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	<title>Seán Bulger &#187; Games</title>
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	<link>http://www.seanbulger.com</link>
	<description>Gamer, tech-geek, SFF nerd, and community manager at Qualcomm Atheros, among other things.</description>
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		<title>CCP Reaches New Heights. By Climbing a Mountain. For Real.</title>
		<link>http://www.seanbulger.com/2010/04/ccp-reaches-new-heights-by-climbing-a-mountain-for-real/</link>
		<comments>http://www.seanbulger.com/2010/04/ccp-reaches-new-heights-by-climbing-a-mountain-for-real/#comments</comments>
		<pubDate>Tue, 06 Apr 2010 01:50:17 +0000</pubDate>
		<dc:creator>Seán</dc:creator>
				<category><![CDATA[Games]]></category>
		<category><![CDATA[game industry]]></category>

		<guid isPermaLink="false">http://www.emergentfuture.com/?p=1033</guid>
		<description><![CDATA[<p>You know how I said that I <a href="http://www.emergentfuture.com/2010/03/what-is-it-with-game-journalism/">didn&#8217;t want to report gaming news on this blog</a>, despite the fact that it is what I mostly want to write about? Yeah. Screw that. Why keep a blog (blarg)  if I&#8217;m not writing about what I enjoy?</p> <p>CCP developers Solomon, Diagoras, and Punkturis were also not [...]]]></description>
			<content:encoded><![CDATA[<p>You know how I said that I <a href="http://www.emergentfuture.com/2010/03/what-is-it-with-game-journalism/">didn&#8217;t want to report gaming news on this blog</a>, despite the fact that it is what I mostly want to write about? Yeah. Screw that. Why keep a blog (blarg)  if I&#8217;m not writing about what I enjoy?</p>
<div class="wp-caption alignright" style="width: 287px"><a href="http://www.facebook.com/photo.php?pid=3519327&amp;id=17614129393"><img class="   " title="CCP Stakes Claim to a Kilimanjaro" src="http://sphotos.ak.fbcdn.net/hphotos-ak-snc3/hs418.snc3/25198_381178934393_17614129393_3519327_3615873_n.jpg" alt="CCP Stakes Claim to a Kilimanjaro" width="277" height="207" /></a><p class="wp-caption-text">CCP Stakes Claim to a Kilimanjaro</p></div>
<p>CCP developers Solomon, Diagoras, and Punkturis were also not willing to let themselves be kept down. Just they were looking to fight back against gravity by <a href="http://www.facebook.com/photo.php?pid=3519327&amp;id=17614129393">climbing to the peak of Mount Kilimanjaro</a>, which is the highest point in the African continent. Frankly, anyone who climbs a mountain with a name that sounds like &#8220;Kill-a-man&#8221; deserves an awful lot of props.</p>
<p>This is, honestly, quite a feat. That is even more true more so considering that most game developers I know won&#8217;t even go out to parties during GDC much less scale a mountain. Still, there are always those occasional few that break the mold and show the world that us geeks can be out-going and althetic (even if it isn&#8217;t <em>most</em> of us) by practicing aviation, playing rugby, climbing a mountain, or <a href="http://en.wikipedia.org/wiki/Richard_garriot">even going (back?) into space</a>. CCP themselves seem like a fairly adventurous company at that. While out at the Game Developers Conference this year, I noticed they had a photo album on one of their tables that showed off one of CCP&#8217;s company trips. The destination? Morocco.</p>
<p>That and free beer. I checked that out, too.</p>
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		<title>I Really Have No Idea What I Want in an MMO</title>
		<link>http://www.seanbulger.com/2010/03/i-really-have-no-idea-what-i-want-in-an-mmo/</link>
		<comments>http://www.seanbulger.com/2010/03/i-really-have-no-idea-what-i-want-in-an-mmo/#comments</comments>
		<pubDate>Sun, 07 Mar 2010 20:42:58 +0000</pubDate>
		<dc:creator>Seán</dc:creator>
				<category><![CDATA[Games]]></category>
		<category><![CDATA[game design]]></category>
		<category><![CDATA[mmo]]></category>

		<guid isPermaLink="false">http://www.emergentfuture.com/?p=1001</guid>
		<description><![CDATA[<p>Sometimes I really do wonder if I could ever find an MMO that would truly please me, that would really capture my ideal, and would engross me for years on end. I&#8217;ve played an awful lot of MMOs out there, partly because none of them have ever really captured me like that, even though I [...]]]></description>
			<content:encoded><![CDATA[<p>Sometimes I really do wonder if I could ever find an MMO that would truly please me, that would really capture my ideal, and would engross me for years on end. I&#8217;ve played an awful lot of MMOs out there, partly because none of them have ever really captured me like that, even though I find many of them to be very solid, good, fun games. Yet, I think that what I want from an MMO is infinitely too contradictory for me to ever get something ideal.</p>
<p>What do I mean by contradictory? Well, here are just a few examples:</p>
<p><strong>I want large, open, living, breathing worlds that lets me set my own goals.</strong></p>
<p>But I guess I don&#8217;t. I like having some sort of a goal to work towards, as much as I&#8217;d really like to say that the journey is what I find fun. And, really, I think that is a very truthful statement, but without some sort of a goal, I seem to be unwilling to go out and have fun for the sake of having fun. Yet, if I&#8217;m allowed to choose my own goals, I have a very difficult time doing so. That&#8217;s why I never enjoyed Star Wars Galaxies much, because I could never figure out what I wanted to do.</p>
