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<?xml-stylesheet type="text/xsl" href="http://www.nerve.com/CS/utility/FeedStylesheets/rss.xsl" media="screen"?><rss version="2.0" xmlns:dc="http://purl.org/dc/elements/1.1/" xmlns:slash="http://purl.org/rss/1.0/modules/slash/" xmlns:wfw="http://wellformedweb.org/CommentAPI/"><channel><title>61 Frames Per Second : mmo</title><link>http://www.nerve.com/CS/blogs/61fps/archive/tags/mmo/default.aspx</link><description>Tags: mmo</description><dc:language>en</dc:language><generator>CommunityServer 2007.1 (Build: 20910.1126)</generator><item><title>The 61FPS Review: Battleforge</title><link>http://www.nerve.com/CS/blogs/61fps/archive/2009/04/13/the-61fps-review-battleforge.aspx</link><pubDate>Mon, 13 Apr 2009 20:00:00 GMT</pubDate><guid isPermaLink="false">bd485f5c-a45b-491f-8e52-c79e7f680fc3:195499</guid><dc:creator>John Constantine</dc:creator><slash:comments>1</slash:comments><wfw:commentRss xmlns:wfw="http://wellformedweb.org/CommentAPI/">http://www.nerve.com/CS/blogs/61fps/rsscomments.aspx?PostID=195499</wfw:commentRss><comments>http://www.nerve.com/CS/blogs/61fps/archive/2009/04/13/the-61fps-review-battleforge.aspx#comments</comments><description>&lt;p&gt;&lt;font size="2"&gt;
&lt;a href="http://nerve.com/CS/blogs/61fps/2009/04/bf_screen01_tga_jpgcopy.jpg"&gt;&lt;img src="http://nerve.com/CS/blogs/61fps/2009/04/bf_screen01_tga_jpgcopy.jpg" border="0" alt="" /&gt;&lt;/a&gt;&lt;br /&gt; &lt;br /&gt;&lt;i&gt;When not volunteering for the Somali Pirates&amp;#39; Union or attending live tapings of Glenn Beck, guest contributer Dan Thompson can be found teaching in the South Bronx.  In moments free from agitating for pirate rights or being corrupted by the youth, Dan dedicates his time to battling his cat, Bishop, and heckling John Constantine&amp;#39;s Persona 4 play sessions.&lt;/i&gt;
&lt;br /&gt; &lt;br /&gt;
Phenomic’s &lt;i&gt;Battleforge&lt;/i&gt; terrified me.  Not terrified that this chimeric mix of collectible card game, real-time strategy, and MMO would be bad, oh no.  My soul-shaking fear was that it would actually be &lt;i&gt;good&lt;/i&gt;. I could already see it happening: my descent into a dark, screen-glare jaundiced, asocial existence, my only activity the furious clicking of virtual cards to unleash winged beasts of burning doom.  Like the first time I read about aerosol alcohol’s promise of inebriation through inhalation, I was overtaken by a mixture of horror and wonder.  These are three gaming genres I hold dear, and the battles looked great.  This hybrid had the potential to cost me my job, friends, and family. I popped in the disc and watched the install bar crawl to the right.  Thankfully, none of my fears were realized. &lt;i&gt;Battleforge&lt;/i&gt; just doesn’t work.
&lt;br /&gt; &lt;br /&gt;
Its genre blending premise is actually a front; this is just a real-time strategy game and nothing else.  Rather than spend time building bases in your campaign and climbing tech-trees, &lt;i&gt;Battleforge&lt;/i&gt; lets you put together any combination of units you like based on the virtual cards in your deck. This take on the RTS genre’s staid formula is really just a cosmetic streamlining of old play conventions meant to speed the game up.  The problem is that &lt;i&gt;Battleforge&lt;/i&gt; is &lt;i&gt;too&lt;/i&gt; fast.  Losing the more ponderous pace of a traditional real-time strategy game (like building bases and slowly accumulating resources) reduces the actual strategy. I felt like I was throwing units at the enemy just to keep up with the game. The problematic pace is compounded by an awkward interface for grouping units.  Assigning groups and calling units to the front of the battlefield is straightforward, but the game automatically has those selected units join the closest group. Provided you were building a force at a base before moving out as in genre mainstays like &lt;i&gt;Starcraft&lt;/i&gt; or &lt;i&gt;Command &amp;amp; Conquer&lt;/i&gt;, it would work quite well. But since new units are summoned anywhere on the map, you end up with giant, unwieldy mobs instead of a tight, strategically arrayed army. With no time to fix groups before you’re drowning under another wave of enemies, you lose the precision timing and control that are the hallmarks of a well-built RTS. Most missions are based on a time-sensitive goal or escorting some hapless fantasy cliché around the map. Any reasoned decision making is subsumed to saving General Who Gives A Shit from the giant rhinos.
&lt;br /&gt; &lt;br /&gt;
(Speaking of the good General, &lt;i&gt;Battleforge&lt;/i&gt;’s story is terrible. It’s the kind of insipid Tolkien knock-off you expect to find scrawled on a legal pad behind the trifold of some post-adolescent dungeon master. Not only is it bad, but the vast majority of the story is delivered in blocks of text presented during loading screens. It’s almost as if everyone at Phenomic read the thing and thought the only place to hide it would be in plain sight, when most people are too busy grabbing a drink to be arsed around with reading.) 
&lt;br /&gt; &lt;br /&gt;

&lt;a href="http://nerve.com/CS/blogs/61fps/2009/04/bf_screen06_tga_jpgcopy.jpg"&gt;&lt;img src="http://nerve.com/CS/blogs/61fps/2009/04/bf_screen06_tga_jpgcopy.jpg" border="0" alt="" /&gt;&lt;/a&gt;&lt;br /&gt; &lt;br /&gt;
Well, at least the collectible card game stuff will be cool, right?  Eh, not so much.  I wasn’t joking about it &lt;i&gt;just&lt;/i&gt; being an RTS.  The “cards” and “decks” are completely unnecessary, nothing more than a shallow schema on which the simplified RTS play is hung.  These aren’t cards in any meaningful sense, just glorified units and spells.  In the same way that &lt;i&gt;Battleforge&lt;/i&gt; lacks the strategy and pace essential to a good RTS, it’s also missing the strategic card interactions that are the backbone of a good CCG. Worse still, the rock/paper/scissors feel of combat makes it so there’s no incentive to explore and create novel decks.  What these cards &lt;i&gt;do&lt;/i&gt; let you do is pay EA, &lt;i&gt;Battleforge&lt;/i&gt;’s publisher, to unlock content you already paid for on your disc. The problem of buying new cards goes beyond EA squeezing you for a few bucks. The game employs its own virtual currency, which you buy with real-world monies, and this virtual cash can be used to either buy more cards from EA, or from other players in the game’s auction house.  The ability to buy rare cards at auction destroys the game’s balance, and an RTS is only as good as it is balanced.  
