Myth War Online will be holding a quadruple experience event April 14th to 15th.
Did you take part in Myth War Quadruple Experience Activity in March? If you regretfully missed it, here is the chance for you to make up for it:
International Gaming Gate (IGG) Myth War Group decide to hold another Quadruple-Experience Activity in all servers this Sunday. On that date, all players are welcomed to join in and win experience by fighting the monsters from Server Time 0:00 on April, 14th to Server Time 23:59 on April, 15th.In addition, we will hold Bounty Hunter and Survival Quest activity again on April, 15th.
Learn more here.
Today Xfire released their latest Xstatistics, their offering of authentic online game play statistics. Read on and see how your favourite games stack up.
MENLO PARK, CA (April 12, 2007) - Xfire, one of the fastest growing online gaming communities in the world, released today their second monthly offering of authentic online game play statistics - Xstatics. The latest Xstatics update includes stats from January 2006 through March 2007, along with several brand new Bonus Stats. All told, the fifteen months available on Xstatics summarize over 92,000 man-years of game play data. The latest release of Xstatics is available now and can be viewed at www.xfire.com/xstatics
"Xfire is dedicated to providing the video game industry with up to date, authentic online game play statistics across more than 800 PC games," said Frederic Descamps, senior director of marketing for Xfire. "We enjoy coming up with our Bonus Stats to see how different cross-sections of gamers are playing their favorite online games. In this release of Xstatics, we have Bonus Stats showing ten months worth of World of Warcraft data, the top ten games by number of screenshots and the top ten free-to-play online games."
The ten-month sample of World of Warcraft (WoW) statistics confirms some widely thought assumptions such as a spike in game play in February 2007 when the Burning Crusade expansion was released with Xfire users spending more than 430,000 man-hours per day in Azeroth. Over the course of the ten months, WoW usage by Xfire users increased by over eleven man-years per day.
In addition to the rise of WoW, an interesting phenomenon stands out: the prominence of free-to-play (F2P) Korean games. With games such as Silkroad Online, War Rock, MapleStory, Fly for Fun and KAL-Online holding down three of the top twenty games as well as four of the top ten MMO's in March of 2007, F2P Korean games have earned a solid share of Xfire users' play time. Given that over 95% of Xfire users are from North America or Europe, the continued success of these games illustrates the viability of the micro-transaction business model in these markets.
Get more info here.
This week, Casual Play's Steve Wilson talks about the idea of certain games "lowering the bar" for what we expect from an MMORPG.
I hear frequently that the newer generations of MMOs are lowering the bar. World of Warcraft is one of the games that receives this accusation more than most others. This is sort of odd considering that it has done more to advance MMOs as a genre than any game previously, if you consider the number of players that subscribe to it as any indication of the genre improving. Really WoW did for MMOs what the Star Wars films did for sci-fi. And so I have to wonder what's really meant when someone says the new games have lowered the bar?
Sure there is some elitist pride having been one of the first in on something. I hear all the time from goths upset that Marilyn Manson ruined their rainy parade. Or that hip hop was once hip before it became white and nerdy. That video games were once the sole domain of the hopelessly dateless. Being the first in any of those niches made one an innovator, something that no matter how dorky seemed like it was worth bragging about. At least to others that thought that sort of thing was impressive.
You can read the whole column here.
Funcom and Eidos have announced that more than 100,000 gamers signed up for the Age of Conan: Hyborian Adventures Beta test over the Easter weekend.
Durham, USA - April 11th, 2007 - Funcom and Eidos announce that more than 100.000 gamers signed up for the 'Age of Conan: Hyborian Adventures' Beta test over the Easter holiday. Just within the first 24 hours of the announcement more than 50.000 gamers signed up to test the game. Despite a demanding sign-up process the initial numbers bodes very well for the future of the most savage, sexy and action-packed MMO ever created. "We're naturally very pleased to see that so many dedicated gamers are signing up for the 'Age of Conan' Beta at such a rapid pace," says Trond Arne Aas, CEO of Funcom. "With more than 100,000 gamers signed up in such a short time-frame our confidence in the game's potential and its ability to be a major contender in the MMO genre continues to be strengthened."
Read the full article here.
In honor of their one year anniversary, Auto Assault will be holding a "post-apocalyptic-sized double event" on Saturday, April 14.
Guess what, Auto Assault is one year old and to celebrate we'll be holding a post-apocalyptic-sized double event on Saturday, April 14. There will be an EU-friendly session at 12PM CDT (5PM GMT) and a US-oriented one at 8PM CDT (1AM GMT). Each will last two hours and will be broadcast live with W00t Radio. We'll have scores of trivia questions and other fun things to do, and of course we will torture you all with spawny goodness.
Visit Auto Assault's official site here.
The history and origin of the Nimwaith, or Pale-folk, is profiled in this article from Lord of the Rings Online: The Shadows of Angmar.