<p><strong>I want players to be the ones that I&#8217;m working with and against to change the world, and share a dynamic setting that is far from dull and static.</strong></p>
<p><strong> </strong>But I guess not. EVE Online is a fantastic game that I highly recommend, and as much as I love the basic idea of the game, it has real issues for me. One of the biggest is the &#8216;atmosphere&#8217; of the game. It is set in cold, harsh, uncompromising, and uncaring space: exactly like the game itself. Even when I am teamed up with with other players, there is always the fear of betrayal, and there is always the constant undefined conflicts. While it is very interesting, I know deep down I prefer a more cooperative environment.</p>
<p><strong>Playing off both of those combined, I would like to see PvP that is more realistic and open, instead of artificial scenarios.</strong></p>
<p><strong> </strong>But I know that isn&#8217;t true. On some intellectual level, yes, I love the idea of open PvP. Yet, similar to the reasons above, I prefer a more cooperative environment. More importantly, it is extremely rare for any open world PvP fight to be anything remotely fair. I prefer my fights to be fair and fun, and not one-sided.</p>
<p><strong>I want to have a high level of interactivity and dependency on other players.</strong></p>
<p><strong> </strong>But I guess not to the extent I use to think, at the very least. I like soloing often enough, simply because I like to play much more casually these days. I love grouping all the same, but I actually have never cared for raids. Yet, if I&#8217;m mostly concerned with playing in small (although frequently changing) groups of people, I almost question why I play MMOs to begin with. Ultimately, I guess what I mostly want is to have some sort of meta-game-esque thing that I&#8217;m working on with other players. For example, building a city in Star Wars Galaxies was pretty cool.</p>
<p><strong>I would like to see MMOs incorporate more story into them.</strong></p>
<p>Which&#8230; yeah, that one is pretty much true. Yet, it seems like most MMOs that try to do that do it very wrong. I don&#8217;t want to be the lone hero &#8211; because I know that a few thousand other people also just rescued the princess and defeated the big-bad-dude. Ultimately, I want a story that makes me feel like I am among the heroes, and the other heroes are the players &#8211; and I don&#8217;t want to feel like every accomplishment I make in the game is what everyone else has done as well, as near-impossible a it is to avoid that. Basically, I don&#8217;t want to be the lone hero, but I don&#8217;t want to be just some other random person.</p>
<p><strong>Ultimately&#8230;</strong></p>
<p>I want a game that is a themepark, so it can give me some sort of a goal, but is also an open world, and gives me the freedom to go out and do what I want. It should have open and more realistic PvP, but PvP that isn&#8217;t one-sided and unfair. I want to be heavily tied into playing with other people and have what they do affect me in a way that makes me feel like I am playing a game with thousands of people instead of a single-player game &#8211; but I should be able to do things on my own as much as I want. I would like to see an MMO with a real story, but one that doesn&#8217;t revolve around just me. It should make me feel like I am participating in it with many people, and in a way that still makes me feel like I am impacting things.</p>
<p>So, basically, I want something similar to this:</p>
<p><img class="aligncenter" title="Contradiction" src="http://gr8brainfarts.files.wordpress.com/2008/02/contradiction.jpg" alt="" width="360" height="303" /></p>
<p>All styles of games, be they sandbox, themepark, open pvp, battlegrounds, or whatever, they all have problems. I idealize open, sandbox worlds, but I&#8217;ve never played one that I actually <em>liked</em>. Again, I love EVE on an intellectual level, but I know it isn&#8217;t for me. I think themepark worlds are pretty dull and far from an ideal, but I&#8217;ve spent more time playing them than sandboxes, and I&#8217;ve enjoyed some of them quite a bit. However, I always get bored with them rather quickly.</p>
<p>I imagine I&#8217;m not all that alone in my desire for this game of great contradiction, but I also don&#8217;t think that it is really feasible to create something like it. The only contradictory part that I think could really be fixed is the story one, and maybe the player interaction one. Neither would be easy to do.</p>
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		<title>How to Develop a Free-to-Play MMO Model that isn&#8217;t Irritating</title>
		<link>http://www.seanbulger.com/2010/03/how-to-develop-a-free-to-play-mmo-model-that-isnt-irritating/</link>
		<comments>http://www.seanbulger.com/2010/03/how-to-develop-a-free-to-play-mmo-model-that-isnt-irritating/#comments</comments>
		<pubDate>Thu, 04 Mar 2010 00:17:23 +0000</pubDate>
		<dc:creator>Seán</dc:creator>
				<category><![CDATA[Games]]></category>
		<category><![CDATA[game design]]></category>
		<category><![CDATA[mmo]]></category>

		<guid isPermaLink="false">http://www.emergentfuture.com/?p=975</guid>