 &lt;br /&gt; &lt;br /&gt; 
Finally, how does it fare as an MMO?  Not terribly.  There is fun to be had in the two-to-twelve player cooperative campaign missions, but I had a hell of a time finding anyone to play with.  It’s not just that you’re waiting for someone who wants play a particular mission, they also have to be playing in whichever of the three difficulty levels you’ve specified.  My shortest wait was fifteen minutes for a two-player game and my longest a ninety-minute wait for a four-player match.  The player versus player, on the other hand, is brutally not fun.  For every match I was in where there was solid interplay between the combatants there were two where one of us would just not have an answer for the other player’s deck thanks to the game’s inherent imbalances. 
&lt;br /&gt; &lt;br /&gt;
&lt;i&gt;Battleforge&lt;/i&gt; seems like a great idea: take the strategy of an RTS, add the variety and depth of deck construction from a CCG, and create a deeply social game with cooperative and combative aspects.  Unfortunately, what Phenomic made is just a deeply flawed RTS with a money hole carved in the middle.  The whole is exactly the sum of the parts. At least it looks good.
&lt;br /&gt; &lt;br /&gt;
&lt;b&gt;Grade:&lt;/b&gt; D+
&lt;br /&gt; &lt;b&gt;&lt;br /&gt;
Previous Reviews:&lt;/b&gt; &lt;br /&gt; &lt;br /&gt;
&lt;a href="http://nerve.com/CS/blogs/61fps/archive/2009/04/09/the-61fps-review-tom-clancy-s-h-a-w-x.aspx"&gt;Tom Clancy’s H.A.W.X. &lt;/a&gt;&lt;br /&gt;
&lt;a href="http://nerve.com/CS/blogs/61fps/archive/2009/04/08/the-61fps-review-suikoden-tierkreis.aspx"&gt;Suikoden Tierkreis&lt;/a&gt; &lt;br /&gt;
&lt;a href="http://nerve.com/CS/blogs/61fps/archive/2009/04/06/the-61fps-review-eat-lead-the-return-of-matt-hazard.aspx"&gt;Eat Lead - The Return of Matt Hazard&lt;/a&gt; &lt;br /&gt;
&lt;a href="http://nerve.com/CS/blogs/61fps/archive/2009/03/27/the-61fps-review-dead-rising-chop-til-you-drop-wii.aspx"&gt;Dead Rising: Chop Til You Drop&lt;/a&gt; &lt;br /&gt;
&lt;a href="http://nerve.com/CS/blogs/61fps/archive/2009/03/19/the-61fps-review-resident-evil-5.aspx"&gt;Resident Evil 5&lt;/a&gt; &lt;br /&gt;
&lt;a href="http://nerve.com/CS/blogs/61fps/archive/2009/03/17/the-61fps-review-dragon-quest-v-hand-of-the-heavenly-bride.aspx"&gt;Dragon Quest V: Hand of the Heavenly Bride
&lt;/a&gt;&lt;/font&gt;&lt;/p&gt;&lt;img src="http://www.nerve.com/CS/aggbug.aspx?PostID=195499" width="1" height="1"&gt;</description><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/ea/default.aspx">ea</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/command+_2600_amp_3B00_+conquer/default.aspx">command &amp;amp; conquer</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/starcraft/default.aspx">starcraft</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/mmo/default.aspx">mmo</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/rts/default.aspx">rts</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/daniel+thompson/default.aspx">daniel thompson</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/ccg/default.aspx">ccg</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/Phenomic/default.aspx">Phenomic</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/battleforge/default.aspx">battleforge</category></item><item><title>NYCC 2009 - DC Universe Online</title><link>http://www.nerve.com/CS/blogs/61fps/archive/2009/02/09/nycc-2009-dc-universe-online.aspx</link><pubDate>Mon, 09 Feb 2009 20:00:00 GMT</pubDate><guid isPermaLink="false">bd485f5c-a45b-491f-8e52-c79e7f680fc3:172908</guid><dc:creator>Derrick Sanskrit</dc:creator><slash:comments>1</slash:comments><wfw:commentRss xmlns:wfw="http://wellformedweb.org/CommentAPI/">http://www.nerve.com/CS/blogs/61fps/rsscomments.aspx?PostID=172908</wfw:commentRss><comments>http://www.nerve.com/CS/blogs/61fps/archive/2009/02/09/nycc-2009-dc-universe-online.aspx#comments</comments><description>&lt;p&gt;&lt;font face="helvetica" size="2"&gt;&lt;font size="1"&gt;&lt;i&gt;Editor&amp;#39;s note: I&amp;#39;m still pretty darn worn out from the frenetic pace of New York Comic-Con this past weekend. My entire body hurts. Expect a good amount of post-con reporting over the next few days as I sift through my notes, photos, and edit together a few videos which will hopefully be fairly rad. For now, though, let&amp;#39;s just start off with something easy, the first massively multiplayer online game to officially license characters and scenarios from one of the biggest pop-culture publishers in the world...oh lord, what am I doing?&lt;/i&gt;&lt;/font&gt;&lt;br /&gt;&lt;br /&gt;&lt;img src="http://nerve.com/CS/blogs/61fps/2009/02/dcuo2.jpg" border="0" alt="" /&gt;&lt;br /&gt;&lt;br /&gt;One of the biggest crowd-pleaser games at New York Comic-Con was Sony
Online Entertainment&amp;#39;s &lt;i&gt;DC Universe Online&lt;/i&gt;. The massively multiplayer
online action title was set up for anyone to play using either keyboard
and mouse or or the Playstation DualShock3 and there was a panel
discussion about the game featuring several members of Sony&amp;#39;s design
team along with human-style-guide Jim Lee and story and scenario
writers Geoff Johns and Marv Wolfman. Those names should sound very
familiar to you if you&amp;#39;re read any superhero comics in the past twenty
years or so.

&lt;br /&gt;&lt;br /&gt;That they referred to it as an MMO action game rather
than an MMO RPG is very telling in what we saw from the presentation
and our play sessions. It plays just like all the other open-world
action brawlers, only you&amp;#39;re playing with other people to either
cooperate or compete in objectives which are continuously sent to you
from the game&amp;#39;s servers (cleverly disguised in Hero mode as Oracle from
&lt;i&gt;Batman&lt;/i&gt; and &lt;i&gt;Justice League&lt;/i&gt;). Run, jump, smash, repeat, no arcane spell
casting. Super powers and otherwise special skills are relegated to a
line of icons at the bottom of the HUD and activated (on the DualShock)
by holding down the left or right trigger and pressing the button that
corresponded with the power you wanted to use - circle, square,
triangle or X. It takes a little bit of getting used to, but no more so
than any other 3D action game.

&lt;br /&gt;&lt;br /&gt;

A couple of interesting points raised during the Q&amp;amp;A session:
&lt;br /&gt;&lt;/font&gt;&lt;/p&gt;&lt;blockquote&gt;&lt;ul&gt;
&lt;font face="helvetica" size="2"&gt;&lt;li&gt;Right
now, the developers are able to play PS3 co-op and versus with PC on
the same network but are unsure if this will be possible in the final
retail copy. They&amp;#39;d love it if everyone could play together. &amp;quot;It would
be better if everyone just had a PS3.&amp;quot;
&lt;br /&gt;&lt;br /&gt;&lt;/li&gt;&lt;li&gt;The disc release will only be &amp;quot;the first part&amp;quot; of the game as
there will be seasonal downloadable updates with new stories and
objectives that should keep the game up to date with the comics.
