WANT BADLY!!! (Lego MMO)

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J

JCM

Lego Universe trailer looks unexpectedly thrilling



We know we've built a permanent establishment in our cheek in which to house our tongues, but we're being completely sincere when we say that the above trailer for Lego Universe is one of the coolest trailers we've seen in a long time. Who knew that a kid-friendly MMO in which colorful, stackable bricks are collected could cause our adrenaline to rise in a way we only thought really intense episodes of 24 were capable of? We certainly did not know that.

Check out the trailer above, then check out a fresh batch of screenshots below. They're considerably less awesome than the trailer, but they can't really be blamed for their stationary nature.
Watch the trailer here http://www.joystiq.com/2010/01/09/lego-universe-trailer-looks-unexpectedly-thrilling/
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Ninjas.
Pirates.
Indiana Jones-style ungle adventuring.
Medieval battles.
Damn, I want this, bad.
 
K

Kitty Sinatra

I fin.d those damned Lego Star Wars, Batman and Indiana Jones games so freaking boring but I can't stop playing them, trying to wrest every last stud out of the scenery.

This MMO would probably have me totally addicted.

If I could truly build anything I want, I'd be hooked.
 
J

JCM

I fin.d those damned Lego Star Wars, Batman and Indiana Jones games so freaking boring but I can't stop playing them, trying to wrest every last stud out of the scenery.

This MMO would probably have me totally addicted.

If I could truly build anything I want, I'd be hooked.
Keyword-

Multiplayer.

Luiza and I kill ourselves over who can get more studs, and heck, if they had dropped loot, equipment and an XP system ala Ultima online that allows wearing of better gear after a certain level, I'll get back to MMOs.
 
Looks very cool. I agree with Grue tho, I find the lego games dreadfully boring. Fun at first but that wears off. Hopefully this will take it to a whole 'nuva level.
 
O

Oddbot

The monthly subscription really turns me off.
Its an MMO, what did you expect? They either have cash shops or subscriptions, I personally would never play a game with the former, so I'm glad they're going with a subscription model.
 
C

Chibibar

Cash shop can work, but it is REALLY hard to balance sometimes. I guess the Cash shop version could sell "rare" pieces that you can use to make your character, items, and such that differ from rare piece discover in game. (TOTAL assumption here)
 
Y

YAOMTC






I am so buying this game.

Actually... I still have all my LEGO downstairs somewhere. I think I might bring them out again...
 
The only way to keep a cash shop from utterly ruining a game is if the items purchaseable with Real World funds give you no advantage in the game, combat wise. Being more cosmetic/decorative.
 
The only way to keep a cash shop from utterly ruining a game is if the items purchaseable with Real World funds give you no advantage in the game, combat wise. Being more cosmetic/decorative.
The problem is that the cash shops generally aren't successful in the west unless the things you can buy are permanent or they give you a worthwhile advantage over free players. I mean... look at Battlefield Heroes. It's not doing all that hot.
 
O

Oddbot

The only way to keep a cash shop from utterly ruining a game is if the items purchaseable with Real World funds give you no advantage in the game, combat wise. Being more cosmetic/decorative.
The problem is that the cash shops generally aren't successful in the west unless the things you can buy are permanent or they give you a worthwhile advantage over free players. I mean... look at Battlefield Heroes. It's not doing all that hot.[/QUOTE]

More companies should really look to the success of DDO as to how to do a cash shop right. Players can either pay a monthly fee and really not need the cash shop, or players can play free and buy things when they need it.Giving players the option of an upfront cost or pay as you go, ensure that everyone gets to pay and play the way they want.
 
The only way to keep a cash shop from utterly ruining a game is if the items purchaseable with Real World funds give you no advantage in the game, combat wise. Being more cosmetic/decorative.
The problem is that the cash shops generally aren't successful in the west unless the things you can buy are permanent or they give you a worthwhile advantage over free players. I mean... look at Battlefield Heroes. It's not doing all that hot.[/QUOTE]

More companies should really look to the success of DDO as to how to do a cash shop right. Players can either pay a monthly fee and really not need the cash shop, or players can play free and buy things when they need it.Giving players the option of an upfront cost or pay as you go, ensure that everyone gets to pay and play the way they want.[/QUOTE]

DDO is a perfect example here. It's incredibly impressive how they rebuilt the value of their game around a new model, and they figured out how to approach Western gaming's pay-for-purples approach to the cash shop without imbalancing their game.
 

