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Filed under: Free-to-play

Raph Koster speaks on Metaplace's new functionality and the state of virtual worlds

Filed under: MMO industry, MetaPlace, Free-to-play, Browser, Casual, Virtual worlds, Massively Interviews


Metaplace introduced the world to a brand new technology two days ago -- the ability to embed a fully functional virtual world into any website or forum, anything that can handle HTML.

This upgrade allows Metaplace to act like a more enhanced version of Google's old Lively service. All you need to do is make a world, take the embeddable HTML code from it, drop it into your website, and you now have a full virtual world running in flash right inside of your blog post or forum thread. The world can be edited to your whims through the Metaplace builder, letting you create whatever you want to create inside of your space. Think of it like Second Life Lite.

We had more than a few questions for Raph Koster, the founder and creator of Metaplace, about this new upgrade for his virtual platform, so we caught up with him to pick his mind on Metaplace and virtual worlds at large.

Raph Koster speaks on Metaplace's new functionality and the state of virtual worlds pt. 2

Filed under: MMO industry, MetaPlace, Free-to-play, Browser, Casual, Virtual worlds, Massively Interviews

Metaplace is quite large now, with well over 30,000 worlds created. How does Metaplace avoid spreading the population out too thinly, as, after all, these are social worlds? Is that a challenge for you guys?

It is. It is a challenge. Many of our worlds are empty at any given time. Many of them are people's "apartments" or "personal spaces." Everyone gets a world when they start out in Metaplace, and a large majority of them are unimproved.

What we've found out is that people really congregate in the well done worlds. Because of that, we've spent a lot of time on searching algorithms to find the worlds that people consider to be the best and the worlds that are the most populated at that point in time and then bring them up top to the user. We're also working on expanding our support for events, so when something interesting is going on in Metaplace all users will get a notification. This way they can click the link and go and check it out quickly. Yet, sometimes great worlds get lost for a time, but then they get rediscovered as people re-find them.

"Virtual worlds need to make that jump to become "ordinary," in a way"

We've also included a new feature, called the golden egg. This allows veteran users to market their worlds to others by purchasing this new item. The egg, which is 25,000 coins, can be placed in your virtual world for others to find. Once they find it and click on it, they get 500 coins as a present and are also given the location of another world that has a golden egg. Every world that has a golden egg in it is also listed in the golden egg world list. There's also a golden egg in Metaplace Central that "kicks off" the quest, so to speak.

Where do you see virtual worlds going in the future?

One of the big questions at the last convention I attended was, "What's next?" In some ways, we've already accomplished a lot of the dream. A lot of the things that people expected out of virtual worlds have come true.

We have mass marketed virtual worlds that aren't extremely popular, but, you know, popular enough. We've reached a level of penetration in entertainment that's quite high. But they haven't jumped to total mainstream acceptance yet.

I think that's the next step. Virtual worlds need to make that jump to become "ordinary," in a way. Having them become a key part of the web would be a key part of that. It's always been a mistake for us to think that virtual worlds will swallow the web. I don't think that's the way things are going. But I do think we'll be seeing a much tighter integration between virtual worlds and the rest of the Internet. I really think Metaplace is kicking the ball forward, in regards to that.

So what's the future for Metaplace, specifically?

We're always focusing on making it easier for users, in addition to hosting building classes so people can learn how to build new worlds. We also have a roadmap on our forums that contains a list of proposed features that anyone can check out, all of which is scheduled to come out in the next few months. We're still in the early days -- second month of open beta with a very soft launch -- and we're gonna keep building on what we got and make it easier for everyone to have a virtual world of their own!

Thanks for your time, Raph!

Ether Saga Online launches, increases level cap

Filed under: Fantasy, Launches, New titles, News items, Free-to-play, Ether Saga Online


Ether Saga Online is now officially live, and as we found out last month at E3 from the game's developers Perfect World, this event has gone hand in hand with a large update. We already knew about the introduction of an "Easy" setting for instances, a new world boss, and the reduction of "kill X number of monsters" quests, but there was also an increase to the level cap. In this patch the maximum level has gone from 90 to 105, and getting through these levels will grant the player lots of brand new class skills.

The launched ESO is a free-to-play title, and the client can be found here. Check after the break for the full launch patch information.

Runes of Magic opens closed beta for French and Spanish users

Filed under: Betas, Fantasy, Culture, Launches, Free-to-play, Runes of Magic


Runas de Magica y el pollo es muy delicioso para la cena! Ok, so our Spanish is a little rusty, we're missing some accent marks, and we probably just said that Runes of Magic tastes good with chicken, but what we mean to say is that the closed beta for Runes of Magic in Spain and France has begun.