		<description><![CDATA[<p><a href="http://www.istockphoto.com/file_thumbview_approve/217845/2/istockphoto_217845-raining-money.jpg"></a>Back in 2007, there was an awful lot of talk about how Free-to-Play games with microtransactions were not just interesting, but also a very viable direction to take. At the time, I did not disagree with this, and I haven&#8217;t been surprised to see more and more games coming out using this model. However, [...]]]></description>
			<content:encoded><![CDATA[<p><a href="http://www.istockphoto.com/file_thumbview_approve/217845/2/istockphoto_217845-raining-money.jpg"><img class="alignright" title="Raining Micropayments" src="http://www.istockphoto.com/file_thumbview_approve/217845/2/istockphoto_217845-raining-money.jpg" alt="" width="118" height="182" /></a>Back in 2007, there was an awful lot of talk about how Free-to-Play games with microtransactions were not just interesting, but also a very viable direction to take. At the time, I did not disagree with this, and I haven&#8217;t been surprised to see more and more games coming out using this model. However, while I agreed with it from a developer standpoint, I was very skeptical about playing games that relied largely on microtransactions, partly for the reasons that make them so attractive for developers. After playing a few of them, my opinion hadn&#8217;t exactly improved much either, although there are a few examples of good microtransaction systems.</p>
<p>When it comes down to it, many Free-to-Play games are not well designed for the consumer. You can probably see that in games like <a href="http://www.allods.com/">Allods</a>, which despite apparently being a very solid MMO, has been taking <a href="http://allods-forum.gpotato.com/viewtopic.php?f=5&amp;t=8826">a lot of flack</a> because of their microtransactions. I think this isn&#8217;t because people aren&#8217;t unwilling to pay, but rather because people aren&#8217;t willing to pay for certain things.</p>
<p><strong>Don&#8217;t charge for small things that people don&#8217;t value beyond the fact that they make the game more convenient, playable, or are considered required by the player-base.</strong></p>
<p>Ultimately, a lot of Free-to-Play games charge for the wrong things. That is to say, they charge for things that the player-base considers to be &#8216;required&#8217; to play the game, such as the ability to get rid of massive stat-loss from death or extra bag space in Allods (sorry to keep picking on you guys, but you&#8217;re timely!).</p>
<div class="wp-caption alignright" style="width: 170px"><a href="http://www.pvponline.com/images/blog/bookbag.jpg"><img class=" " title="Bag of holding" src="http://www.pvponline.com/images/blog/bookbag.jpg" alt="" width="160" height="160" /></a><p class="wp-caption-text">Bags usually aren&#39;t awesome enough to charge for.</p></div>
<p>Honestly, I don&#8217;t think a bag is worth ten cents. It is just a bag. Heck, I have a hard time spending money on a bag in real life, much less a virtual one. That isn&#8217;t something that people value. It also isn&#8217;t something that adds to the game experience. Rather, it is something that they feel they need to buy to keep playing. It is a requirement to buy, not a fun thing that enhances their experience.</p>
<p>While many games that have items like these in their cash shops, they do tend to provide ways to get these items using in-game means. The in-game means are often gruelingly difficult to actually do. I understand why that is the case, of course. If it is just as easy to grab the item in-game as it would be to pay for it, then certainly no one would pay for it. But this highlights the other flaw:</p>
<p><strong>The purpose behind games are for them to be fun and enjoyable. Your core game, without any add-ons, needs to be that. If your game is free-to-play, I shouldn&#8217;t have to engage in microtrasactions to enjoy it.</strong></p>
<p><strong><span style="font-weight: normal;">That might seem extremely unfair to the developer &#8211; and it is! A lot of work goes into creating a very polished, good, and fun game. However, I&#8217;m only going to drop money down on a game that I actually like and find enjoyable. If I have to keep shelling out real cash for upgrades that keep my character viable, I am probably not going to have fun with the core game, so I am less likely to keep playing.</span></strong></p>
<p><strong><span style="font-weight: normal;">I do think that there are ways to implement microtransactions correctly. While I haven&#8217;t spent overly long playing Dungeons and Dragons Online, and while there are flaws, I think part of their cash shop is a good example of Doing It Right. While they still have items that you can buy which buff your character somehow, generally speaking, their core game experience is playable and fairly fun.</span></strong></p>
<p><strong>While players shouldn&#8217;t have to pay to enjoy your game, they should pay for things that extend and broaden their enjoyment of the game.</strong></p>
<p><strong><span style="font-weight: normal;"><strong><span style="font-weight: normal;"><a href="http://ddo.com">Dungeons and Dragons Online</a> provides a decent core experience. You have a character that can be all but two of the available classes and races. The things you cant be aren&#8217;t really overpowered. You can play through a fairly decent amount of quests and adventures that are supplied to you, free of charge, when you first install the game. You can, if you want, live off of that content and nothing else &#8211; although you will probably repeat dungeons often enough for lack of content, but they are, in theory, designed to be fun enough that you can repeat them. That&#8217;s fine, and I can live with that.</span></strong></span></strong></p>
