a game closes it's doors, it's an event which will being a tear to some players, even if most might have already gone to pastures new.

How do you cope when an MMO, specifically your MMO, dies? Imagine for a second, you've invested thousands of hours in characters, amassed a fortune in gold -- or whatever currency is hip right now -- and conquered the world literally. Personally, I firmly believe MMOs are not just about the world you exist in but also the people you play with. So, if you played The Matrix Online or Tabula Rasa, did you and your guild pick another game to try? Has game death prompted you to meet up in real life? Did you quit the moment the announcement of plug pulling came down from on high or were you there when the skies lightened and the end came? Tell us in the usual way by dropping your thoughts in the box below.

What you missed in The Matrix Online

Filed under: Sci-fi, Culture, Events, in-game, The Matrix Online, Opinion, Massively Event Coverage


Yes, The Matrix Online sucked. Its gameplay was an abhorrent pile of repetitive garbage that offered no real direction other than doing storyline-less missions until you hit 50, in which there was no endgame. The combat was interesting, as it offered scripted camera shots for insane kung-fu flips and hits, but it wasn't enough to "save" the game. I hear you.

But if you think the above paragraph is all The Matrix Online had to offer, then you are sadly mistaken. You missed out on storyline events, PvPvE, amazing roleplayers, writers, and graphic artists. You missed out on philosophy, politics, memorable characters, and puzzles. You actually missed out on the bulk of what The Matrix Online had to offer, all of which makes the game's passing more painful.

MxO wasn't World of Warcraft, and it certainly had enough dark spots in the game design. But the game and its developers brought a very different style of play to the MMO scene -- one that should be commemorated with a few looks back on some of the best events the game had to offer.

What you missed in The Matrix Online pt. 2

Filed under: Sci-fi, Culture, Events, in-game, The Matrix Online, Opinion, Massively Event Coverage


Hiding in plain sight

After the vampires and lupines were quelled, a new issue of the Sentinel and a concurrent game update brought new images into the Matrix. Colorful billboards advertising bug spray began appearing all over the city, confusing some and intriguing others. The first visual puzzle of The Matrix had been covertly unleashed on players.

The solution wasn't hard, but far from obvious. The second page of the new in-game newspaper, The Sentinel, showed a colorful "terrorist alert level chart." While it was an obvious mockery of everyone's favorite homeland security poster, astute players saw that the same colors were being used on the in-game billboards. Each billboard contained a number somewhere in it's slogan, such as "Blue brand pesticide kills bugs four times faster than the competition!" These numbers, along with their corresponding colors and the terrorist alert level chart were the keys.

Players took the numbers and re-arranged the terrorist alert level in that order. If the blue billboard had the number four on it, then it went fourth in the order. If red had one, then it went first in the order and so forth. As the chart was re-arranged, the first letters of the "alert" status began to spell out a word. Definite, Elevated, Likely, Possible, Huge, Imminent -- DELPHI. The final part of the puzzle was a small poster that had appeared in certain clubs, advertising an extermination service that could be contacted by e-mailing an address at Monolith Entertainment, the game's current developer.

Players e-mailed the address, asking to consult The Oracle of Delphi. Wishes were soon granted as Seraph appeared in-game to not only fight players who solved the puzzle, but also wisk them away to meet with the Oracle herself. Other players got to consult the Oracle via their real life e-mail, creating an alternate reality game of sorts with The Matrix. Either way, the event made one thing clear: The Assassin was made entirely of blowflies and could be destroyed with specially designed killcodes -- bug spray.

And that was just the beginning...

This entire article has simply focused on two of the first events in The Matrix Online's storyline. Every bit of it was unrepeatable and lead to some amazingly memorable moments in the game. The type of moments that stay with you forever.

Very few, if any, games are able to accomplish this phenomenon. Who cares if you kill Yogg-Saron? Who cares if you defeat the Witch King of Angmar? Other players are going to eventually do that in droves because the content is repeatable.

But the Matrix was able to wrap everybody up into an evolving storyline, philosophy, and sense of community. Players worked together and fought one another on more levels than just PvP and PvE. They formed bonds with characters who didn't even exist while forming bonds with others around them that were willing to believe in the same things they did. They roleplayed willingly in order to keep the story going beyond what the developers had planned.

All of this was amazing, and I can only hope to see another game take the same ideas and drive them to a level beyond what that Matrix could offer. These were amazing ideas, but just too far ahead of their time.

