Archive for October 2nd, 2008

Why most MMOs fail, as explained by Warhammer Online dev screenshot

With Warhammer On the internet now instigating a “WAAAAGH” on personal around the world, Destructoid had a opportunity to catch up with one of the game’s senior designers, Josh Drescher, for a post-launch chat. In our upcoming interview, we talked about how smoothly the game’s launch went, how much of a threat the Cartoon Network MMO will be to EA Mythic, and what it takes to make a massively multiplayer game.

On this subject, Josh provided his own insight as to why the increasingly populated MMO market is home to so many spectacular failures. It’s no secret that a few MMO titles have died on their arses following release, and the Warhammer Online designer knows why:

“What is it that causes the MMOs that fail to fail, largely before they even get out of development? Part of that has to do with [it being] very simple to look at the MMO genre and go: ‘This is where all the money is in Personal computer gaming at the moment … obviously the MMO is the only way to go!’ So developers that have a pedigree in some other area — maybe they make console games or real-time-strategy games — they look at MMOs and they go: ‘Well we’ll just make one of them.’ Not realizing just how much more difficult it is to build an MMO than it is to do anything else in the industry.

These are games where you’re not working with a team for a year or eighteen months to develop ten hours of content. You are working with a team of hundreds and hundreds of people, for usually two, three, four or even five years in the case of something like WoW, to build a game that is intended to be played forever. You’re handcrafting hundreds and hundreds and hundreds of hours of content. In Warhammer there’s probably around a thousand hours of handcrafted content in the game across the six different races.”

More after the jump.

Via Destructoid

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Why most MMOs fail, as explained by Warhammer Online dev screenshot

With Warhammer On the web now instigating a “WAAAAGH” on personal around the world, Destructoid had a opportunity to catch up with one of the game’s senior designers, Josh Drescher, for a post-launch chat. In our upcoming interview, we talked about how smoothly the game’s launch went, how much of a threat the Cartoon Network MMO will be to EA Mythic, and what it takes to make a massively multiplayer game.

On this subject, Josh provided his own insight as to why the increasingly populated MMO market is home to so many spectacular failures. It’s no secret that a few MMO titles have died on their arses following release, and the Warhammer Online designer knows why:

“What is it that causes the MMOs that fail to fail, largely before they even get out of development? Part of that has to do with [it being] very easy to look at the MMO genre and go: ‘This is where all the money is in Personal computer gaming at the moment … obviously the MMO is the only way to go!’ So developers that have a pedigree in some other area — maybe they make console games or real-time-strategy games — they look at MMOs and they go: ‘Well we’ll just make one of them.’ Not realizing just how much more difficult it is to build an MMO than it is to do anything else in the industry.

These are games where you’re not working with a team for a year or eighteen months to develop ten hours of content. You’re working with a team of hundreds and hundreds of people, for usually two, three, four or even five years in the case of something like WoW, to build a game that’s intended to be played forever. You’re handcrafting hundreds and hundreds and hundreds of hours of content. In Warhammer there’s probably around a thousand hours of handcrafted content in the game across the six different races.”

More after the jump.

Via Destructoid

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Take note: Certain really rich folks are showering Trion World Network Inc. with money. Wait … Trion who? Exactly. Don’t fret being out of the loop, we’ve only mentioned Trion a handful of times (read: just three) and it’s our job to be in the know. Today Trion reminds us there’s good reason to keep tabs on the server-based gaming company, as it’s now raised over $100 million after a current $70 million Series C funding round (a very formal way of saying, venture capital firms and media companies, like Time Warner and NBC Universal, have been dropping their change in the collection cup since 2006 — a lot of it). And the best part is, Trion still hasn’t released anything.

So if you’re wondering how to get rich like Trion, we strongly advise taking our crash course on the company after the break.

Continue reading Trion surpasses $100m in fundraising … without releasing ANYTHING

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papes

Take note: Certain really rich folks are showering Trion World Network Inc. with money. Wait … Trion who? Exactly. Don’t fret being out of the loop, we’ve only mentioned Trion a handful of times (read: just three) and it’s our job to be in the know. Today Trion reminds us there’s good reason to keep tabs on the server-based gaming company, as it’s now raised over $100 million after a recent $70 million Series C funding round (a very formal way of saying, venture capital firms and media companies, like Time Warner and NBC Universal, have been dropping their change in the collection cup since 2006 — a lot of it). And the ideal part is, Trion still hasn’t released anything.

So if you’re wondering how to get rich like Trion, we strongly advise taking our crash course on the company after the break.

Continue reading Trion surpasses $100m in fundraising … without releasing ANYTHING

Permalink

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It’s no secret that baseballer Curt Schilling is a large MMO fan, but you might not know much about his 38 Studios game development company, formed with artist Todd McFarlane and fantasy writer R.A. Salvatore. They’ve been working on a huge MMO code-named Copernicus, which they haven’t stated too much about yet. This week at Austin GDC, Vivox announced that it would be providing the voice application inside the game, and five pieces of key concept art were released at Comic-Con earlier this summer.

We sat down with CEO Brett Close in Austin to find out what we could about Copernicus, and what’s in store for the new company. Check out the full interview after the break.
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Continue reading AGDC: Interview with Brett Close, CEO of Curt Schilling’s 38 Studios

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It’s no secret that baseballer Curt Schilling is a huge MMO fan, but you might not know much about his 38 Studios game development company, formed with artist Todd McFarlane and fantasy writer R.A. Salvatore. They’ve been working on a huge MMO code-named Copernicus, which they haven’t said too much about yet. This week at Austin GDC, Vivox announced that it would be providing the voice application inside the game, and five pieces of key concept art were released at Comic-Con earlier this summer.

We sat down with CEO Brett Close in Austin to find out what we could about Copernicus, and what’s in store for the new company. Check out the full interview after the break.
%Gallery-32294%

Continue reading AGDC: Interview with Brett Close, CEO of Curt Schilling’s 38 Studios

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