As the realm of Angmar grew in power under the Lord of the Nazgûl, he commanded that a great citadel be built as the capital of his kingdom. Thus many Angmarim and Hill-men out of Rhudaur were pressed into service to build the city of Carn Dûm, nestled in the Mountains of Angmar. They were taken from their homes, and foul meats and the vile waters of Sereg Argûl became their sole sustenance. Shrunken and twisted by the cruel scourges of their Orcish taskmasters and by the scarce and tainted provender granted them, the slaves gradually fell beneath the shadow of Angmar.
Read more here.
Online Game Development Conference announces Virtual Job Fair. Interested in working in online games, perhaps this is the place for you.
The Online Game Development Conference (OGDC) has just added a new dimension to its agenda of speakers and exhibitors, with a powerful tool for both game industry jobseekers and recruiters. Evergreen Events has partnered with the leading recruitment software solution firm CreativeHeads.net to offer companies attending this year's OGDC, taking place from May 10th - 11th, an online Virtual Job Fair.
The Virtual Job Fair represents a tremendous opportunity for OGDC 2007companies to advertise their participation at the conference and jobsacross the entire CreativeHeads.net 17-site Job Board Network. Thisbroad network reaches 2,000,000 creative professionals monthly working in the the video game, the animation & VFX / TV & film, software/tools and web/wireless industries.
Read more here.
Earth Eternal adds three new races. It looks like players will be intorduced to the Anura, Tuskians, and Lisians in the coming months. Check out the details below.
Iron Realms Entertainment announced the results of its Pick-a-Beast contest in which fans could pick the 14th race for release. Finding it difficult to choose just one, Iron Realms announced that they'd choose three races, thus increasing the number of races at release from 13 to 16.
The new races will be the Anura (frog folk), the Tuskians (boar-people), and the Lisians (gecko people).
Matt Mihaly, lead designer on Earth Eternal, said of the contest, "We got hundreds of submissions ranging from the races of Beast that won to walrus-inspired people, swan-people, and more obscure animals such as mudskippers. I had a genuinely hard time deciding which to go with but chose these three because Boars just rock and I decided I'd like to have a couple Beast races inspired by amphibians and reptiles."
Concept art and production of the new races will begin in late April.
Read more here.
Teamwork is the topic of this article from the folks at Lord of the Rings Online: the Shadows of Angmar, where they discuss fellowship maneuvers, their game mechanic designed to encourage players to work as a team.
Fellowship and teamwork are important themes in The Lord of the Rings, and The Lord of the Rings Online: Shadows of Angmar development team wanted to reflect those values in LOTRO's combat system. Players who group together can execute powerful combined-effort attacks called Fellowship Maneuvers. Teamwork in combat is the basis of the Fellowship Maneuver system; the more coordinated your fellowship is, the more powerful the results can be! Fellowship Maneuvers can also be used to make up for gaps in a fellowship's abilities. For example, healing-based Fellowship Maneuvers can be life-savers for a fellowship that doesn't contain a dedicated healer.
If you'd like to know more, click here.
In this fourth installment in WarCry's "Ask a Dev" interview series; Cryptic Studios Producer Serdar Copur answers questions from the community on City of Heroes and City of Villains.
arthurh3535: What is the hardest 'programming' thing that you want to eventually add to the game?
Serdar Copur: Blue-sky questions are so much fun. The most difficult thing to develop that I would like to add to our game is a completely new database architecture which allows every single player who plays CoH & CoV to be able to play on the same game server. This means no more server selection screens, no more re-rolling because your real life friends are not on the same server as you, and no more trouble finding a group at 3:00 AM because everyone else is sleeping. It's not an impossible endeavor but my programming team assures me that there is nothing more time consuming and complicated that we could develop for our game at this point. I guess we can always dream.
Read the entire interview here.
The folks at Runescape have indroduced another quest in the Fremennik Province. You'll need to save Olaf Hradson from death by rock crab and get him back to his old self again.
Olaf Hradson is a bit down on his luck and a little bit soggy too. He's crashed his boat while in search of treasure and needs your help to find his feet again. Maybe you can find the treasure for yourself as a reward...
Read more here.
Tabula Rasa, when it launches, is going to be a unique MMORPG with many diffferent elements and features. Today, with the help of our friends at NCsoft, MMORPG.com has translated two new ideograms from their unique, in-game language, making these the thrid and fourth symbol to be released through our site.
More on this contest here.
In this first in a series of articles, Phil Maurer, the Operations Team Lead for the upcoming MMORPG, Sword of the New World joins Garrett Fuller to answer his questions.
Granado Espada has had tremendous success in the Asian Market. Can you tell us the reaction you have had from players in the U.S.?
So far our focus groups have shown incredibly positive response to Sword of the New World. The game play is fast and fun, and the graphics make people want to keep exploring to see what is in the next area. In fact we have had some problems with how much fun the game is. We are currently doing in house testing and more then a few of our support staff was staying up late playing sword and not sleeping, we ended up having to place limits on some accounts.
Read the whole interview here.
Gods and Heroes unleashes its latest trailer on gamers. Check out the details of this action packed ancient MMO.
God & Heroes latest trailer is out and showing all over the Internet. Check the link below to see it here at MMORPG.com
Read more here.