Wake Up: The final day of The Matrix Online

Filed under: At a glance, Sci-fi, Screenshots, Culture, Events, in-game, The Matrix Online, Massively Event Coverage


Like we said in our article before, "...until everyone's RSI is smashed into a tiny, tiny ball." Now you see that we really weren't joking about that.

But we were in The Matrix Online for the final hours as well, and we managed to get some great screenshots from the end of the game. There were explosions, lightning bolts, oddly colored skies until finally.... in the last few hours... it became beautiful again. The green skies were rolled back in favor of a blue sky tinged with hints of red. Then, of course, we all got our plugs pulled and ended up smashed into... well... you know.

If you're interested in how it all looked before everything crashed, check out what we got to see during our final moments!




Reminder: Check out The Matrix Online before it decompiles

Filed under: Sci-fi, Culture, Events, in-game, MMO industry, The Matrix Online


Ashes to ashes, decompiling sky to deletion. The Matrix Online is reminding us all that it's slowing coming undone as the system becomes more and more unstable with each passing day. Ashes raining from the sky, eyes being seen in the clouds, zombies, agents, angels, and demons all appearing out of the system's corruption to wreak havoc across the Mega City.

This week is the last week for The Matrix Online and all former subscribers are welcomed to come back to play one final time before the machines pull the plug for good. The Matrix crashes on July 31st, so be sure to be logged in on that day to be assaulted by pretty much everyone and everything until everyone's RSI is smashed into a tiny, tiny ball.

Station launcher moves out of beta, adds voice chat support

Filed under: Fantasy, Sci-fi, EverQuest, EverQuest II, Pirates of the Burning Sea, PlanetSide, Launches, MMO industry, Patches, The Matrix Online, Star Wars Galaxies, Vanguard

So the beta launcher is finally un-betaed! Sony has officially pushed the Station Launcher into the "final version," dropping in voice chat, simplified menus, faster servers for downloads, and the ability to run the launcher without administrative rights as well.

The fun stuff, however, is really contained within the voice update. This new voice, dubbed "station voice," lets you communicate with friends from within the game or outside of the game. Creating a room from outside of the game is done with your in-game character, letting people who are on the station launcher join you, or people inside of the game join your room from the inside, no launcher required.

Plus, the other new features like the upgraded servers that will give more downstream bandwidth for game updates, are certainly nothing to sneeze at.

This doesn't mean that Sony is done with upgrading and changing the launcher, as they've already pledged to continue taking user feedback and pushing that into their product to constantly make a better launcher.

For the full patch notes, check them out on the EverQuest forums, located in this thread.

Anti-Aliased: So long, and thanks for all the woah

Filed under: Sci-fi, Culture, Events, in-game, MMO industry, The Matrix Online, News items, Opinion, Roleplaying, Virtual worlds, Anti-Aliased


It's a depressing news day for me today. As we've reported earlier, Sony Online Entertainment has finally made the decision to pull the plug on The Matrix Online, a decision that makes absolutely perfect sense given the dire straights the game has been in for the past few years.

MxO was always "the little game that could" in regards to the community outlook. Even with horribly broken systems, a grind worthy of an Asian MMO, and periods where I literally sat around doing nothing, there was some odd charm about the game. Perhaps it was the setting, or maybe it was the really cool combat system (yes, it too was broken, but those animations were sweet), but I think it was the storyline.

Let's have a look back the history of Matrix Online and some of the stories no one ever heard about.

Anti-Aliased: So long, and thanks for all the woah pt. 2

Filed under: Sci-fi, Culture, Events, in-game, MMO industry, The Matrix Online, News items, Opinion, Roleplaying, Virtual worlds, Anti-Aliased


My personal favorite moment? Past attending a few of the Merovingian's parties (being a faction leader in the organization certainly qualifies you for the guest list), it had to have been investigating into the street magician, Cryptos. Cryptos appeared in the Mega City with a bang, placing "Cryptos coffins" all over the city as he popped out of them at certain intervals to speak riddles to players. As I attended one of the coffins for its speech, the clacking of heels turned my attention over my shoulder, my camera falling onto Niobe walking down the street towards me.

She commented that she was surprised that I actually found my way down a street without falling over in a drunken stupor, while I smirked and laughed. Soon afterwards, a whole vanguard of Zionist players showed up, backing up Niobe with guns -- lots of guns.