<div class="wp-caption alignleft" style="width: 154px"><a href="http://www.epicwin.org/img/ax08/18.jpg"><img class=" " title="Longsword of Ass Kicking" src="http://www.epicwin.org/img/ax08/18.jpg" alt="Longsword of Ass Kicking" width="144" height="181" /></a><p class="wp-caption-text">Wait, why would I want to pay to be like this guy?</p></div>
<p><strong><span style="font-weight: normal;"><strong><span style="font-weight: normal;">However, if I&#8217;m a little bored of the content, I can buy a new module. A new module features new quest lines, new things to fight, new traps to work past, and new puzzles to solve. It is, effectively, a mini-expansion at a mini-price. I already pay for expansions to subscription-based MMOs, and I have a hard time saying that extra content isn&#8217;t worth money. It is obvious to me that someone took the time to craft dungeons and write plots, and it gives me a few more hours of fun times in the game. A &#8220;+5 Longsword of Ass Kicking&#8221; on the other hand may sound cool, but it doesn&#8217;t give me anything new to experience after I&#8217;ve worn out the content of the game. Why would I waste money on that?</span></strong></span></strong></p>
<p><strong>Players need to be able to decide when they want to spend their cash on their own terms. You shouldn&#8217;t be deciding that for them. Let the players have as much control as possible.</strong></p>
<p><strong><span style="font-weight: normal;"><strong><span style="font-weight: normal;"><strong><span style="font-weight: normal;"> </span></strong></span></strong></span></strong></p>
<p><strong><strong><strong> </strong></strong></strong></p>
<p><strong><strong><strong> </strong></strong></strong></p>
<p><strong><strong><strong> </strong></strong></strong></p>
<div class="wp-caption alignright" style="width: 152px"><a href="http://www.jinx.com/Content/Product/252p_0c_1b.jpg"><img class="    " title="Adventures Through the Grue Infested Caves of Darkness" src="http://www.jinx.com/Content/Product/252p_0c_1b.jpg" alt="" width="142" height="142" /></a><p class="wp-caption-text">You know it sounds like an epic adventure.</p></div>
<p><strong><strong><strong><span style="font-weight: normal;">When I reach level 20 I don&#8217;t want to feel required to buy the &#8220;Bag of Carrying More Worthless Junk&#8221;, because more things drop from mobs at that level, and I&#8217;m expected to carry around a boat-load more stuff than I did a few levels before. However, I&#8217;m totally cool with purchasing the &#8220;Adventure Through the Grue Infested Caves of Darkness&#8221; adventure pack because I like the sound of it and I&#8217;d rather like to play through it. I don&#8217;t have to, but it sounds, well, fun. That&#8217;s the point of gaming after all, right? The freedom to decide when to drop my cash is important to me. Sometimes I can afford it, and other times I can&#8217;t. I also like the ability to choose what content I want to buy, and what content I don&#8217;t want to buy. I can tailor the game to my needs &#8211; which is actually really unique to Free-to-Play models.</span></strong></strong></strong></p>
<p><strong>The things you sell should encourage you to keep providing new content to your players.</strong></p>
<p>It takes no time at all to create that &#8220;+5 Longsword of Ass Kicking&#8221; but it does take a while to create a new set of dungeons and quests. When you&#8217;re selling the latter, you&#8217;ll be encouraged to invest the time and effort to actually create new content for the community. When you&#8217;re doing the former, you have much less motivation to do so. Heck, I&#8217;ve played a ton of MMOs with subscription fees &#8211; which partly exist to fund live teams to keep producing new content &#8211; only to get nothing out of them until a $30 or $40 expansion comes around.</p>
<p><strong><span style="font-weight: normal;"><strong><span style="font-weight: normal;"><strong><span style="font-weight: normal;"><strong><span style="font-weight: normal;">While I&#8217;m certain this isn&#8217;t a complete list, these are certainly key things that I would like to see future Free-to-Play MMOs work to implement. Also, this isn&#8217;t to suggest that Allods is a bad game, or that DDO is some sort of gaming Messiah (it isn&#8217;t). Rather, the former is just one of many games that I don&#8217;t think handle microtransactions correctly, while the latter is an example of a game that partly does it right &#8211; and partly does the same stuff that every other game seems to.</span></strong></span></strong></span></strong></span></strong></p>
<p><strong><span style="font-weight: normal;"><strong><span style="font-weight: normal;"><strong><span style="font-weight: normal;"><strong><span style="font-weight: normal;">Serving up new adventure packs isn&#8217;t necessarily the end-all-be-all, but is rather one idea that I think works pretty well. What are some other ideas? Well, I&#8217;ll worry about coming up with them if someone pays me to do so. But I like being a community manager, so you&#8217;ll have to figure that out yourselves!</span></strong></span></strong></span></strong></span></strong></p>
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		<title>Rise From Your Grave! Heatwave Revives Gods and Heroes</title>
		<link>http://www.seanbulger.com/2010/02/rise-from-your-grave-heatwave-revives-gods-and-heroes/</link>