Apparently this game is a new full-time job for Jim, Geoff and Marv.
&lt;br /&gt;&lt;br /&gt;&lt;/li&gt;&lt;li&gt;Regarding the customization options on building your own
heroes/villains, one audience member asked &amp;quot;Am I gonna see billions of
other ice guys who look just like me?&amp;quot; This question was met with a
resounding &amp;quot;No!&amp;quot;
&lt;br /&gt;&lt;br /&gt;&lt;/li&gt;&lt;li&gt;When asked how failure/death would be handled and if, like in
other MMOs, players would be need to worry about corpse runs, Jim Lee
joked &amp;quot;You&amp;#39;ll have to wait a year so we can relaunch you.&amp;quot; Seriously,
though, heroes and villains don&amp;#39;t die in &lt;i&gt;DCUO&lt;/i&gt;, they just get &amp;quot;knocked
out.&amp;quot; After a few seconds you will be given the option to get back up,
just with slightly reduced health and energy.
&lt;br /&gt;&lt;br /&gt;&lt;/li&gt;&lt;li&gt;All of the environments will be unique and instantly discernible (no confusing Gotham City with STAR Labs).
&lt;br /&gt;&lt;br /&gt;&lt;/li&gt;&lt;li&gt;Pedestrians
are affected by your character&amp;#39;s Threat level. Throwing a bus will
upset them, regardless of whether you&amp;#39;re a villain or hero, but just
walking down the street, villains have a higher Threat level. In the
slums, though, villains fit in just fine and heroes stick out. No need
to worry about protecting civilians from collateral damage as the NPCs
of &lt;i&gt;DCUO&lt;/i&gt; &amp;quot;will be amazingly agile.&amp;quot;&lt;/li&gt;&lt;/font&gt;&lt;/ul&gt;

&lt;/blockquote&gt;&lt;font face="helvetica" size="2"&gt;&lt;img src="http://nerve.com/CS/blogs/61fps/2009/02/dcuo1.jpg" border="0" alt="" /&gt;&lt;br /&gt;&lt;br /&gt;

There&amp;#39;s still a good amount of development time to
go on this game, and Sony&amp;#39;s not rushing it out to meet a deadline. That
said, the demo we played was definitely a good start. It played very
similar to another Con crowd pleaser, Activision&amp;#39;s &lt;i&gt;Prototype&lt;/i&gt;, only
without all the zombies and mass destruction. The real competition, of
course, if the likes of &lt;i&gt;Champions Online&lt;/i&gt;, who are at the distinct
disadvantage of not having Superman, Batman, Wonder Woman and company
in their game. No subscription plan has been decided on yet, or even
whether there will be one on the PS3 version, but this may just wind up
being the first MMO that I will play until it ruins my life. The
controls are very action-gamer-friendly and the prospect of teaming up
with friends as our own heroes or villains within the DC Universe is a
tantalizing one indeed.&lt;br /&gt;&lt;br /&gt;&lt;b&gt;Related articles:&lt;/b&gt;&lt;br /&gt;&lt;a href="http://www.nerve.com/CS/blogs/61fps/archive/2008/07/22/dc-universe-online-and-the-console-mmo-conundrum.aspx"&gt;DC Universe and the Console MMO Conundrum&lt;/a&gt;&lt;br /&gt;&lt;a href="http://www.nerve.com/CS/blogs/61fps/archive/2009/01/29/at-least-batman-arkham-asylum-s-story-will-be-good.aspx"&gt;At Least Batman: Arkham Asylum&amp;#39;s Story Will Be Good&lt;/a&gt;&lt;br /&gt;&lt;a href="http://www.nerve.com/CS/blogs/61fps/archive/2009/01/29/batman-can-t-even-land-a-punch-on-superman-in-a-video-game.aspx"&gt;Batman Can&amp;#39;t Even Land A Punch On Superman In A Video Game&lt;/a&gt;&lt;br /&gt;&lt;a href="http://www.nerve.com/CS/blogs/61fps/archive/2008/09/23/mmo-predicts-life-in-10-years.aspx"&gt;MMO Predicts Life In 10 Years&lt;/a&gt;&lt;br /&gt;&lt;/font&gt;

&lt;img src="http://www.nerve.com/CS/aggbug.aspx?PostID=172908" width="1" height="1"&gt;</description><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/playstation+3/default.aspx">playstation 3</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/derrick+sanskrit/default.aspx">derrick sanskrit</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/dc+universe/default.aspx">dc universe</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/mmo/default.aspx">mmo</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/sony+online/default.aspx">sony online</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/dc+comics/default.aspx">dc comics</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/nycc/default.aspx">nycc</category></item><item><title>New Zork MMO</title><link>http://www.nerve.com/CS/blogs/61fps/archive/2009/01/14/new-zork-mmo.aspx</link><pubDate>Wed, 14 Jan 2009 18:00:00 GMT</pubDate><guid isPermaLink="false">bd485f5c-a45b-491f-8e52-c79e7f680fc3:164656</guid><dc:creator>Cole Stryker</dc:creator><slash:comments>0</slash:comments><wfw:commentRss xmlns:wfw="http://wellformedweb.org/CommentAPI/">http://www.nerve.com/CS/blogs/61fps/rsscomments.aspx?PostID=164656</wfw:commentRss><comments>http://www.nerve.com/CS/blogs/61fps/archive/2009/01/14/new-zork-mmo.aspx#comments</comments><description>&lt;font size="2"&gt;&lt;/font&gt;&lt;p&gt;&lt;font size="2"&gt;&lt;a href="http://www.nerve.com/CS/blogs/61fps/2009/01/zork.jpg"&gt;&lt;img src="http://www.nerve.com/CS/blogs/61fps/2009/01/zork.jpg" border="0" alt="" /&gt;&lt;/a&gt;&amp;nbsp;&lt;/font&gt;&lt;/p&gt;&lt;p&gt;&lt;font size="2"&gt;Dublin&amp;#39;s Jolt Online is taking on the legendary text-based aventure game, this time in MMO form:&amp;nbsp; &lt;/font&gt;&lt;/p&gt;&lt;blockquote&gt;&lt;p&gt;&lt;font size="2"&gt;LegendsofZork.com will provide online gamers with a persistent
online adventure, playable from any Internet browser. Players take up
the role of a recently laid-off salesman and part-time loot-gatherer,
as he explores the Great Underground Empire. Designed to provide gamers
with a casual MMO game they can play on their laptop, desktop or Apple
iPhone (in school, work or on the bus), there’s nothing to download,