Now anyone from those two countries, or anyone who wants to have their client in French or Spanish, can enjoy Runes of Magic in those languages. With the closed beta comes the launch of the French and Spanish Runes of Magic websites as well, so feel free to scurry on over and register.

The final date for launch for these two countries hasn't been confirmed yet, but the game will be shipping out with The Elven Prophecy, giving their launches a timeframe of either launching with the new expansion or shortly thereafter.

Massively Exclusive Interview: MindFuse's Isa Anne Stamos on Gatheryn

Filed under: Betas, Historical, Sci-fi, Interviews, Free-to-play, Massively Interviews, Gatheryn


With the oversaturation of fantasy in the MMO genre, we've been patiently waiting to get our hands on the steampunk victorian coolness of Gatheryn. An indie title currently under development by Mindfuse, Gatheryn seems to be part virtual world and part mini-game laden MMO, much like Free Realms. Considering how wildly popular Free Realms has become in a short period, many eyes are now turning to Gatheryn to see if the combination of casual minigames in a fun, unique MMO/VW setting can strike gold again. Massively's very own Managing Editor, Shawn Schuster sat down recently with Isa Anne Stamos, Game Studio Director for MindFuse, to find out some more about the future of this retro-feel title.

Massively: We first took a look at Gatheryn at GDC earlier this year, and liked what we saw so far. Can you describe some of the major feature changes or updates to the game since then?

Isa Anne Stamos, MindFuse
: Generally, we've been focusing on building out the early stages of the Gatheryn experience – adjusting the layout of the city, adding variations to character customization, and creating a deep casual gaming experience that players can enjoy the minute they enter Gatheryn. Specifically, we just added a Player Health feature that measures your avatar's fatigue and gives us some creative options for healing items and quests. We're also filling in a lot of the quests and minigames – we've probably added a few since you saw us at GDC. We're also working hard to build up the community tools because we rely heavily on them to communicate with our beta users - they're crucial to getting player feedback in these early stages of development.

How do you support players that don't trust your support?

Filed under: Business models, Culture, MMO industry, Free-to-play, Browser, Casual, FusionFall


Let's face facts -- people don't like admitting that they don't know something or need help. They'd rather hammer at the problem until they solve it themselves, or they'd rather ask a trusted friend for help. Kids are super guilty of this, as they'd rather not tell an adult when they can't do something themselves.

So how do you work with kids when you're the support staff of their favorite game?

Steve Wilson, customer service manager of FusionFall, decided to do some digging with support groups to find what they could do better in their customer support. What did he find out? Simplicity is key -- something that goes way beyond just the 8 to 13-year-old demographic.

Customers don't want to be railroaded through a knowledgebase, nor sent to be put on hold with phone support. They'd rather perform a quick in-game chat to have their problems solved.

He also found out that players would rather consult with other players than a member of a support team, which is why why FusionFall puts such a strong emphasis on their community forums and the support section. Players can ask questions of their fellow players while a support agent can chime into the threads when necessary. It maximizes the agent's time, and it allows the player to feel comfortable. A win-win all around!

[Via Parature]

The Chronicles of Spellborn to be re-developed as free to play, bankruptcy issues loom

Filed under: Fantasy, Business models, MMO industry, The Chronicles of Spellborn, News items, Free-to-play, Chronicles of Spellborn


The Chronicles of Spellborn only launched a few months ago, but they've already announced that they're going to "re-develop" the game as a free-to-play title. Acclaim Games stated on Monday: "The development is planned to carry into 2010 and will include several enhancements and changes to the current game. The enhancements and development of the new model will be carried through a joint venture between Spellborn NV and the development studio of Frogster Asia Co. Ltd based in Seoul, the Korean studio bringing its expertise in the field of free-to-play and micro-transactions."

Once this re-development is complete The Chronicles of Spellborn will cease to be a subscription game and will switch over to the free-to-play model. We're not sure if there will be any further development on TCOS as it exists now, but a post on the game's EU forums by community manager Kelas stated, "For now, the servers and system (subscription) will remain the way it is. There are still people available for running the daily work and systems."

Massively speaks with Sparkplay Media's CEO on Earth Eternal

Filed under: Fantasy, Business models, New titles, Free-to-play, Browser, Casual, Earth Eternal, Massively Interviews


With Sparkplay Media's first game, Earth Eternal, going into beta, we got the chance to sit down with the CEO of the company, Matt Mihaly, and pick his mind on a variety of things related to setting up shop in the free to play genre.