		<comments>http://www.seanbulger.com/2010/02/rise-from-your-grave-heatwave-revives-gods-and-heroes/#comments</comments>
		<pubDate>Wed, 24 Feb 2010 00:33:56 +0000</pubDate>
		<dc:creator>Seán</dc:creator>
				<category><![CDATA[Games]]></category>
		<category><![CDATA[game news]]></category>
		<category><![CDATA[mmo]]></category>

		<guid isPermaLink="false">http://emergentfuture.com/?p=952</guid>
		<description><![CDATA[<p style="text-align: center;"></p> <p>You may recognize the name Gods and Heroes from a few years back. It was a game being developed by <a href="http://en.wikipedia.org/wiki/Perpetual_Entertainment">Perpetual Entertainment</a>, the studio that was also developing Star Trek Online before they closed their doors. Whenever a studio closes, it is always a sad. Developers find themselves out of work, [...]]]></description>
			<content:encoded><![CDATA[<p style="text-align: center;"><img class="aligncenter" title="Gods and Heroes" src="http://www.godsandheroes.com/img/GnH-Logo.png" alt="" width="392" height="83" /></p>
<p>You may recognize the name Gods and Heroes from a few years back. It was a game being developed by <a href="http://en.wikipedia.org/wiki/Perpetual_Entertainment">Perpetual Entertainment</a>, the studio that was also developing Star Trek Online before they closed their doors. Whenever a studio closes, it is always a sad. Developers find themselves out of work, and the games that they were making are often lost to the void. Of course, <a href="http://startrekonline.com/">Star Trek Online</a> was saved from oblivion by <a href="http://www.crypticstudios.com/">Crytpic</a>, and now it appears that Gods and Heroes, a game that was literally <em>weeks</em> away from going live when the company folded, <a href="http://pc.ign.com/articles/107/1070835p1.html">has been revived</a> by a local Austin studio, <a href="http://www.heatwave.com/#home">Heatwave Interactive</a>.</p>
<div class="wp-caption alignright" style="width: 200px"><a href="http://cache.kotaku.com/assets/resources/2007/12/Gods%20&amp;%20Heroes.jpg"><img class="    " title="Gods and Heroes in action" src="http://cache.kotaku.com/assets/resources/2007/12/Gods%20&amp;%20Heroes.jpg" alt="" width="190" height="152" /></a><p class="wp-caption-text">Gods and Heroes in action</p></div>
<p><a href="http://www.godsandheroes.com/">Gods and Heroes</a> was a pretty interesting sounding game, and it had more than a few eyes of potential players locked onto it. While its return from the dead may indicate it, it actually had nothing to do with the inevitable Zombie Apocalypse, but instead was a game set in ancient Rome that blended both historical enemies and mythological creatures. It was also interesting in that it focused on the players not just controlling their own characters, but also up to four &#8216;minions&#8217; as well, which is similar to what we see in Star Trek Online now.</p>
<p>Of course, Gods and Heroes likely had some technical issues that Heatwave will have to work out, and there will also be the question of how much they will decide to change the game to better meet the current market, such as providing a graphics update, or other changes. Interestingly enough though, they&#8217;ve actually gotten hold of the license, as well as all of the work done on the game so far, so it is possible they may not stray too far.</p>
<p>While there were plenty of jokes about how Perpetual Entertainment didn&#8217;t exactly live up to its name when it folded, I find myself starting to disagree. While the studio may have closed, both projects have managed to live on now. It will be interesting to see how this one develops, and it is also just nice to see another MMO being worked on out here in Austin.</p>
<p>(Also, I respect anyone who gets the reference in the title of this post.)</p>
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		<title>Cheyenne Mountain Files for Bankruptcy</title>
		<link>http://www.seanbulger.com/2010/02/cheyenne-mountain-files-for-bankruptcy/</link>
		<comments>http://www.seanbulger.com/2010/02/cheyenne-mountain-files-for-bankruptcy/#comments</comments>
		<pubDate>Sun, 21 Feb 2010 20:54:02 +0000</pubDate>
		<dc:creator>Seán</dc:creator>
				<category><![CDATA[Games]]></category>
		<category><![CDATA[game industry]]></category>

		<guid isPermaLink="false">http://emergentfuture.com/?p=943</guid>
		<description><![CDATA[<p style="text-align: center;"><a href="http://www.cheyenneme.com/"></a></p> <p>As much as I&#8217;d hate for it to seem like I&#8217;m coming out of blargging-retirement just to talk about how Stargate: Resistance and Stargate Worlds developer <a href="http://www.cheyenneme.com/">Cheyenne Mountain Entertainment</a> is <a href="http://forums.stargateworlds.com/showpost.php?p=715159&#38;postcount=6">filing for Chapter 11</a>, and it really is more of a coincidence than anything, I practically feel required to talk about [...]]]></description>
			<content:encoded><![CDATA[<p style="text-align: center;"><a href="http://www.cheyenneme.com/"><img class="aligncenter" title="Cheyenne Mountain Entertainment" src="http://www.stargateworlds.com/images/cme_black_bg.gif" alt="" width="205" height="66" /></a></p>
<p>As much as I&#8217;d hate for it to seem like I&#8217;m coming out of blargging-retirement just to talk about how Stargate: Resistance and Stargate Worlds developer <a href="http://www.cheyenneme.com/">Cheyenne Mountain Entertainment</a> is <a href="http://forums.stargateworlds.com/showpost.php?p=715159&amp;postcount=6">filing for Chapter 11</a>, and it really is more of a coincidence than anything, I practically feel required to talk about this one.</p>