just go to www.legendsofzork.com.&lt;/font&gt;&lt;/p&gt;&lt;/blockquote&gt;&lt;font size="2"&gt;&lt;font size="2"&gt;&lt;/font&gt;&lt;/font&gt;&lt;p&gt;&lt;font size="2"&gt;&lt;font size="2"&gt;The press release doesn&amp;#39;t really give a whole lot of information as to whether it will be another text adventure or a visual reimagining of the game&amp;#39;s universe. Go to &lt;a href="http://www.legendsofzork.com/" target="_blank"&gt;LegendsofZork.com&lt;/a&gt; to be notified when the game goes live. In the meantime, go &lt;a href="http://thcnet.net/error/index.php" target="_blank"&gt;play the original Zork&lt;/a&gt; for free in your browser, because if you haven&amp;#39;t played at least one graphics-free text adventure, you just can&amp;#39;t consider yourself a &lt;i&gt;serious&lt;/i&gt; gamer. &lt;/font&gt;&lt;/font&gt;&lt;/p&gt;&lt;p&gt;&lt;font size="2"&gt;&lt;font size="2"&gt;(via &lt;a href="http://kotaku.com/5130997/zork-returns-in-mmo-form-somewhat" target="_blank"&gt;Kotaku&lt;/a&gt;) &lt;br /&gt;&lt;/font&gt;&lt;/font&gt;&lt;/p&gt;&lt;p&gt;&lt;span style="font-weight:bold;"&gt;&lt;font size="2"&gt;&lt;font size="2"&gt;Related Links:&amp;nbsp;&lt;/font&gt;&lt;/font&gt;&lt;/span&gt;&lt;/p&gt;&lt;font size="2"&gt;&lt;font size="2"&gt;&lt;a href="http://www.nerve.com/CS/blogs/61fps/archive/2008/08/14/cryptozookeeper-s-rob-sherwin-dishes-on-interactive-fiction.aspx"&gt;Interactive Fiction Explosion!&lt;/a&gt;&lt;br /&gt;&lt;a href="http://www.nerve.com/CS/blogs/61fps/archive/2008/12/15/dante-s-inferno-and-the-lit-based-game.aspx"&gt;Dante’s Inferno and the Lit-Based Game&lt;/a&gt;&lt;br /&gt;&lt;a href="http://www.nerve.com/CS/blogs/61fps/archive/2008/09/08/whatcha-playing-the-thirst-for-adventure-pointing-at-things-and-not-knowing-what-to-say.aspx"&gt;Whatcha Playing: The Thirst For Adventure, Pointing At Things, and Not Knowing What to Say&lt;/a&gt;&lt;/font&gt;&lt;/font&gt;&lt;img src="http://www.nerve.com/CS/aggbug.aspx?PostID=164656" width="1" height="1"&gt;</description><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/cole+stryker/default.aspx">cole stryker</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/mmo/default.aspx">mmo</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/zork/default.aspx">zork</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/text+adventure/default.aspx">text adventure</category></item><item><title>The Videogame Ages, part 2</title><link>http://www.nerve.com/CS/blogs/61fps/archive/2008/10/27/the-videogame-ages-part-2.aspx</link><pubDate>Mon, 27 Oct 2008 22:00:00 GMT</pubDate><guid isPermaLink="false">bd485f5c-a45b-491f-8e52-c79e7f680fc3:140762</guid><dc:creator>John Constantine</dc:creator><slash:comments>2</slash:comments><wfw:commentRss xmlns:wfw="http://wellformedweb.org/CommentAPI/">http://www.nerve.com/CS/blogs/61fps/rsscomments.aspx?PostID=140762</wfw:commentRss><comments>http://www.nerve.com/CS/blogs/61fps/archive/2008/10/27/the-videogame-ages-part-2.aspx#comments</comments><description>&lt;p&gt;&lt;font size="2"&gt;
&lt;i&gt;In part one of The Videogame Ages, I discussed the inadequacy of “generation” language in gaming, and laid out The Golden Age of gaming. In part two, I look at the Silver and Bronze ages before taking a look at the modern era and the future.
&lt;/i&gt;&lt;br /&gt; &lt;br /&gt;
&lt;i&gt;&lt;b&gt;The Silver Age – 1983 to 1996&lt;br /&gt;
8-Bit, 16-Bit, Early Handheld, Early 3D, Advanced PC and Arcade
&lt;/b&gt;&lt;/i&gt;&lt;br /&gt; &lt;br /&gt;
&lt;a href="http://nerve.com/CS/blogs/61fps/2008/10/23-End/super-mario-bros-dx-big.jpg"&gt;&lt;img src="http://nerve.com/CS/blogs/61fps/2008/10/23-End/super-mario-bros-dx-big.jpg" align="right" border="0" alt="" /&gt;&lt;/a&gt;The silver age of games is defined by expansion, in not just playability but breadth of experience. When home computers became affordable and home consoles began diversifying, games started transforming from immediate, single-mechanic experiences into more lasting forms. Silver age games were still about escalating challenge, but high scores ceased being the goal, replaced by definitive endings. Games started becoming more explicitly narrative-driven, as aesthetic justification on consoles and as the focus of many PC games (see the entire adventure game genre.) Portable gaming also started to rise to prominence during this period, early single-screen LCD games replaced by multi-game consoles like the Game Boy and Atari Lynx. Arcade and PC game technology pulled far away from home consoles, but all games were shifted from the rough visual abstraction of golden age games, into more aesthetically recognizable presentations – albeit still cartoonish impressionistic rather than realistic. The rise of polygonal 3D graphics, both real-time full 3D (Yu Suzuki’s &lt;i&gt;Virtua &lt;/i&gt;series) and pre-rendered (&lt;i&gt;Myst&lt;/i&gt;, etc.), at the end of the silver age marks the transition to bronze. In 1996, with the release of &lt;i&gt;Mario 64&lt;/i&gt;, &lt;i&gt;Tomb Raider&lt;/i&gt;, and &lt;i&gt;Quake&lt;/i&gt;, the silver age comes to a close.
&lt;br /&gt; &lt;br /&gt;
&lt;b&gt;&lt;i&gt;The Bronze Age – 1996 to 2006 (maybe)&lt;br /&gt;
32-bit, 64-bit, 128-bit, Death of Arcades, PC Equalization
&lt;/i&gt;&lt;/b&gt;&lt;br /&gt; &lt;br /&gt;

&lt;a href="http://nerve.com/CS/blogs/61fps/2008/10/23-End/half-life%202.bmp"&gt;&lt;img src="http://nerve.com/CS/blogs/61fps/2008/10/23-End/half-life%202.bmp" border="0" alt="" /&gt;&lt;/a&gt;&lt;br /&gt; &lt;br /&gt;
While golden age games’ boundary was a single screen and silver age games were largely confined to movement from left to right or down to up, the bronze age is the birth of 3D space as gaming’s chief concern. This isn’t to say that games that take a place on a 2D plain ceased being important or a valid medium for experimentation (though they certainly became marginalized on consoles, PCs, and in arcades.) But creating spaces with depth similar to the physical world took center stage in design. This push toward realistic spaces is mirrored in game aesthetics. Nearly all the technological benchmarks of the bronze age have come from creating as lifelike a facsimile of real life as can be achieved on any technology. PC games typically set that high water mark, though by the end of 2006, home consoles had largely caught up to PCs, much as they did with arcade games during the first few years of the 20th century (arcades are close to extinct now.) Game narrative started heavily borrowing from film’s storytelling language, relying on scripted scenes voiced and acted by digital characters in an attempt to tell deeper stories, but games also started developing there own unique storytelling language during this period, some games allowing the player to always be immersed in drama through play (see: &lt;i&gt;Half-Life&lt;/i&gt;.) Multiplayer games no longer required physical proximity with the rise of online play on both PCs and consoles, and portable gaming started offering richer, longer play experiences, akin to those found on consoles.