Matt's no stranger to the massively multiplayer space, holding a strong background as the CEO and founder of Iron Realms Entertainment, a company dedicated to creating multi-user dungeons (MUDs) including Imperian, Aetola, Achaea, and Lusternia. If that wasn't enough, Achaea was one of the first games to introduce the sales of virtual goods, making him one of the pioneers of the base that free-to-play games now stand on.

So what's his thought process behind Earth Eternal? What are some of the things we can expect from the MMO that's sporting over 22 races? Hit the continue reading link, and find out!

Massively speaks with Sparkplay Media's CEO on Earth Eternal pt. 2

Filed under: Fantasy, Business models, New titles, Free-to-play, Browser, Casual, Earth Eternal, Massively Interviews


How have the launches of FusionFall and Free Realms affected Earth Eternal? Have you changed your development or goals in any way because of the success of those two games, or have you stayed the course and continued to build things your way, disregarding those two games?

Not really, no. Games like Runescape and Habbo have had more influence on our plans than either of those two games, simply because they're so much bigger. FusionFall and Free Realms have gotten a lot of press in the last year, but neither of them have achieved the level of success that games like Runescape and Habbo have.

Actually, nobody really knows how Free Realms is doing outside of SOE. Three million registrations doesn't tell you much about how many active players they have as you don't know how quickly players are churning out of the experience. With the massive dollars they spent on marketing too, it'd be surprising if they couldn't get a few million registrations. The challenge for them (and everyone else in this space, including us) is to convert that fleeting attention into long-term, loyal players.

"We're more in the vein of a classic fantasy MMO than a collection of minigames."

How will Earth Eternal separate itself from the growing free-to-play genre in America? What will make this game stand out?

We're a different kind of experience from FusionFall or Free Realms. We're more in the vein of a classic fantasy MMO than a collection of minigames. I think where we stand out is by offering the best browser-based fantasy MMO out there. We've made the decision to have no humans, elves, or dwarves (or gnomes, hobbits, or anything else too close to human), preferring instead to offer everything from humanoid lizards and falcons to the Clockwork and Yeti. We're definitely fantasy but we want to stay away from the pack, almost all of whom have the humans/elves/dwarves thing going on. We've also got an enormous number of races for players (unlike the two games you mentioned) – 22 at launch.

Considering all of Earth Eternal's development, what part of the game are you the most proud of? What is that one feature you can't wait to show off?

The number one thing I'm proud of is how much our team has managed to do on relatively little funding for an open world 3D MMO (about five million dollars.) As far as game features go the biggest feature I'm looking forward to showing off is our Groves system, which will be introduced at final launch, a few months after we go into open beta.

Thanks so much for your time, Matt!

Schrodinger's Gossip Girl: It's dead but it's still alive

Filed under: Culture, Events, in-game, Launches, Second Life, Free-to-play, Casual, Virtual worlds, Massively Interviews


It's been a long run for the Gossip Girl simulation on Second Life, two years in the making actually, but all good things must come to an end. The well trafficked sims will be closing the doors tomorrow, as Warner Brothers and The CW discontinue their virtual marketing campaign for the show of the same name.

But that doesn't mean the Gossip Girl community is dying...

Fans of the simulation will be overjoyed to hear that the Gossip Girl community is transitioning to a new home thanks to the Metaverse Mod Squad, the builders and moderators of the original official sims. While the official sims, and the setting of the Upper East Side, will be retired on June 30th, the new doors will open on July 1st to large fanfare and a great number of festivities.

Runes of Magic item code giveaway grand finale

Filed under: Fantasy, Contests, Culture, Free-to-play, Runes of Magic


Today is the final day of the Runes of Magic Jade Warrior item code giveaway, and to finish off what has been an exciting week of in- and out-of-game giveaways, we thought it only fair to let the rest of you who never received your code get one.

So throughout the day today, from now until 8pm EST, simply comment to this post and a key code will be emailed to you at the address provided in your profile. Only 1 code per person. For full details on this promotion and how to redeem your key, check out this post.

[Edit: Eligibility is now closed. Thanks to everyone for a great week of giveaways!]

Highlights from the SOE Fan Faire 2009 community address

Filed under: Fantasy, Sci-fi, EverQuest, EverQuest II, Events, real-world, MMO industry, Star Wars Galaxies, Free-to-play, Casual, Free Realms


Sony Online Entertainment Fan Faire 2009 is happening in Las Vegas, and of course they've had a number of things to unveil so far. SOE president John Smedley gave his community address last evening, and other speakers made an appearance as well. We've got a few highlights from SOE Fan Faire 2009 for you:

Station Cash

Smedley jumped right in by talking about the state of the SOE game lineup and some of the new directions they've explored with them in this past year. One of those new directions has been the introduction of Station Cash, and he talked about the growing adoption of Station Cash among SOE game subscribers in EverQuest and EverQuest II, as well as how it will soon be tied into new services and customization options. He announced a partnership with Hewlett-Packard which will allow players to purchase matte print images of art from the games using Station Cash. You'll be able to have your own character rendered in a high-quality art print, or even have your entire guild depicted and sent to you as a hardcopy art book.