<p>I&#8217;ve been skeptical about Stargate Worlds ever since I first heard about it. I enjoy Stargate. It was a fun movie, followed by a very fun show, and then followed by two other shows of varying quality. By no means have I wanted to see the game fail, but I&#8217;ve never really felt that Stargate had the right set up for an MMO. When Cheyenne Mountain reportedly <a href="http://emergentfuture.com/2008/12/05/cme-employees-not-getting-paid-update/">ceased paying their employees</a>, I became even more skeptical. Then there was the <a href="http://emergentfuture.com/2009/03/18/cheyenne-mountains-revenue-problems-appear-again/">whole lawsuit thing</a> over unpaid bills, and&#8230; well, CME&#8217;s history hasn&#8217;t been smooth so far.</p>
<p>Now it appears that they are filing for bankruptcy, which is usually not a good sign. That said, the company has stated that they are restructuring and the development of both of their games will not halt.</p>
<p>That means we might have a chance to step through the gate in spite of this.</p>
<p>Maybe.</p>
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		<title>Could Non-Persistent World &#8216;MMOs&#8217; Work?</title>
		<link>http://www.seanbulger.com/2009/11/could-non-persistent-world-mmos-work/</link>
		<comments>http://www.seanbulger.com/2009/11/could-non-persistent-world-mmos-work/#comments</comments>
		<pubDate>Sat, 14 Nov 2009 21:02:32 +0000</pubDate>
		<dc:creator>Seán</dc:creator>
				<category><![CDATA[Games]]></category>
		<category><![CDATA[game design]]></category>
		<category><![CDATA[mmo]]></category>
		<category><![CDATA[rpg]]></category>

		<guid isPermaLink="false">http://emergentfuture.com/?p=879</guid>
		<description><![CDATA[<p style="text-align: center;">&#160;</p> <p>To say that I&#8217;ve been enjoying BioWare&#8217;s latest RPG <a href="http://dragonage.com">Dragon Age</a> would probably be somewhat of an understatement. The throwback to classic gameplay with an interesting world, fairly good story, and great characters, has done plenty to capture my attention for more hours a day than I&#8217;d care to admit to. [...]]]></description>
			<content:encoded><![CDATA[<p style="text-align: center;">&nbsp;</p>
<div id="attachment_880" class="wp-caption aligncenter" style="width: 603px"><a href="http://www.emergentfuture.com/wp-content/uploads/2009/11/dragon_age_social_network1.jpg"><img class="size-full wp-image-880 " title="dragon_age_social_network" src="http://www.emergentfuture.com/wp-content/uploads/2009/11/dragon_age_social_network1.jpg" alt="While it isn't the best social network by any stretch, BioWare (perhaps unintentionally) presents an interesting question." width="593" height="152" /></a><p class="wp-caption-text">While not having the best social network, BioWare (perhaps unintentionally) presents an interesting question.</p></div>
<p>To say that I&#8217;ve been enjoying BioWare&#8217;s latest RPG <a href="http://dragonage.com">Dragon Age</a> would probably be somewhat of an understatement. The throwback to classic gameplay with an interesting world, fairly good story, and great characters, has done plenty to capture my attention for more hours a day than I&#8217;d care to admit to. However, while it is solid game, I&#8217;ve found that it has done a lot to interest me in entirely different areas than I would have expected. This is largely due to the <a href="http://social.bioware.com">BioWare Social Network</a>. While as a social network it is&#8230; weak, buggy, and generally flawed, I do think that it proposes a few questions, that sadly Dragon Age itself cannot answer: could a game be run without a true persistent world running on the servers of some game company, but still feature MMO-like community and gameplay?</p>
<p>Dragon Age doesn&#8217;t feature any multiplayer capabilities &#8211; which I feel is quite a shame really &#8211; but it does integrate with this social network. Players can upload their statistics and character portraits, post status updates, mingle on forums, and even seek out other people who are interested in building mods for the game. Yet, what would have happened if the game included multiplayer, and truly made use of that social network, which I have no doubt few people actually use as is?</p>
<p>If it wasn&#8217;t for the fact that that you were controlling four characters at one time, and that you are frequently pausing the game when playing through combat in Dragon Age, the game would basically play like an MMO. If you happened to have a few other people in your game, who were controlling the other characters as you traveled through the depths of some dungeon, it would be indistinguishable from an MMO instance. If characters were kept persistent, that would be even more true.</p>
<p>The social network would allow for the community to form. You could have &#8216;groups&#8217; like Facebook, which would function similar to guilds. Just, instead of grouping up to grind out a level somewhere, you&#8217;d be grouping up to run through various instances in the game. In a lot of ways, if you&#8217;ve ever played Warhammer Online, and experienced the Scenarios, I&#8217;m sure you could no doubt imagine similar things in such a game, as well. In fact, if Warhammer Online had cut out the over-world, they could have created a game focused on a variety of scenarios, and still even retained the zone control mechanics.</p>