&lt;br /&gt; &lt;br /&gt;
I’m not totally convinced that the bronze age has ended yet, but the telltale signs of gaming’s latest age-defining shift have been popping up with some frequency over the last few years. The argument can be made that the Heroic Age of gaming is one of community via online networks and MMOs, user-generated content (see: &lt;i&gt;Spore&lt;/i&gt;, &lt;i&gt;LittleBigPlanet&lt;/i&gt;, &lt;i&gt;Halo 3&lt;/i&gt;, &lt;i&gt;Boom Blox&lt;/i&gt;, etc.), and experiential gaming. Experiential gaming is a big one whose mettle has yet to be tested, whether or not broad physical activity, from waving a Wiimote to playing fake musical instruments, will catch on. It’s certainly a dramatic shift to see experiential gaming leave its one-time home, the arcade, and transform into a driving force of home gaming. Then again, who knows? Maybe the golden age of gaming has only just ended, and its now, when players can finally build games themselves inside of other games, that the silver age has begun. Let me know, dear reader.
&lt;br /&gt; &lt;b&gt;&lt;br /&gt;&lt;a href="http://nerve.com/CS/blogs/61fps/archive/2008/10/27/the-videogame-ages-part-1.aspx"&gt;Part 1&lt;/a&gt;&lt;/b&gt;

&lt;br /&gt; &lt;br /&gt;
&lt;b&gt;Related links: &lt;/b&gt;
&lt;br /&gt; &lt;a href="http://www.nerve.com/CS/blogs/61fps/archive/2008/07/01/comparison-of-wiki-articles-proves-geeks-inherited-the-earth.aspx"&gt;
Comparison of Wiki Articles Proves Geeks Inherited The Earth &lt;/a&gt;&lt;br /&gt;
&lt;a href="http://www.nerve.com/CS/blogs/61fps/archive/2008/09/23/mmo-predicts-life-in-10-years.aspx"&gt;MMO Predicts Life in 10 Years&lt;/a&gt; &lt;br /&gt;
&lt;a href="http://www.nerve.com/CS/blogs/61fps/archive/2008/09/12/men-are-from-hyrule-women-are-from-simville-if-gender-defines-the-games-we-play-why-does-everyone-play-by-the-same-rules.aspx"&gt;Men Are From Hyrule, Women Are From Simville: If Gender Defines the Games We Play, Why Does Everyone Play By the Same Rules? &lt;/a&gt;&lt;br /&gt;
&lt;a href="http://www.nerve.com/CS/blogs/61fps/archive/2008/09/09/9-9-99-9-years-later.aspx"&gt;9/9/99 9 Years Later &lt;/a&gt;&lt;br /&gt;
&lt;a href="http://www.nerve.com/CS/blogs/61fps/archive/2008/08/21/fix-it-alone-in-the-dark-tiger-woods-and-the-death-of-the-glitch.aspx"&gt;Fix It: Alone in the Dark, Tiger Woods, and the Death of the Glitch &lt;/a&gt;&lt;br /&gt;
&lt;a href="http://www.nerve.com/CS/blogs/61fps/archive/2008/08/18/everyone-will-be-able-to-rock.aspx"&gt;Everyone Will be Able to Rock

&lt;/a&gt;
&lt;/font&gt;&lt;/p&gt;&lt;img src="http://www.nerve.com/CS/aggbug.aspx?PostID=140762" width="1" height="1"&gt;</description><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/john+constantine/default.aspx">john constantine</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/boom+blox/default.aspx">boom blox</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/little+big+planet/default.aspx">little big planet</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/game+boy/default.aspx">game boy</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/halo+3/default.aspx">halo 3</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/nes/default.aspx">nes</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/PC/default.aspx">PC</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/half-life/default.aspx">half-life</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/mac/default.aspx">mac</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/mario+64/default.aspx">mario 64</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/atari/default.aspx">atari</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/Playstation/default.aspx">Playstation</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/super+mario+bros/default.aspx">super mario bros</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/nolan+bushnell/default.aspx">nolan bushnell</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/spore/default.aspx">spore</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/tomb+raider/default.aspx">tomb raider</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/8-bit/default.aspx">8-bit</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/16-bit/default.aspx">16-bit</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/quake/default.aspx">quake</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/mmo/default.aspx">mmo</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/arcade/default.aspx">arcade</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/famicom/default.aspx">famicom</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/littlebigplanet/default.aspx">littlebigplanet</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/spacewar_2100_/default.aspx">spacewar!</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/bob+dvorak/default.aspx">bob dvorak</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/golden+age/default.aspx">golden age</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/128-bit/default.aspx">128-bit</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/Magnavox+odyssey/default.aspx">Magnavox odyssey</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/myst/default.aspx">myst</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/bronze+age/default.aspx">bronze age</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/silver+age/default.aspx">silver age</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/pong/default.aspx">pong</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/32-bit/default.aspx">32-bit</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/tennis+for+two/default.aspx">tennis for two</category></item><item><title>The Videogame Ages, part 1</title><link>http://www.nerve.com/CS/blogs/61fps/archive/2008/10/27/the-videogame-ages-part-1.aspx</link><pubDate>Mon, 27 Oct 2008 21:30:00 GMT</pubDate><guid isPermaLink="false">bd485f5c-a45b-491f-8e52-c79e7f680fc3:140760</guid><dc:creator>John Constantine</dc:creator><slash:comments>0</slash:comments><wfw:commentRss xmlns:wfw="http://wellformedweb.org/CommentAPI/">http://www.nerve.com/CS/blogs/61fps/rsscomments.aspx?PostID=140760</wfw:commentRss><comments>http://www.nerve.com/CS/blogs/61fps/archive/2008/10/27/the-videogame-ages-part-1.aspx#comments</comments><description>&lt;p&gt;&lt;font size="2"&gt;
&lt;a href="http://nerve.com/CS/blogs/61fps/2008/10/23-End/golden%20age.JPG"&gt;&lt;img src="http://nerve.com/CS/blogs/61fps/2008/10/23-End/golden%20age.JPG" border="0" alt="" /&gt;&lt;/a&gt;&lt;br /&gt; &lt;br /&gt;&lt;a href="http://nerve.com/CS/blogs/61fps/archive/2008/10/24/question-of-the-day-why-can-t-i-emulate.aspx"&gt;This past Friday&lt;/a&gt;, I tried to slip a little piece of language into a discussion about game emulation that I was wary about using at all. At this point, the go-to boundaries for discussing videogames’ admittedly small history is console-technology generations. We say 8-Bit or 16-Bit because these are easy identifiers based on competing, contemporary technologies. But the language “The 8-Bit Generation” doesn’t account for arcade technology, PC games, or portable gaming. Now that Bob Dvorak’s &lt;i&gt;Tennis for Two&lt;/i&gt; is officially fifty years-old, I think we can finally start applying broader terms to gaming’s evolutionary eras. Obviously history is fluid, and chances are these classifications won’t hold true in 2050, but for now they work. The Hesiodic ages, as laid out here, consider games on every platform; the rigid parameters of home consoles, the advanced nature of PC and Mac gaming throughout the 1980s and ‘90s, the fast strides made by arcade technology throughout that same period, and the predominantly inferior technology available in handheld gaming. Unlike Hesiod’s &lt;i&gt;Ages of Man&lt;/i&gt;, however, the videogame ages are (mostly) a positive progression. Please note: these are not strict definitions. This is a discussion, and I want everyone to make their opinions heard in the comments section. Now then, onward to the Golden Age. 
