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Buy an MMO calendar, save the children
MMO Portal, a website that chronicles everything MMO related, is selling a nice annual calendar for MMO fans. The bonus? 100% of the proceeds are going to benefit St. Jude Children's Research Hospital. For anyone that hasn't shown up to a movie theater 10 minutes before the show in the past, uh, 5 years, St. Jude focuses on researching cures for diseases -- like cancer -- that take the lives of many children every year. For $14.95, the 2007 MMO calendar is a great way to get that desperately needed calendar in your house and benefit a good cause.
Griefing and self-governance in online games
The Guardian has produced an excellent column that addresses the problem of "griefers", people that abuse, team-kill and cheat other players of online games, particularly MMOs. Griefing has always been a problem where real players compete against their peers, although with massively multiplayer online games the problem has become much more serious. Earning a battleship in Eve Online or crafting a special item in World of Warcraft can take weeks if not months of game time. On top of that, the recent trend for people to sell items on auction sites like eBay has meant that rare online items have a monetary value.The article cites several high profile situations where griefers have bent moral codes with the Guiding Hand Social Club's ruination of Ubiqua Seraph in Eve Online and the funeral crash in WoW being the two main examples. Solutions that companies have come up with to limit these types of situations from happening are also looked at with the Xbox Live points system and strong community measures (like guilds and friend lists) being top on the list of letting players self-govern the problem. Effective community governance is essential if companies want to keep players inside the game and so that the owners don't have to resort to more drastic measures, like Blizzard does with its periodic account banning binges.
Update: fixed a couple of minor grammatical errors.
"RPG" missing from today's MMORPGs

Are you getting enough role-playing elements out of your MMO? Cari Davidson over at MMORPG.com thinks we could use a lot more, and feels that a true MMORPG with an engaging storyline has yet to be created. She refers to the current crop of online time sinks as "glorified chat rooms" that are big on player interaction, but void of entertaining narrative or character development. The type of experience Davidson longs for may not be possible in today's MMOs, and she acknowledges this, sort of. Initially, she claims "it's really not that hard" to create player interactions that blend well with role-playing, character development, and storytelling. But then she recants, "telling a story in a world populated by thousands of players is a big challenge."
I would subscribe to the latter train of thought, and I suspect Dungeons & Dragons Online developer Turbine would as well. DDO favors the "meet and greet" party formation, and the system creates an instance of each dungeon for you and your co-players. This type of controlled gameplay experience allows for the possibility of more immersive storytelling, but its execution has met with little success. As a result, Turbine has added solo play to DDO, and PvP is on the way. Which means more lifeless, formulaic quests for those gamers who prefer a little more depth to their adventures.
A happy medium has been around for the past four years in the form of Neverwinter Nights. It supports dozens of party members and, while not quite massive, is considerably larger than a typical Baldur's Gate or Diablo II session. Skilled modders have succeeded in prolonging NWN so successfully that BioWare has even hired some of them on -- maybe to work on the Canadian developer's new MMORPG.
What are your thoughts on the current state of MMORPGs?
PC impressions: EVE Online

Three years after its launch, EVE Online has racked up 100,000 players and a dedicated fanbase. Developer CCP is in the midst of a graphical revamp, upgrading the game's look and feel without increasing its system requirements.
As a game where it takes months to even learn to fly a ship, let alone build it, there's a refreshing contrast to the instant gratification of some other MMOs. Skills are learnt in real-time, rather than based on level, but specialisation options and the power of numbers mean new players can stand alongside older ones.
EVE Online joins the 100K Club
Reaching 100,000 subscribers is no mean feat, and
space-based MMO EVE Online is the latest MMO to prove that you don't need swords and sorcery to succeed. This milestone
comes after EVE was voted MMORPG.com's favourite game,
which must have helped boost numbers.Second Life also managed to hit 100k recently, and EVE offers a similar player-driven experience, although without free accounts. The game is set in one single persistent world, and developer CCP claims the extremely specific crown of "the world PCU (Peak Concurrent Users) record in a persistent, single game universe", with 23,178 users.
Joining the "100K Club" (as coined by academic MMO blog Terra Nova) is an important step for both these games, since they are so different from the MMO norm. Additionally, CCP are based in Iceland, which bodes well for the potential success of internationally developed games.