<p>If you combined similar PvP scenarios, with dungeon instances &#8211; even ones that allowed full-sized raids, as after all, Neverwinter Nights allowed for 64 or so people to play on the same world &#8211; you could have a strong framework for a game built around a similar social network. The really crazy part though? Unlike an MMO, you could let users host the servers, just like your general FPS games. I imagine it could work well with a free-to-play model.</p>
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		<title>EA Buys Out Playfish, Lays Off Other Employees</title>
		<link>http://www.seanbulger.com/2009/11/ea-buys-out-playfish-lays-off-other-employees/</link>
		<comments>http://www.seanbulger.com/2009/11/ea-buys-out-playfish-lays-off-other-employees/#comments</comments>
		<pubDate>Tue, 10 Nov 2009 00:17:28 +0000</pubDate>
		<dc:creator>Seán</dc:creator>
				<category><![CDATA[Games]]></category>
		<category><![CDATA[game industry]]></category>

		<guid isPermaLink="false">http://emergentfuture.com/?p=865</guid>
		<description><![CDATA[<p>.Today brings both interesting news and bad news out of Electric Arts. It was announced that EA has sank $300 million into purchasing <a href="http://playfish.com">Playfish</a>, a casual game studio that&#8217;s made a splash on Facebook. While casual web games are certainly no new thing for EA, there is no doubt in my mind that they&#8217;ll [...]]]></description>
			<content:encoded><![CDATA[<div id="attachment_866" class="wp-caption aligncenter" style="width: 430px"><a href="http://www.emergentfuture.com/wp-content/uploads/2009/11/11-9-20091.jpg"><img class="size-full wp-image-866 " title="ea-plus-playfish-equals-fired" src="http://www.emergentfuture.com/wp-content/uploads/2009/11/11-9-20091.jpg" alt="ea-plus-playfish-equals-fired" width="420" height="109" /></a><p class="wp-caption-text">Sometimes math can really sum up a situation well.</p></div>
<p><span style="color: #ffffff;">.</span>Today brings both interesting news and bad news out of Electric Arts. It was announced that EA has sank $300 million into purchasing <a href="http://playfish.com">Playfish</a>, a casual game studio that&#8217;s made a splash on Facebook. While casual web games are certainly no new thing for EA, there is no doubt in my mind that they&#8217;ll be pulling in some good revenue with this purchase. Which makes the other news announced about them today all the more surprising:</p>
<p>Even though they just spent $300 million on that purchase, EA has also <a href="http://www.gamasutra.com/php-bin/news_index.php?story=25999">laid off a significant portion of their employees</a>, and sources are saying that includes 40% of Mythic. According to EA, the total number of people being laid off totaled to somewhere around 1500 &#8211; no small amount &#8211; and was done because it was necessary to <a href="http://www.gamasutra.com/php-bin/news_index.php?story=26002">transform their company</a>. Gamasutra has a ton of information in those links on this if you are looking to find out more exact details.</p>
<p>This was surprising for me to hear, and definitely pretty depressing. To all of you who lost your jobs, I wish you the best of luck. To EA&#8230; Probably not the best idea to announce a major studio purchase when you&#8217;re laying off a bunch of people, related or not.</p>
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		<title>Runes of Magic Review Up at MMORPG.com</title>
		<link>http://www.seanbulger.com/2009/05/runes-of-magic-review-up-at-mmorpgcom/</link>
		<comments>http://www.seanbulger.com/2009/05/runes-of-magic-review-up-at-mmorpgcom/#comments</comments>
		<pubDate>Thu, 21 May 2009 15:24:11 +0000</pubDate>
		<dc:creator>Seán</dc:creator>
				<category><![CDATA[Games]]></category>
		<category><![CDATA[mmo]]></category>
		<category><![CDATA[review]]></category>

		<guid isPermaLink="false">http://emergentfuture.com/?p=662</guid>
		<description><![CDATA[<p><a href="http://www.mmorpg.com">MMORPG.com</a> has a review of <a href="http://www.runesofmagic.com/">Runes of Magic</a> up at their website that I drafted up for them after spending some time with the game. While I&#8217;ve posted a few articles up about the game in the past, this one goes in much greater detail about how the game actually stacks up. In [...]]]></description>
			<content:encoded><![CDATA[<p><a href="http://www.mmorpg.com">MMORPG.com</a> has a review of <a href="http://www.runesofmagic.com/">Runes of Magic</a> up at their website that I drafted up for them after spending some time with the game. While I&#8217;ve posted a few articles up about the game in the past, this one goes in much greater detail about how the game actually stacks up. In brief, it is a pretty average, generic game over all, but with enough interesting features &#8211; and the lack of a subscription fee &#8211; to make it potentially worthwhile. Check out the <a href="http://www.mmorpg.com/gamelist.cfm/game/351/view/reviews/load/82">full review</a> for more details.</p>
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		<title>3D Realms Quotes from Monty Python: &quot;We&#8217;re Not Dead Yet!&quot;</title>
		<link>http://www.seanbulger.com/2009/05/3d-realms-quotes-from-monty-python-were-not-dead-yet/</link>
		<comments>http://www.seanbulger.com/2009/05/3d-realms-quotes-from-monty-python-were-not-dead-yet/#comments</comments>
		<pubDate>Tue, 19 May 2009 13:30:55 +0000</pubDate>