&lt;br /&gt; &lt;br /&gt;
&lt;b&gt;&lt;i&gt;The Golden Age – 1958 to 1983&lt;br /&gt;
Dvorak, MIT, Early Arcade, Early Home Console
&lt;/i&gt;&lt;/b&gt;&lt;br /&gt; &lt;br /&gt;
&lt;a href="http://nerve.com/CS/blogs/61fps/2008/10/23-End/Spacewar1.png"&gt;&lt;img src="http://nerve.com/CS/blogs/61fps/2008/10/23-End/Spacewar1.png" align="right" border="0" alt="" /&gt;&lt;/a&gt;The golden age of gaming began in 1958 and was, for almost a decade and a half, almost exclusively concerned with tennis. It took Nolan Bushnell getting clever for us to start calling it &lt;i&gt;Pong&lt;/i&gt;. Tennis for Two, Magnavox’s Odyssey, and Bushnell’s advice to “avoid missing ball for high score” was pretty much the only game in town until the mid-70s with some notable exceptions. The second videogame ever made has a more recognizable legacy in today’s games. Steve Russell’s Spacewar!, started in 1961 as a side-project of the Tech Model Railroad Club at MIT (history’s first hackers, dontchaknow,) shares the two-player, two-object dynamics of &lt;i&gt;Pong &lt;/i&gt;but the gameplay focused on actually destroying your opponent in a science-fiction setting. These games set the standard for the golden age: individual play mechanics presented on single screens. By the late-70s and early-80s, as Atari and other early consoles that could play multiple games were becoming common, games started expanding in both scope and ambition. &lt;i&gt;Adventure&lt;/i&gt;, &lt;i&gt;Pitfall&lt;/i&gt;, and others introduced continuity in their worlds, while &lt;i&gt;Pac-man&lt;/i&gt; and &lt;i&gt;Donkey Kong&lt;/i&gt; made the first stabs at introducing narrative. On the technology end, 1980 saw scrolling action in &lt;i&gt;Defender &lt;/i&gt;and the larval form of 3D play, vector graphics, in &lt;i&gt;Battlezone&lt;/i&gt;. The game industry crash and the release of the Famicom in 1983 mark the end of this period.
&lt;br /&gt; &lt;br /&gt;
&lt;a href="http://nerve.com/CS/blogs/61fps/archive/2008/10/27/the-videogame-ages-part-2.aspx"&gt;&lt;b&gt;Part 2
&lt;/b&gt;&lt;/a&gt;&lt;br /&gt; &lt;br /&gt;
&lt;b&gt;Related links: &lt;/b&gt;
&lt;br /&gt; &lt;a href="http://www.nerve.com/CS/blogs/61fps/archive/2008/07/01/comparison-of-wiki-articles-proves-geeks-inherited-the-earth.aspx"&gt;
Comparison of Wiki Articles Proves Geeks Inherited The Earth &lt;/a&gt;&lt;br /&gt;
&lt;a href="http://www.nerve.com/CS/blogs/61fps/archive/2008/09/23/mmo-predicts-life-in-10-years.aspx"&gt;MMO Predicts Life in 10 Years&lt;/a&gt; &lt;br /&gt;
&lt;a href="http://www.nerve.com/CS/blogs/61fps/archive/2008/09/12/men-are-from-hyrule-women-are-from-simville-if-gender-defines-the-games-we-play-why-does-everyone-play-by-the-same-rules.aspx"&gt;Men Are From Hyrule, Women Are From Simville: If Gender Defines the Games We Play, Why Does Everyone Play By the Same Rules? &lt;/a&gt;&lt;br /&gt;
&lt;a href="http://www.nerve.com/CS/blogs/61fps/archive/2008/09/09/9-9-99-9-years-later.aspx"&gt;9/9/99 9 Years Later &lt;/a&gt;&lt;br /&gt;
&lt;a href="http://www.nerve.com/CS/blogs/61fps/archive/2008/08/21/fix-it-alone-in-the-dark-tiger-woods-and-the-death-of-the-glitch.aspx"&gt;Fix It: Alone in the Dark, Tiger Woods, and the Death of the Glitch &lt;/a&gt;&lt;br /&gt;
&lt;a href="http://www.nerve.com/CS/blogs/61fps/archive/2008/08/18/everyone-will-be-able-to-rock.aspx"&gt;Everyone Will be Able to Rock

&lt;/a&gt;&lt;/font&gt;&lt;/p&gt;&lt;img src="http://www.nerve.com/CS/aggbug.aspx?PostID=140760" width="1" height="1"&gt;</description><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/john+constantine/default.aspx">john constantine</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/boom+blox/default.aspx">boom blox</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/little+big+planet/default.aspx">little big planet</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/game+boy/default.aspx">game boy</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/halo+3/default.aspx">halo 3</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/nes/default.aspx">nes</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/PC/default.aspx">PC</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/half-life/default.aspx">half-life</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/mac/default.aspx">mac</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/mario+64/default.aspx">mario 64</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/atari/default.aspx">atari</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/Playstation/default.aspx">Playstation</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/super+mario+bros/default.aspx">super mario bros</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/nolan+bushnell/default.aspx">nolan bushnell</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/spore/default.aspx">spore</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/tomb+raider/default.aspx">tomb raider</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/8-bit/default.aspx">8-bit</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/16-bit/default.aspx">16-bit</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/quake/default.aspx">quake</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/mmo/default.aspx">mmo</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/arcade/default.aspx">arcade</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/famicom/default.aspx">famicom</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/littlebigplanet/default.aspx">littlebigplanet</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/spacewar_2100_/default.aspx">spacewar!</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/bob+dvorak/default.aspx">bob dvorak</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/golden+age/default.aspx">golden age</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/128-bit/default.aspx">128-bit</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/Magnavox+odyssey/default.aspx">Magnavox odyssey</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/myst/default.aspx">myst</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/bronze+age/default.aspx">bronze age</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/silver+age/default.aspx">silver age</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/pong/default.aspx">pong</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/32-bit/default.aspx">32-bit</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/tennis+for+two/default.aspx">tennis for two</category></item><item><title>Star Wars, Lucasarts, Bioware: You’re Doing It Wrong.</title><link>http://www.nerve.com/CS/blogs/61fps/archive/2008/10/08/star-wars-lucasarts-bioware-you-re-doing-it-wrong.aspx</link><pubDate>Wed, 08 Oct 2008 22:30:00 GMT</pubDate><guid isPermaLink="false">bd485f5c-a45b-491f-8e52-c79e7f680fc3:134813</guid><dc:creator>John Constantine</dc:creator><slash:comments>2</slash:comments><wfw:commentRss xmlns:wfw="http://wellformedweb.org/CommentAPI/">http://www.nerve.com/CS/blogs/61fps/rsscomments.aspx?PostID=134813</wfw:commentRss><comments>http://www.nerve.com/CS/blogs/61fps/archive/2008/10/08/star-wars-lucasarts-bioware-you-re-doing-it-wrong.aspx#comments</comments><description>&lt;p&gt;&lt;font size="2"&gt;