Green_Lantern

Staff member
The only way to keep a cash shop from utterly ruining a game is if the items purchaseable with Real World funds give you no advantage in the game, combat wise. Being more cosmetic/decorative.
The problem is that the cash shops generally aren't successful in the west unless the things you can buy are permanent or they give you a worthwhile advantage over free players. I mean... look at Battlefield Heroes. It's not doing all that hot.[/QUOTE]

More companies should really look to the success of DDO as to how to do a cash shop right. Players can either pay a monthly fee and really not need the cash shop, or players can play free and buy things when they need it.Giving players the option of an upfront cost or pay as you go, ensure that everyone gets to pay and play the way they want.[/QUOTE]

DDO is a perfect example here. It's incredibly impressive how they rebuilt the value of their game around a new model, and they figured out how to approach Western gaming's pay-for-purples approach to the cash shop without imbalancing their game.[/QUOTE]

Can you give a brief explanation about how it works?
 
The only way to keep a cash shop from utterly ruining a game is if the items purchaseable with Real World funds give you no advantage in the game, combat wise. Being more cosmetic/decorative.
The problem is that the cash shops generally aren't successful in the west unless the things you can buy are permanent or they give you a worthwhile advantage over free players. I mean... look at Battlefield Heroes. It's not doing all that hot.[/QUOTE]

More companies should really look to the success of DDO as to how to do a cash shop right. Players can either pay a monthly fee and really not need the cash shop, or players can play free and buy things when they need it.Giving players the option of an upfront cost or pay as you go, ensure that everyone gets to pay and play the way they want.[/QUOTE]

DDO is a perfect example here. It's incredibly impressive how they rebuilt the value of their game around a new model, and they figured out how to approach Western gaming's pay-for-purples approach to the cash shop without imbalancing their game.[/QUOTE]

Can you give a brief explanation about how it works?[/QUOTE]

Turbine and Atari basically found themselves in a place where they simply couldn't compete with WoW and other MMOs. They didn't have the resources to keep up with content updates, the implementation of 3.5 ed. D&D was a bit clunky at the time, and early game accessibility was pretty much non-existent if you weren't already deep into D&D. At $50/license, and $15/month, they had essentially priced DDO out of the main market.

Having a bit of a come-to-Jesus moment, they realized that, regardless of actual population size, the size of the market of users who played the free trial of any MMO completely dwarfs how many people pay a subscription cost to keep playing. They reasoned out (and with a little research into Korean MMOs) that if they re-launched the game, streamlined, as a free middle-range MMO, a permanent free trial as it were, they could re-position their value as a game with a large body of players. They then re-built the entire game into free zones and "advanced content". Players could play as long as they want in the free zones, much like a regular D&D campaign, experiencing lots of content and lore, but if they wanted an edge, or more interesting class/race combos, or access to new areas, they would be able to pay for as little or as much as they wanted as individuals. They reasoned that if the leveling experience was similar to D&D (expansive and slow), they wouldn't need to release new content quite as often, but advanced players who wanted more out of the game would still be able to pay more to get new stuff.

In fact, they used the free core gameplay and cash shop as a marketing for the subscription plan. Instead of paying a la carte, players can elect to buy the "all-access" option and get everything, which is technically cheaper than getting it one-by-one.

EDIT: It's also worth noting that the issues Turbine with DDO helped them make LOTRO much, much stronger, by trying less hard to differentiate the game's interface from WoW and focusing more on original content.
 
Y

YAOMTC

Just signed up for the beta. Man, I want into this more than any other...

I used to really be into LEGO. Still am, though I haven't brought out the bricks in a while (they're dusty... how can I clean these things easily?)

EDIT: Some relevant links I found: (1) (2) (3) (4)
 
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