		<dc:creator>Seán</dc:creator>
				<category><![CDATA[Games]]></category>
		<category><![CDATA[game industry]]></category>

		<guid isPermaLink="false">http://emergentfuture.com/?p=648</guid>
		<description><![CDATA[<p>Taking a cue from their own infamous franchise, Duke Nukem developers <a href="http://www.3drealms.com/">3D Realms</a>, who supposedly recently <a href="http://www.gamasutra.com/php-bin/news_index.php?story=23518">went out of business</a>, has stated that they aren&#8217;t quite so inclined to die off. The company let many of their employees go recently, removing most everyone who had been working on Duke Nukem Forever. However, the [...]]]></description>
			<content:encoded><![CDATA[<p><img class="alignright" title="3d Realms" src="http://www.abandonia.com/files/companies/2004.jpg" alt="" width="163" height="105" />Taking a cue from their own infamous franchise, Duke Nukem developers <a href="http://www.3drealms.com/">3D Realms</a>, who supposedly recently <a href="http://www.gamasutra.com/php-bin/news_index.php?story=23518">went out of business</a>, has stated that they aren&#8217;t quite so inclined to die off. The company let many of their employees go recently, removing most everyone who had been working on Duke Nukem Forever. However, the studio claims that they are attempting to <a href="http://www.gamasutra.com/php-bin/news_index.php?story=23681">regroup the company</a> after losing their funding, squarely blaming Take-Two. They also claim to retain the Duken Nukem franchise, although Take-Two does retain the rights to publish Duke Nukem Forever, and seem to intend on creating games within the franchise.</p>
<p>According to 3D Realms, the $12 million that Take-Two is suing the company for is baseless. They claim that while Take-Two may have paid that much to get the rights to publish the game, 3D realms never saw any funding from them until July of 2008, which totaled a much smaller $2.5 million. That is compared to the $20 million 3D Realms claims to have put into the project.</p>
<p>Duke Nukem Forever, indeed.</p>
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		<title>Funcom Releases Details on Web-Based and Free-to-Play Games</title>
		<link>http://www.seanbulger.com/2009/05/funcom-releases-details-on-web-based-and-free-to-play-games/</link>
		<comments>http://www.seanbulger.com/2009/05/funcom-releases-details-on-web-based-and-free-to-play-games/#comments</comments>
		<pubDate>Mon, 18 May 2009 20:00:43 +0000</pubDate>
		<dc:creator>Seán</dc:creator>
				<category><![CDATA[Games]]></category>
		<category><![CDATA[game news]]></category>

		<guid isPermaLink="false">http://emergentfuture.com/?p=645</guid>
		<description><![CDATA[<p><a href="http://www.ageofconan.com/">Age of Conan</a> and <a href="http://www.anarchy-online.com/">Anarchy Online</a> developer, <a href="http://www.funcom.com/">Funcom</a>, has <a href="http://www.gamasutra.com/php-bin/news_index.php?story=23675">released some details</a> on a few upcoming game titles of theirs, that will be free to play. One of these titles is a browser-based game while the other is a Java-based game, likely targeted toward a younger audience. With the success of [...]]]></description>
			<content:encoded><![CDATA[<p><img class="alignright" title="Funcom" src="http://www.mobygames.com/images/i/05/26/479176.jpeg" alt="" width="144" height="145" /><a href="http://www.ageofconan.com/">Age of Conan</a> and <a href="http://www.anarchy-online.com/">Anarchy Online</a> developer, <a href="http://www.funcom.com/">Funcom</a>, has <a href="http://www.gamasutra.com/php-bin/news_index.php?story=23675">released some details</a> on a few upcoming game titles of theirs, that will be free to play. One of these titles is a browser-based game while the other is a Java-based game, likely targeted toward a younger audience. With the success of games such as <a href="https://www.wizard101.com/">Wizard101</a>, <a href="http://www.clubpenguin.com/">Club Penguin</a>, and recently notable <a href="http://www.freerealms.com/">Free Realms</a>, it shouldn&#8217;t be too surprising seeing Funcom trying to tap into this section of the market. Anarcy Online is also a free to play game supported by in-game advertising, as long as you don&#8217;t run with any of the expansions as well, after all.</p>
<p>I find this to be an interesting route for online games to be taking. We&#8217;re starting to now see a number of them targeted toward a younger audience, which never seemed to be the case with past online game titles. In a lot of ways, I find this to be rather telling. There is, of course, a sizable segment of gamers out there in the world that are rather young. Plenty of traditional games are created to suite this audience, but few online games are. As society becomes more and more connected to the Internet, people of younger and younger ages are becoming citizens of the web.</p>
<p>While none of these games will be pushing the graphical levels high, it also shows a continued step toward more browser-based games, which seems to be a new trend gaining popularity. I&#8217;m curious to see how this trend will develop as well &#8211; but time will tell on this one. Games that run through a browser aren&#8217;t likely to ever compare with the performance you could get out of a local copy, but there is a certain amount of convenience to it as well. Then again, most of these sorts of games require sizable plugin installs anyway.</p>
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