"Give me one good reason I shouldn't kill you right here, *Lady* Return." She mocked. That would be when I pulled out the three best words in the Merovingian organization arsenal.

"You owe me. I helped you in the church at the funeral. You cannot neglect your debt, Niobe," I replied with a strong smile. She acted taken aback and motioned to the others behind her. The players all lowered their guns and shot me angry looks, to which I shrugged happily and laughed.

In no other game could social combat be as effective as physical combat. You didn't always have to shoot your way out of a situation if you knew the right people... or just paid enough of them.

An MMO not all about combat? Lies!

Certainly the combat of MxO was awesome. You had great martial arts combat, you had insane wire-fu moves, and you even had bullet time. (It would basically slow down on your screen just long enough to show you some great action, then it would speed up again to match up with the action that had gone on while you were slowed down.)

But some of the real charm of the game came in the fact that puzzles were hidden inside of it. Billboards, the newspaper, and even specially constructed events started by a simple forum post or a simple tell from a character lead into stories told in live action.

The game had elements of collaborative puzzle solving, social tension started by organizational warfare, and a driving sense of community that no other game that I've played since has come close to having. People were there to really interact with the world, not just hit level 50 and grind their faces on endgame.

Hopes for the future

It's sad to see this game go, but I have the strong personal opinion that this game did not die because it embraced different styles of gameplay. It died because it stopped embracing them.

What MxO was offering players no other game offered. If there had been more polish to the static content and the developers would have stayed on their path of dynamic storytelling, I think this game would certainly would have continued on with a loyal fanbase because it would have offered gameplay that no other mainstream MMO to date has embraced.

And, with any luck, perhaps we'll see another attempt at this universe in the future. Look at what we have with two Star Wars MMOs coming out. The potential is still there for a great Matrix Online game.

With all of this though, thank you developers for all of your work, and thank you Sony Online Entertainment for keeping it up as long as you did. While I may not agree with all of the decisions surrounding the game, the effort was still there to keep the game alive for as long as it was.

Everything that has a beginning has an end.


Colin Brennan is the weekly writer of Anti-Aliased who hates aimless hate. When he's not writing here for Massively, he's rambling on his personal blog, The Experience Curve. If you want to message him, send him an e-mail at colin.brennan AT weblogsinc DOT com. You can also follow him on Twitter through Massively, or through his personal feed.

SOE is jacking out of The Matrix Online

Filed under: Sci-fi, MMO industry, The Matrix Online, News items


Hang on. Wait a minute. Has anyone else seen a sign of the apocalypse today, or is the news that Sony Online Entertainment is actually shutting down an MMO the only one out there currently? We had to ask because when we saw the news this morning, we really couldn't believe our eyes. SOE, long heralded for keeping MMOs open even with very small communities, has finally decided to close down The Matrix Online, leaving the remaining Redpills to jack out for the last time on July 31st, 2009.

From what we've seen, remaining members of The Matrix Online community will have some community team interaction, as Daniel "Walrus" Myers is threatening to "[crush] everyone's RSI just one more time." Additionally, any MxO players making the jaunt to Las Vegas this year for SOE's Fan Faire will also be able to meet up with Walrus there, as he will be there for The Agency. Still, it's a sad day - and a memorable one - in seeing SOE shut down an MMO. We only wonder what this will mean for their other smaller-subscriber-number MMOs. Will we see any of them shuttered as well? Only time will tell.

[Via Tipa from West Karana]

Anti-Aliased: I can kill dragons, but I can't dress myself pt. 2

Filed under: Culture, Game mechanics, PvP, PvE, Opinion, Roleplaying, Virtual worlds, Anti-Aliased


Take egg, insert onto face

One of the biggest blunders of the "I can't dress myself" type had to have been The Matrix Online. Take The Matrix franchise -- a world that is washed in a deep cyberpunk atmosphere and slick, luxurious styles. Morpheus's purple vest and yellow tie, Trinity's catsuits, Neo's coat -- all of these defined the culture that was, undoubtedly, The Matrix. How you dressed was as much of the game as the game itself.

Then, the game rolled out, people jumped in, and everyone was excited over all of the options. They had trenchcoats, dresses, boots, vests, shirts, jumpsuits, hats, gloves, corsets, you name it. Clothing vendors had a very serious appeal upon launch as everyone ran around, getting dressed exactly how they wanted to look. Finally, the world looked right.

