massively multiplayer
LEGO Universe Already in Some Gamers' Hands
Posted by Adam Barenblat at 6:00 AM on September 30, 2008
LEGO Universe producer Ryan Seabury sat down with us last week to talk about the future of the massively multiplayer online game. Seabury says that a core group of 50 LEGO users have already started messing around with the game, building in-world models and adding to their own private game maps. Some of that content may even make it the final game when it launches sometime in 2009.
As they work on the game, Seabury says that NetDevil is trying to identify what is "really core LEGO play" and not create a directed adventure like you find in the Traveller's Tales games. In fact, he hopes that the game could get people to do the same in the real world. Right now, it seems that lots of kids buy the pre-packs to make the models found on the box cover. Seabury says playing the game inspires he and his child to actually take their virtual creations and make them with real-world LEGOs.
Seabury also talks about how LEGO Universe will compare to LittleBigPlanet and Spore when it comes to user created content. It's a chunky, though interesting interview if you have the time.

On it's surface LittleBigPlanet is a very unique game, a highly-stylized title packed with evocative smiley-faced character and oozing charm. But for some reason I can't shake the feeling that deep down it is in some ways reminiscent of Spore.
Mount & Blade is like that quirky girl who sits behind you in art class - you don't talk to her because you're afraid the much-hotter girl who sits next to her won't talk to you if she sees you talking to the quirky girl. The much-hotter girl in this case is The Elder Scrolls IV: Oblivion, with its uber-amazing graphics and wide-open story land of medieval fantasy fun. Mount & Blade, like that quirky girl, has very little to do with Oblivion beyond the fact that they're the same gender. It too, is a wide-open adventure for PC, but the similarities stop there as Oblivion persists in creating epic fantasy while Mount & Blade focuses on recreating realistic 14th century life.
Before my hands-on time with
Blizzard's team doesn't care for the term "killer app", used to describe a program or product — in this case, a certain MMO — that single-handedly shaped the market around its platform. In fact, when we asked about World of Warcraft's unshakable hold on the massively multiplayer biz, game director Jeffrey Kaplan was humble.
The development talent at Blizzard now has a new publisher and parent in Activision Blizzard. If you ask the developers, they're enthusiastic about the change. "All game development is still completely within our Irvine headquarters", World of Warcraft game director Jeffrey Kaplan told Kotaku during our sit-down today. "There's no outside influence at all in the development of Diablo 3, StarCraft 2 or WoW".