Red 5 Studios announces the hiring of Scott Youngblood. Scott brings a strong background to a company already with some serious industry veterans.
Red 5 Studios, a growing MMO development company founded by key members of the World of Warcraft team, announced today that Scott Youngblood, acclaimed lead designer of StarSiege: Tribes, Tribes 2, and alternate-reality game Majestic, has accepted an undisclosed position at the Aliso Viejo, California studio.
Before joining Red 5, Scott worked at Sony Computer Entertainment America (SCEA) where he was the lead multiplayer designer on Syphon Filter: Dark Mirror. Scott joins other well-known designers at Red 5 including Ed Stark, creative director for Dungeons & Dragons 3.0 and 3.5, and David Williams, lead designer of the hit collectible card games (CCG) Legend of the Five Rings, Doomtown, and City of Heroes CCG.
"Scott is exactly the caliber of team member we're looking for at Red 5," said Mark Kern, president and CEO of Red 5 Studios. "We founded this company on passion and vision, two qualities that Scott has embodied throughout his career as a top-tier game designer. Scott's vision directly complements ours, and we're excited about having him join our growing team."
"When Mark asked me to join Red 5, I was blown away by the vast and vibrant world they're creating and by the company they're building," said Youngblood. "It's a combination I couldn't refuse."
Read more here.
In this, the first of a two-part look at the EverQuest Progression Servers, Community Manager Laura Genender talks about the project and her experiences in-game.
EverQuest today consists of over 375 zones scattered over 13 expansions worth of area - multiple continents, a moon, alternate planes of existence, dreamscapes, and more. With eight years of evolution and change, the game is vastly different from the three-continent world which opened its doors to thousands of adventurers in 1999. Hunt spots where players once waited in line are deserted; raid targets that were once highly contested are soloed by bored clerics; and gear that was once coveted is now handed down to alts and sold to vendors.
As zones are introduced to EverQuest, they have to offer players new opportunities: new landscapes, encounters, and gear upgrades. This leads to each expansion inflating the standards of gear and experience. Those original +9 Intelligence/Wisdom Golden Efreeti Boots that were once a badge of honor can't hold a card to even mid-level Planes of Power (5th expansion) gear. And EverQuest's original 50 level cap has raised over the years as well, topping out now at level 75. Old-world zones that are made for level 50s - both in gear opportunities and experience - can't normally attract the modern player.
Read the whole article here.
This week, Garrett Fuller returns with his Outside the Box column discussing the use of end game content in MMORGPs.
What makes a good MMO? That question is on the minds of every developer, player, marketing person, and business analyst in the industry today. We have our main model right now as World of Warcraft. We have our historical pillars with Ultima Online, EverQuest, and Dark Age of Camelot. We have our history with Meridian 59 and MUDs. So after years of this industry finally coming into its own, what makes a good MMO? I want to try to present ideas for discussion in this week's column. The main point of continuing MMO game play, in my opinion, is the end game.
Players can level up all they want, heck you can have unlimited leveling in your game and some players will go for infinity. The concept of leveling goes back to RPGs in their earliest form. Remember your first copy of the Players Handbook for Dungeons & Dragons? Remember looking at the high levels and wondering how long it would take your character to get there? Some philosophers will say it is the journey that counts not the goal. Well, in MMOs players try to achieve both goals and good times. This is still done through leveling or advancement in some form. The question is when do you put a stop to leveling, and what do you do from there?
Read the whole column here.
MMORPG.com is pleased to announce that we have added a new MMORPG to our Game List. Force of Arms is a mech-based MMORPG being developed by Wardog Studios.
Nearly forty years have passed since the last colonial ship from Earth arrived. Faster The Light capability had ceased to function for reasons unknown. There has been no news since that time.
Opposing factions originally agreed to end their disputes and strive for peace and colonization of the barren planet K-9WD Gamma. Peace would not last...
The main fighting unit is Mechanized Armor (abbreviated: Mech.). Large humanoid armored war machines armed with energy, kinetic and missile weapon systems.
Initially, Force of Arms will take place on the barren frontier planet called K-9WD Gamma. The planet has a frontier colonization feel to it with political instability. The planet is one of the few planets discovered to be mineral rich with a special element that provides superconductivity components to operate well into high temperatures. The end goal is for humanity to rediscover Faster-Than-Light capability, and it is of this planet that the rediscovery will occur.
At a certain point of time, Force of Arms will be expanded to include many star systems and alien races.
- Mech based game system
- One huge world, which will change over time due to terra-forming efforts.
- Dynamic political boundaries
- Cinematic realism
- Sophisticated game play
- 3D tactical combat
- Various levels of technology
- Customizable and player created Mechs
- Solo play is possible
Learn more about this game here.
The folks over at EverQuest II have announced the opening of a new server for testing PvP game content.
The EverQuest II team is happy to announce that we are adding a new Test Server for the PVP environment. The PvP environment is significantly different than the standard rule set EverQuest II servers, and the goal of this new PvP Test server is a better path from design through implementation on PvP items. We know that there will be many questions about this new server, and have put together this article to answer as many of them as we can.
Read the full article here.