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The Matrix Online : Why MxO Live Content Worked

Posted Jul 27, 2009 by Jon Wood

In a response to a recent Staff Blog post by MMORPG.com Managing Editor Jon Wood titled "Crushing the Dream of Live Content," former Matrix Online Live Events Team member Rachel Thompson shares her views on why MxO Live Content worked.

There are a number of obstacles to creating successful live events in massively multiplayer games. This does not mean that live events are impossible. I was a member of the Live Events team that ran large scale live events in The Matrix Online. We ran one-off side events as well as grand efforts that moved the overall story of the game forward. I will admit that the setting and format of The Matrix Online made it particularly well suited to a regular schedule of live events, as it was designed to have an ongoing storyline. However, I think that our team's methods would work in any game. Had The Matrix Online enjoyed the commercial success Monolith and Warner Brothers had hoped for I might very well still be there, entertaining people.

To pull off a large scale event that entertains more than a handful of people, you need to do some serious planning. The MxO Live Events Team (commonly referred to as the LET) had a regular development cycle: a planning stage where we roughed out the idea for the next event and assigned tasks, completion of those tasks, executing the event, followed by a debriefing to review what worked and what didn't so we could avoid any obvious mistakes in the next cycle. It did not take "ungodly amounts of time to design, plan, and execute" live events. It usually took somewhere in the realm of three to six weeks, depending on the scale of the event in question.

Read Why MxO Live Content Worked

 
 
Bountytaker writes:

Amazing article with some great insight.  Couldn't agree with you more.  The future success of this genre is tied into the ability to bring MORE live gaming to the players.  Static just won't cut it.

I'm posting a link to this on the forum of the game I'm beta testing now.  I hope they take heed.  And I hope Ms. Thompson has found work on another events team somewhere.

 

Again...great read.

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7/27/09 12:16:11 PM
 
TuxedoSLY writes:

And I agree wholeheartedly. Live events are what made me a fan of Ultima Online for the rest of my life. It's a shame more companies don't take that path. They just kind of throw the content out there and let people do it...over and over and over again... the exact same way. Get some edge, man!

 

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7/27/09 1:14:52 PM
 
Neodis writes:

It is a shame about the live events being removed from MxO. I still believe that SOE made a very big mistake with that decision that ultimately lead to D-Day on the 31st. The thing that was nice about the live events was the feeling that you were a integral part of the story. It never really felt scripted and with the Hunt for Morpheus event there was interaction even out of the game. I remember chasing the Assassin around finally sending him a PM telling him how I was going to hunt him down and kill him. All the sudden outta nowhere he appears and well got to see a lot of the loading area that night. The point is that the live events had their stability problems but it was something that people looked forward to...

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7/27/09 2:58:04 PM
 
gatebuzz writes:

My character never seemed to be high-enough level to participate in the big live events, but I recall breaking news to my faction of the exact location of an Unlimit assault, and directing traffic from the nearest hardline to get as many players into the fray as possible.

I loved the parties in-game (OMG do the Vixens throw a GOOD party!) - and having LESIG / LET characters attending parties, having fun with the Effectuator changing our RSI around.

I particularly enjoyed the one-off small story events --- Tick-Tock talking about the moment of New Years, when time in the Matrix ticks back a year to keep everything a virtual 1999.

Collecting code fragments (and selling them for huge profits!) during the Blue Sky event, and the follow-on in-game concerts was fun.

And did I mention all the player-run "parties" with live DJs ... I know of no other game with such a great social scene! (Club Succubus or Theoria's apartment FTW) - thanks to the devs for all the Cake Vendors at the Vixens parties!

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7/27/09 4:08:47 PM
 
Qwirk writes:

Rachel does a great job of discussing what really made MxO great -- and at the same time is why so many of us left after SOE's buyout. The LET especially made MxO the most immersive mmo I've ever played. My favorite memory is still of a party I threw to celebrate acquiring my last access node key -- with surprise attendance by Vashuo and several other characters acted by the LET. They partied with us for a few hours, and even joined the group I took with me to swipe the last node.

That party and their surprise appearance made Vashuo's eventual murder by one of the very crew members that also attended the party a defining event in the game for my character and many of my friends' as well.

MxO without the LET there had simply no comparison to MxO with the LET, and if more games would recognize the power of such events they'd have far better commercial success, I believe.

Thank you Rachel for giving us insight into the making of one of the greatest aspects of MxO -- and why we'll always miss what it could have been (versus what SOE made of it).
/dap
/bow

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7/27/09 6:00:23 PM
 
Artaryl writes:

This thread should be advertised world wide to all developpers so they can understand why Events are important and why it's necessary to have the tools to do them. If some of you played Dungeon and Dragons Online in 2007 on the EU server owned by Codemasters I'm pretty sure you'll remember lives event there as well. Not having the impact those in MxO had because it was made by the GM team and didn't had all the dev team behind them to do so but they still made quite awesome stuff with what they had.

But now a day, devs are dropping the ball and doesn't take the time to put what is needed in. Ask on new games today about GMs being able to do specific thing and most of the time, the answer will be, we don't have the tools for it. Which is sad really.

So I say, spread the word, and get companies to read this, make more comments on this story and be heard!

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7/27/09 6:10:25 PM
 
Shdwcaster writes:

As one of the guys on Monolith's dev team who worked on MxO, I just want to thank Rachel for her defense of MxO's live events.  In my opinion (as a low-level QA grunt at the time), live events and an ongoing story were two of MxO's best features.  I wish we could have been more successful in the marketplace, and maybe those would have become more relevant parts of newer MMOs.