&lt;a href="http://nerve.com/CS/blogs/61fps/2008/10/08-15/vader.JPG"&gt;&lt;img src="http://nerve.com/CS/blogs/61fps/2008/10/08-15/vader.JPG" border="0" alt="" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;Come October 21st, the inevitable will finally happen. After years of hemming, hawing, clamoring, and speculating, Bioware and Lucasarts are going to announce an MMO based on &lt;i&gt;Star Wars: Knights of the Old Republic&lt;/i&gt;. This is not a guess. Bioware’s leash-holder, EA, already spoiled the surprise in July when chief executive John Riccitello flat-out admitted it existed. I couldn’t be more disappointed. I’m not inherently opposed to MMOs, far from it. In fact, I’m very excited about the impending boom of console-born MMOs and how, as is the case with everything designed specifically for consoles, the genre becomes streamlined and more readily accessible to players without two-thousand spare hours to hunt for rare armor. I’m disappointed because&lt;i&gt; Knights of the Old Republic&lt;/i&gt; is Bioware’s narrative masterpiece. Even stripped of its abused license, &lt;i&gt;Knights of the Old Republic&lt;/i&gt;’s story and characters are legitimate milestones in game development, successes that Bioware has yet to surpass. Obsidian’s sloppy-seconds follow-up &lt;i&gt;The Sith Lords&lt;/i&gt;, despite being an unfinished mess, made the ongoing saga started in the original even more compelling, hinting at a grand conclusion that would reveal the hidden machinations behind both game stories. And now, after four years, we won’t see an actual single-player climax to the story of Darth Revan. We’re going to get a game built to accommodate literal millions of players, Xbox Live goons named Darth Ballz marching about with lightsabers, yammering bullshit in your ear that will make George Lucas penned dialogue sound like Lord Byron.
&lt;br /&gt;&lt;br /&gt;
October 21st makes me sick.
&lt;br /&gt;&lt;br /&gt;
(Link: &lt;a href="http://www.joystiq.com/2008/10/07/lucasarts-bioware-unveiling-new-game-oct-21/"&gt;Joystiq&lt;/a&gt;) &lt;br /&gt;&lt;b&gt;&lt;br /&gt;
Related links: &lt;/b&gt;&lt;br /&gt;&lt;a href="http://www.nerve.com/CS/blogs/61fps/archive/2008/06/10/screen-test-star-wars-the-force-unleashed.aspx"&gt;&lt;br /&gt;
Screen Test: Star Wars – The Force Unleashed&lt;/a&gt;&lt;br /&gt;
&lt;a href="http://www.nerve.com/CS/blogs/61fps/archive/2008/08/01/star-wars-a-new-halo.aspx"&gt;Star Wars: A New Halo&lt;/a&gt;&lt;br /&gt;
&lt;a href="http://www.nerve.com/CS/blogs/61fps/archive/2008/08/21/why-wasn-t-the-clone-wars-a-video-game.aspx"&gt;Why Wasn’t The Clone Wars A Video Game? &lt;/a&gt;&lt;br /&gt;
&lt;a href="http://www.nerve.com/CS/blogs/61fps/archive/2008/07/22/dc-universe-online-and-the-console-mmo-conundrum.aspx"&gt;DC Universe Online and the Console MMO Conundrum &lt;/a&gt;&lt;br /&gt;
&lt;a href="http://www.nerve.com/CS/blogs/61fps/archive/2008/09/23/mmo-predicts-life-in-10-years.aspx"&gt;MMO Predicts Life in 10 Years&lt;/a&gt;&lt;br /&gt;
&lt;/font&gt;&lt;/p&gt;&lt;img src="http://www.nerve.com/CS/aggbug.aspx?PostID=134813" width="1" height="1"&gt;</description><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/john+constantine/default.aspx">john constantine</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/star+wars/default.aspx">star wars</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/ea/default.aspx">ea</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/lucasarts/default.aspx">lucasarts</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/bioware/default.aspx">bioware</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/mmo/default.aspx">mmo</category></item><item><title>MMO Predicts Life in 10 Years</title><link>http://www.nerve.com/CS/blogs/61fps/archive/2008/09/23/mmo-predicts-life-in-10-years.aspx</link><pubDate>Tue, 23 Sep 2008 16:00:00 GMT</pubDate><guid isPermaLink="false">bd485f5c-a45b-491f-8e52-c79e7f680fc3:129963</guid><dc:creator>Cole Stryker</dc:creator><slash:comments>0</slash:comments><wfw:commentRss xmlns:wfw="http://wellformedweb.org/CommentAPI/">http://www.nerve.com/CS/blogs/61fps/rsscomments.aspx?PostID=129963</wfw:commentRss><comments>http://www.nerve.com/CS/blogs/61fps/archive/2008/09/23/mmo-predicts-life-in-10-years.aspx#comments</comments><description>&lt;p&gt;&lt;font size="2"&gt;Wonder what the world will look like in a decade?&lt;/font&gt;&lt;font size="2"&gt; &lt;/font&gt;&lt;/p&gt;&lt;font size="2"&gt;
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&lt;p class="MsoNormal"&gt;&lt;br /&gt;&lt;font size="2"&gt;A new MMO hopes to find out by&amp;nbsp;evaluating the effects of five different &amp;quot;Superthreats&amp;quot; on mankind and assessing humanity&amp;#39;s ability to cope with different sorts of impending doom. &lt;/font&gt;&lt;/p&gt;
&lt;blockquote&gt;
&lt;p class="MsoNormal"&gt;&lt;font size="2"&gt;The human species has a long history of overcoming tremendous obstacles, often coming out stronger than before. Indeed, some anthropologists argue that human intelligence emerged as the consequence of the last major ice age, a period of enormous environmental stress demanding flexibility, foresight and creativity on the part of the small numbers of early &lt;i&gt;Homo sapiens&lt;/i&gt;. Historically, those who have prophesied doom for human civilization have been proven wrong, time and again, by the capacity of our species to both adapt to and transform our conditions. &lt;/font&gt;&lt;/p&gt;&lt;/blockquote&gt;
