Tag Archives: MMORPGs

BrowserQuest: A Massively Multiplayer Game in HTML5 and JavaScript

Imagine a massively multiplayer game using HTML5 features, such as Canvas and WebSocket, that works in any modern browser. Ridiculous, you say? Then you haven’t seen BrowserQuest yet.

The clever demonstration, featured on the Mozilla Hacks blog, works on both desktops and mobile devices, in all it’s scrolling two-dimensional glory. It’s rendered on an HTML5 Canvas, uses WebSockets to stay in constant communication with the Node.js server, saves your progress with the local storage API, preloads the map in a different thread with Web Workers, plays sound with HTML5 Audio and even uses media queries to adapt to different devices. Oh, and the source code is all available on GitHub.

The game is largely exploring, hacking-and-slashing monsters along the way, while you collect achievements. It has chat, and you can find new items to replace your default gear, but no player-versus-player combat.

My laptop’s fans stayed far quieter than they would while playing a similar Flash game, which I would say says something about the level of optimization browsers have done when compared to OS X/Linux versions of Flash.

I think we’ll be seeing more games built this way in the near future, and 3D games once WebGL reaches the same level of maturity and browser support.

AOL Hijacks WoW.com Domain From WoW Insider

WoW Insider is perhaps the largest World of WarCraft blog online. As part of the Weblogs Inc. network, it has similar traffic numbers and weekly post counts to Engadget, TUAW and Joystiq. It also shares the misfortune of being owned by AOL.

In their latest dubious management move, AOL corporate commandeered WoW Insider’s first-rate domain name — WoW.com — and used it to launch a Groupon clone.

WoW Insider now resides at wow.joystiq.com.

If you’ll pardon the pun, wow. I can hardly believe that anyone would think that a good move. It will hurt WoW Insider — in terms of possible search engine penalties, dead links, and confused users wondering why the domain stopped working with little or no warning — and there will be little advantage.

Someone at AOL obviously heard about the strange success of Groupon, and figured it would be easy to emulate it. Frankly, I’m surprised Groupon managed to do as well as they have been, monetarily. I highly doubt that, despite the simplicity of the service in itself, AOL will be able to replicate it. And it’s really dumb to re-purpose a domain like that. It reeks of bait-and-switch, like their plan to market the new Wow.com service is to trick a bunch of World of WarCraft fans into accidentally visiting it.

The Queue: Why did WoW Insider switch domains, again? [WoW Insider]

Lord of the Rings Online Revenue Triples

I’ve long been a fan of the “freemium” business model, especially when it comes to online games. I’ve enjoyed playing Dungeons & Dragons Online partially for this reason, and was excited to hear that switching to their freemium approach increased their revenue by 500%. Following that success, Turbine eventually made the same move with their Lord of the Rings Online game.

The results are in: Lord of the Rings Online is making three times as much money as it was before it went free back in September.

This is a big win/win scenario for game developers. They have the opportunity to gain more users, as the barrier for entry is lower, and potentially make more money than their usual monthly fee from their most hardcore users. (Imagine $12.99 a month becoming $20 a month in additional quest packs and emergency mana potions…) I’m still hoping Blizzard will experiment with this for World of WarCraft.

Now, if only Turbine would work on OS X clients for their growing MMORPGs…

D&D Online Makes “Freemium” Model Work, Gets 500% Revenue Increase

Dungeons and Dragons Online, an MMORPG by Turbine, recently switched from the usual online game business model of charging a monthly subscription to a “freemium” model. Players get the game for free, but can pay for additional content or items with an in-game store. Unlike others who have tried similar ideas before, Turbine went to great lengths to prevent the game from being crippled for users unable to pay for extras.

How did that turn out? DDO has had a 500% increase in revenue and their player base has effectively doubled. An interesting post over at Wow.com has the full story.

“Everyone can play through the content without ever getting anything from the store, and they’ll have a fine time of it. What we’re pretty proud of with the whole system is the fact that the player owns any content they buy.”

I pressed for a bit of clarification. He obliged by likening most subscription-based games, like WoW, to renting something. When you buy an expansion pack for WoW, you only have access to that content, or any content, while your subscription is active. If your subscription lapses, you can’t play what you bought anymore. “If you buy a content pack from the DDO store, on the other hand, it’s yours forever, regardless of whether you’re currently subscribed or not. If you’re normally a VIP and have a rough month financially, you can go back to the free-play model and still play what you purchased in the store,” Currie said.

What I’m wondering now is whether we’ll be seeing Turbine try to apply the same model to some of their other games, such as Lord of the Rings Online? (LOTR Online is sold in retail stores, and operates with a fee structure very similar to World of Warcraft‘s, so it doesn’t seem all that likely.) What effect will this have on the gaming industry, or on the content industry in general over time?