EverQuest: Underfoot and EverQuest II: Sentinel's Fate

On the topic of EverQuest, remember that mention we had of SOE trademarking new EQ properties? It turns out these are the new expansions: EverQuest: Underfoot and EverQuest II: Sentinel's Fate. Smedley kicked off the EQ announcements by reflecting back on 10 years of EverQuest and looking to where the IP is headed in the future. EverQuest II producer Alan "Brenlo" Crosby discussed the game's sixth expansion, Sentinel's Fate, where players will travel to the land of Odus and see what's happened there since The Shattering.

He dropped a few details about this next expansion, slated for a February 2010 launch, and the updates they plan to release between now and Sentinel's Fate. These updates will include the ability to downtier characters, allowing you to go back and replay older content, plus achievements are coming to EverQuest II. In addition, the EQ II level cap will increase by ten levels.

SOE hasn't forgotten about their long-term fans either, those who have stuck with the original EverQuest through the years. EverQuest producer Thomas Terrazas announced the sixteenth EQ expansion, Underfoot, which will launch in November 2009. Underfoot will feature 12-15 zones at launch, with bonus zones and additional content to release in April of 2010. Underfoot will have twice as many weapons as any of the previous 15 expansions, a new focus targeting window (allowing you to add specific targets to your list, monitor health of friends and foes), and achievement tracking that will help players remain aware of the objectives to be completed in their progression path. "In other words," Terrazas said, "you won't have to go looking online on somebody else's website so see what you need. It'll be in-game."

Fan Faire 2009 attendees will get both expansions for free.

Massively webcomic: The Haves and the Have-Nots

Filed under: Free-to-play, Comics, Humor, Grinders

I suppose I should legally declare that Grinders is not paid by Sony to do comics about Free Realms, but on a completely unrelated note, I do so enjoy flossing my teeth with hundred dollar bills.

Have a funny story of your own? Submit your tale complete with a screenshot to lemuel@massively.com. The best will be put under a microscope and checked for the latest strain of Murloc Flu. Or just put in the comic.

Lemuel PewLemuel Pew is a webcomic artist and MMO player with the attention span of a guppy. Between sketching gamers in cartoon form and sporting a fancy tophat and monocle, he draws an online comic called Blank It. Feel free to watch his Twitter at your own risk.

Second Runes of Magic in-game giveaway a bigger success!

Filed under: Fantasy, Contests, Culture, Events, in-game, Free-to-play, Massively meta, Hands-on, Runes of Magic


Last night, Colin and I held an in-game event in Runes of Magic to give away key codes for our Jade Warrior gloves. Not only was this event much more populated than our last RoM in-game event, but we had even more fun meeting players and Massively readers!

As promised, we returned to (or in this case, stayed later at) the server with the most people, and had some great fun just hanging out and chatting with readers of this site, as well as people who have never heard of us before. I know! We were shocked that they exist too! But in total, we gave out 129 codes across the 4 servers. Keep reading below to find out how the numbers broke down per server, and see some great screenshots of the event.

Runes of Magic to add new zone and level cap increase in August

Filed under: Fantasy, Patches, Quests, News items, Free-to-play, Runes of Magic


The major Runes of Magic patch Chapter II - The Elven Prophecy is scheduled for September, but before that comes out there will be some additional new content to tide players over. A new zone called "The Weeping Coast" has been announced; a trailer showing the varied inhabitants of the area can be seen above. Along with the release of the Weeping Coast will come 200 new quests, and a raising of the level cap to 52. All of this can be expected to happen in August.

As well as the trailer video, we have a bunch of screenshots of the new zone to show off. You can view the new gallery below, along with our gallery for The Elven Prophecy.

Massively Features


Featured Games

Events Calendar

NameDate
Fallen Earth Launch Q2 2009
Global Agenda Closed Beta July 2009
CrimeCraft Launch Aug 25 2009
Champions Online Launch Sep 1 2009
Cities XL EU Launch Sep 3 2009
Aion Launch Sep 22 2009
Earth Eternal Open Beta Q3 2009

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Runes of Magic: The Elven Prophecy
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