&lt;p class="MsoNormal"&gt;&lt;font size="2"&gt;Here are the five &amp;quot;Superthreats&amp;quot;:&lt;/font&gt;&lt;/p&gt;
&lt;ul&gt;
&lt;li class="MsoNormal"&gt;&lt;font size="2"&gt;&lt;i&gt;&lt;b&gt;Quarantine&lt;/b&gt;&lt;/i&gt; covers the global response to declining health and pandemic disease, including the current Respiratory Distress Syndrome (ReDS) crisis. &lt;/font&gt;&lt;/li&gt;&lt;/ul&gt;
&lt;ul&gt;
&lt;li class="MsoNormal"&gt;&lt;font size="2"&gt;&lt;i&gt;&lt;b&gt;Ravenous&lt;/b&gt;&lt;/i&gt; focuses on the imminent collapse of the global food system, as well as debates over industrial vs. ecological agricultural models, and basic issues of access, energy, and carbon. &lt;/font&gt;&lt;/li&gt;&lt;/ul&gt;
&lt;ul&gt;
&lt;li class="MsoNormal"&gt;&lt;font size="2"&gt;&lt;i&gt;&lt;b&gt;Power Struggle&lt;/b&gt;&lt;/i&gt; tracks the results of energy resource peaks and the shifts in international power as nations fight for energy supremacy and the world searches for alternative energy solutions. &lt;/font&gt;&lt;/li&gt;&lt;/ul&gt;
&lt;ul&gt;
&lt;li class="MsoNormal"&gt;&lt;font size="2"&gt;&lt;b&gt;&lt;i&gt;Outlaw&lt;/i&gt; &lt;i&gt;Planet&lt;/i&gt;&lt;/b&gt; embodies the volatile mix of new forms of surveillance, transparency, civil rights, and access to information as people work out new rules for human security. &lt;/font&gt;&lt;/li&gt;&lt;/ul&gt;
&lt;ul&gt;
&lt;li class="MsoNormal"&gt;&lt;font size="2"&gt;&lt;i&gt;&lt;b&gt;Generation Exile&lt;/b&gt;&lt;/i&gt; follows the massive &amp;quot;diaspora of diasporas&amp;quot; underway globally, as the number of refugees and migrants skyrockets in the face of climate change, economic disruption, and war. &lt;/font&gt;&lt;/li&gt;&lt;/ul&gt;
&lt;p class="MsoNormal"&gt;&lt;font size="2"&gt;Superstruct opened for users yesterday, but the game world doesn&amp;#39;t start spinning until October 6. &lt;/font&gt;&lt;a class="" href="http://superstructgame.org/" target="_blank"&gt;&lt;font size="2"&gt;Join here&lt;/font&gt;&lt;/a&gt;&lt;font size="2"&gt; for free and sign up for an already very active (500+ users!) &lt;/font&gt;&lt;a class="" href="http://www.new.facebook.com/group.php?gid=50607186328"&gt;&lt;font size="2"&gt;Facebook group&lt;/font&gt;&lt;/a&gt;&lt;font size="2"&gt;. The more users that join up, the more accurate and interesting the results will be. Or you could just play more Megaman. Whatever. &lt;/font&gt;&lt;/p&gt;
&lt;p class="MsoNormal"&gt;&lt;font size="2"&gt;Lastly, learn more about &lt;/font&gt;&lt;a class="" href="http://www.iftf.org/" target="_blank"&gt;&lt;font size="2"&gt;IFTF&lt;/font&gt;&lt;/a&gt;&lt;font size="2"&gt;, the nonprofit research group sponsoring all this. &lt;/font&gt;&lt;/p&gt;
&lt;p class="MsoNormal"&gt;&lt;strong&gt;&lt;font size="2"&gt;Related Links: &lt;/font&gt;&lt;/strong&gt;&lt;/p&gt;&lt;a href="http://www.nerve.com/CS/blogs/61fps/archive/2008/09/18/terrorists-using-wow-to-plan-attacks.aspx"&gt;&lt;font color="#990000" size="2"&gt;Terrorists Using WoW to Plan Attacks?&lt;/font&gt;&lt;/a&gt; 
&lt;p class="MsoNormal"&gt;&lt;a href="http://www.nerve.com/CS/blogs/61fps/archive/2008/09/12/drew-carey-ventures-into-second-life.aspx"&gt;&lt;font color="#990000" size="2"&gt;Drew Carey Ventures into Second Life&lt;/font&gt;&lt;/a&gt;&lt;/p&gt;
&lt;p class="MsoNormal"&gt;&lt;a href="http://www.nerve.com/CS/blogs/61fps/archive/2008/07/22/dc-universe-online-and-the-console-mmo-conundrum.aspx"&gt;&lt;font color="#990000" size="2"&gt;DC Universe Online and the Console MMO Conundrum &lt;/font&gt;&lt;/a&gt;&lt;/p&gt;&lt;img src="http://www.nerve.com/CS/aggbug.aspx?PostID=129963" width="1" height="1"&gt;</description><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/cole+stryker/default.aspx">cole stryker</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/mmo/default.aspx">mmo</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/facebook/default.aspx">facebook</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/superstruct/default.aspx">superstruct</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/iftf/default.aspx">iftf</category></item><item><title>DC Universe Online and the Console MMO Conundrum </title><link>http://www.nerve.com/CS/blogs/61fps/archive/2008/07/22/dc-universe-online-and-the-console-mmo-conundrum.aspx</link><pubDate>Tue, 22 Jul 2008 19:00:00 GMT</pubDate><guid isPermaLink="false">bd485f5c-a45b-491f-8e52-c79e7f680fc3:111503</guid><dc:creator>John Constantine</dc:creator><slash:comments>1</slash:comments><wfw:commentRss xmlns:wfw="http://wellformedweb.org/CommentAPI/">http://www.nerve.com/CS/blogs/61fps/rsscomments.aspx?PostID=111503</wfw:commentRss><comments>http://www.nerve.com/CS/blogs/61fps/archive/2008/07/22/dc-universe-online-and-the-console-mmo-conundrum.aspx#comments</comments><description>&lt;p&gt;&lt;font size="2"&gt;&lt;a href="http://nerve.com/CS/blogs/61fps/2008/07/23-End/true_fantasy_live_online3b.jpg"&gt;&lt;img src="http://nerve.com/CS/blogs/61fps/2008/07/23-End/true_fantasy_live_online3b.jpg" border="0" alt="" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;
You’d think that people would be more excited about the reveal of Sony Online’s &lt;i&gt;DC Universe&lt;/i&gt; given that it premiered a mere three days before &lt;i&gt;The Dark Knight&lt;/i&gt;, but reactions have been decidedly mixed. It not too surprising to me. SOE doesn’t exactly have the best track record. The &lt;i&gt;Untold Legends&lt;/i&gt; series is crap, they’ve been unable to recapture&lt;i&gt; Everquest&lt;/i&gt;’s initial success, and &lt;i&gt;Star Wars Galaxies&lt;/i&gt; was a complete nightmare. But even beyond SOE’s reputation and the wonky looking &lt;i&gt;DC Universe&lt;/i&gt; trailer, there’s never been a truly successful MMO on home consoles. The traditional role-playing MMO model doesn’t exactly work given consoles’ controller interface (just look at the pain playing &lt;i&gt;Final Fantasy XI&lt;/i&gt; with a DualShock is.) What should an MMO even play like on a console? Is twitchy, frenetic gameplay, as in SOE’s &lt;i&gt;The Agency&lt;/i&gt;, the answer? Is it keeping the player base limited, allowing only a handful of users to engage in missions, etc?
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&lt;br /&gt;&lt;br /&gt;
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