"The combinations of clothing that worked diminished until everyone looked like they had fallen into a display of paint cans at the local hardware store."

Then, just a few days in, people found upgraded equipment. Clothing that carried stat buffs instead of just sitting on your body. Soon that slick style began to quickly degrade as people were combining green shoes with dull yellow shirts and red pants. The combinations of clothing that worked diminished until everyone looked like they had fallen into a display of paint cans at the local hardware store. An aspect of the culture that was so undoubtedly The Matrix had been swiftly crushed by the player's instinct to maximize benefits and minimize losses.

Let the creativity fall to the player

It's easy to say something like, "Well, just take the stats off of the clothing," but the fact is that our culture is now attuned to having equipment that boosts stats. When they don't have that, they get a little antsy because they may not "feel" the progression of the game.

Take City of Heroes, for example. A game where you could wear basically anything from level 1, and look exactly the way you wanted to. What happened down the road? They added items that had stats because players wanted them. On a creative level, I disagree with that decision, but on a design level I can fully support it. You want to give the players the comfort they want.

But, I don't think the idea of separating stats from appearance is dead. If more developers would find ways to embrace that system, more people are going to find it an easy system to navigate. This way people get to wear what they want without having the game force them into outfits they may not like to see. If you want a few games for examples, City of Heroes and Phantasy Star Online are two that come to mind.

And if you're worried about still having players armor look better and better as the game progresses, then that's still very doable. Clothing items can still be rare drops -- perhaps as a token that everyone can loot and turn in for a piece of the outfit. Clothing items could still be level restricted as well, so a level 1 can't be dressed up in the max level look. Progression is left intact while still giving players enough freedom to not look like rodeo clowns.

Just, simply, let the stats come from somewhere else.


Colin Brennan is the weekly writer of Anti-Aliased who wants his fashion to look cohesive for once. When he's not writing here for Massively, he's rambling on his personal blog, The Experience Curve. If you want to message him, send him an e-mail at colin.brennan AT weblogsinc DOT com. You can also follow him on Twitter through Massively, or through his personal feed.

What happens at Fan Faire, stays at Fan Faire

Filed under: EverQuest, EverQuest II, Pirates of the Burning Sea, PlanetSide, Events, real-world, The Agency, The Matrix Online, News items, Star Wars Galaxies, Vanguard, Everquest Online Adventures, Free Realms, DC Universe Online


Vegas, city of lights, nightlife, and SOE's Fan Faire! Sony has announced that they will once again be heading for Vegas to party down in high-rolling style. This year they'll be holding the event from June 25th to 28th at Bally's Hotel. The location they've picked is right in the middle of various Vegas attractions - although we're sure if you're there for the SOE party, you won't need to worry about that too much.

Having attended last year's Fan Faire, we can definitely say that it's a great weekend of fun and interesting panels, nice people - and this year's lineup appears to be just as interesting. So far the scheduled events include:

  • Special announcements and sneak peeks of upcoming SOE titles at the Third Annual Community Address from SOE President John Smedley
  • Autograph signings with members of the original EQ development team and other key contributors
  • Lots of in-game tournaments; and live, game-themed competitions and quests
  • Developer forums and roundtables
  • Cool giveaways and other fun items!
  • Player of the Year
To top it all off, prices for Vegas vacations are quite good, currently. So if you've been thinking about getting away, really dig SOE's games - or upcoming titles, and enjoy partying down with a great bunch of friendly, welcoming people, then definitely make some plans to attend this year's Fan Faire.

San Diego declares day in honor of SOE

Filed under: Events, real-world, News items


This tidbit of news - while pretty cool - is something you really don't hear every day in terms of MMO companies. It seems that the City of San Diego is commemorating the 10th anniversary of the original EverQuest and the "continued support and dedication SOE shows to the city and community" by dedicating a whole day to Sony Online Entertainment. What's better is that you're all invited to join the celebration!

The dedication will be taking place on March 10th at 10 AM, and anyone interested in attending is advised to arrive early to get through security and snag a nice parking spot. John Smedley will be on hand to accept this very nifty award from San Diego City Councilmember Carl DeMaio. 10 years of being online is a hell of an achievement for any MMO. Now the burning question we want to know is if Councilman DeMaio ever had to corpse run too?

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