But that's a whole different set of war stories for another day.

Thanks Rachel, and I hope you're successful in whatever bit of game development you may have gone into since the MxO days.

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7/27/09 7:06:32 PM
 
DIoga writes:

The LET team gave me the uniquest game expierence ever. Every MMO I played (I pretty much tried them all), they all get boring. The LET wasn't online 24/7 but when an event began it was going to be epic because you knew something was going to happen that would never happen again. MMO's miss that content and I think this is as much part of MMO's just as any form of gameplay and content. Live events truly differ MMO's from other genres, giving unique content and sometimes not even for all the players. And that's important for players to feel as if they matter; when they know their input might have influence on the outcome of the event.

By reading this article how relatively easy live events were done I think it's the next step in MMO industry to get this to the full potential.

It's a shame the engine of MXO never really could support the events. Sometimes the lag was horrible and I don't think the LET had all the tools they'd require. But the interactive city and the events happening, there's no game who could top that expierence.

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7/27/09 7:33:19 PM
 
Mordacai writes:

I snuck into that Merovingian bar and had a blast trying to get out of it during that event...wrong place wrong time kinda thing lol...live events make all the difference for sure....

 

In SWG i had attended at least 6 live events including the original story arcs on the Kauri server (even those were all scripted) they made the story so much better and the world much more immersive to play in....

later on I helped take down a Dark Jedi attacking the Dantooine outpost, An attack of Night Sisters that we had to hold off...the Droideka attack on Naboo...the grand ball at the palace...the Destruction of that city on naboo (can't recall the name)...that was a total blast seeing all of those Imperial troops land and we were totally in the heat of a real star wars battle...

 

awesome stuff......

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7/27/09 8:42:21 PM
 
hinkhouse writes:

That was a nice article, but from what she describes it seems like there was a TON of work involved in putting on a live event. 6 weeks? 14 hour days? 8 staff members? Really, that seems like a lot for a one time event. I can't imagine this being done again by a company (which is too bad because I've never experienced a live event in an MMO).

 

 

 

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7/28/09 1:59:02 AM
 
abyss404 writes:

The live events in Anarchy Online that the devs and such put on were one of the myriad of reasons I fell in love with that game. I still remember being cornered by a reporter for the in game newspaper put out by Funcom and answering a few questions about currents happenings on Rubi-Ka.

New Post Quote
7/28/09 3:33:29 AM
 
DIoga writes:
Originally posted by hinkhouse

That was a nice article, but from what she describes it seems like there was a TON of work involved in putting on a live event. 6 weeks? 14 hour days? 8 staff members? Really, that seems like a lot for a one time event. I can't imagine this being done again by a company (which is too bad because I've never experienced a live event in an MMO).

 

I think what she means is that in 6 weeks they can have a chapter full of live events. I think anyone can imagine it doesn't take 6 weeks to pull of an event of a few hours.

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7/28/09 8:34:53 AM
 
thamighty213 writes:

Great article a enjoyable insightful read.

 

Having played the MxO although not enjoying the game I did really really enjoy the live events i attended they where always well executed and moved along niceley.

 

SWG in its infancy also had a fantastic live events team but that gradually got pushed more and more onto the players shoulders which was all fine and dandy when the players recieved the support required but then that began to fade also.

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7/28/09 3:16:13 PM
 
Krilster writes:

MxO was an amazing game because of the live events.
I still remember trying to find clues about The Assassin, me and a group of friends went all over the place looking for stuff. Especially when Morpheus appeared and "spawned" Neo's coded body in a flying pose while at least 75 people or so stood and watched as someone on the dev team spoke as Morpheus.

The awesome live radio/DJ in-game while everyone (including the DJ) danced in the same club together and talked. (I'm not an RPer, it was more of just a social thing for the level 50s). The community in the game was the best I've ever seen as well.

/end fanboy rant

I really wish Monolith would've stuck with it, they could've made MxO an absolutely amazing game. Unfortunately, SOE took over and destroyed another MMO yet again.

New Post Quote
7/29/09 4:13:22 AM
 
Mors-Subita writes:
Originally posted by TuxedoSLY

And I agree wholeheartedly. Live events are what made me a fan of Ultima Online for the rest of my life. It's a shame more companies don't take that path. They just kind of throw the content out there and let people do it...over and over and over again... the exact same way. Get some edge, man!

 


 

Actually, cryptic is planning on addressing this in champions online. They've said that they have systems in place for GMs to directly take control of bosses or NPCs for different encounters, and that they are looking at doing live events and (when they have time) having GMs actually ride shotgun on raid bosses and stuff to make the encounters more interesting and dynamic.

New Post Quote
7/29/09 9:45:36 AM
 
rsreston writes:

Awesome article - and we see one of these, with such insights, perhaps once a year!

I wish I could have played MxO during those times...

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7/31/09 8:40:15 AM
 
Mandle writes:

Fantastic article, yet another shining example of why MxO was a great MMO.

I played MxO for over a year and i left just after the LET and LESIG disappeared, the game became a bit of an empty shell and all the "Buzz" had kinda gone.

I've yet to find another game with an events team that could get more bodies online in a single day for one event than some online games could muster in a week, the reason that RP, LET and player driven content worked so well was the setting, The Matrix was made for ongoing storylines and huge shocks that made players an integral part of the plot.

I'll go now as i can see the rest of my post going into Fanboy Rant mode.

New Post Quote
8/05/09 11:03:34 AM
 
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