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Gameforge selected as
"Technology Pioneer"
zownder.com
KARLSRUHE, Germany / GENEVA,
Switzerland - Dec. 4, 2008 - The World Economic Forum announced today that
Gameforge, the world’s largest independent supplier of browser and
client-based MMOG’s (massively multiplayer online games), has been selected
as a Technology Pioneer 2009. The 34 Technology Pioneers, chosen for their
accomplishments as innovators of the highest caliber, represent technologies
which promise to have a deep impact on business and society.
With over 65 million users
worldwide, Gameforge has been very successful at bringing players together
through browser-based games that offer minimal barrier to entry. “We are
incredibly flattered to be recognized by the World Economic Forum and
identified with 33 other outstanding companies,” said Klaas Kersting, CEO
and Co-Founder of Gameforge. “This is certainly one of our greatest honors
as a company and we look forward to continually bringing new innovative
titles to gamers worldwide.”
“We congratulate the 34 newly
selected Technology Pioneers for their remarkable achievements and welcome
them to the wider community of the World Economic Forum. During these
difficult times, we are certain that the technologies driven by these
visionary companies will contribute to the next wave of growth, with the
innovative and entrepreneurial spirit that characterizes them,” said André
Schneider, Managing Director and Chief Operating Officer of the World
Economic Forum.
The selection of Gameforge
is the result of a rigorous selection process, for which the Forum received
more than 320 applications from around the world that were evaluated by 44
global technology experts. The 34 Technology Pioneers 2009 are active in
fields such as: body computing platforms for personalized healthcare,
utility-scale solar power projects, mobile phone authentication methods to
ensure drug safety in developing nations, miniaturized 3rd generation mobile
networks, traceability and assurance over food quality, and electric motors
with unprecedented levels of energy efficiency and smart grid solutions. The
entire list of Technology Pioneers, with their profiles and interviews with
the executives of the selected companies, can be found at:
http://www.weforum.org/techpioneers.
This is the 10th anniversary of
the Technology Pioneers program of the Forum, which aims to recognize
companies at the forefront of technology and innovation. The program so far
has identified around 400 companies that have contributed to the Forum’s
mission of improving the state of the world. To be selected as a Technology
Pioneer, a company must be involved in the development of life-changing
technology innovation and have the potential for long-term impact on
business and society. In addition, it must demonstrate visionary leadership
and show all the signs of being a long-standing market leader with a proven
technology. Previous Technology Pioneers include 23andme, Amyris
Biotechnologies, Dr Reddy Laboratories, Google, Gridpoint, Infosys,
Kaspersky Lab, Mozilla Corporation and Nanosolar.
Technology Pioneers 2009 are
integrated into the Forum’s initiatives and are invited to participate in
the World Economic Forum Annual Meeting 2009 in Davos-Klosters, Switzerland,
from January 28th to February 1st, and in the Annual Meeting of the New
Champions that will be held in Dalian, People’s Republic of China, in
September 2009.
About Gameforge - Gameforge is the
largest independent supplier of browser- and client-based MMOGs (massively
multiplayer online games) worldwide. The company offers more than 12 games
in over 50 languages. More than 65 million players have already registered
for Gameforge games, and more than 13 million people actively play the
company’s online titles. Gameforge offers a large catalog of releases such
as Ikariam, OGame, Gladiatus, and many more. The company also publishes
client-based online titles such as the action-oriented Metin2, Europe’s
biggest MMOG.
Klaas Kersting and Alexander
Roesner established Gameforge in December 2003. The investment firm Accel
Partners purchased a stake in the company in August 2007. Gameforge opened
their US office in San Francisco in spring of 2008. Lars Koschin, CEO and
President, oversees the operations of the US office.
More information about Gameforge is available at
www.gameforge.com.
About the World Economic Forum -
The World Economic Forum is an independent international organization
committed to improving the state of the world by engaging leaders in
partnerships to shape global, regional and industry agendas.
Incorporated as a foundation
in 1971, and based in Geneva, Switzerland, the World Economic Forum is
impartial and not-for-profit; it is tied to no political, partisan or
national interests More information about the World Economic Forum can be
found at:
http://www.weforum.org.
Interview with Lars Koschin President / CEO
Gameforge Productions
A insider
viewpoint on a category of games that might well surprise
you with the popularity it has attained
June 19, 2008 - During
more than a decade covering primarily the RPG and
massively multiplayer genres, we've been fortunate to
meet legions of talented, creative developers. We've
also had innumerable opportunities to listen in on and
even to participate in thought-provoking discussions
about a wide range of related topics. A lot of these
occasions have been informal and spontaneous; they've
often taken place at conferences and trade shows,
frequently among small groups of two or three people.
Although published articles can probably never hope to
capture the ambience of such conversations, we felt it
would be interesting to offer a form of them.
Founded in
2003 and headquartered in the German city of Karlsruhe,
Gameforge is one of the world's leading
developers and publishers of browser-based MMOGs. With a
lineup of titles such as OGame, Ikariam, WarpFire,
Gladiatus and BiteFight, it claims more than 52 million
registrations, of whom some 10 million are considered
active, in a total of 36 countries. In February of this
year, the company announced the opening of an office in
San Francisco, Gameforge Productions, to serve the North
American market with servers located in the US. This
operation is headed up by its President and CEO, Lars
Koschin.
Within the lineup that includes
technologies such as Flash and Java, I think we must
consider another platform that's easy to forget. In
Europe, web-based MMOGs are very popular. In North
America, this type of game seems almost unknown.
During the
last few months, I have spoken with many developers,
publishers and members of the media about the web-based
MMOG concept. Surprisingly, many people were not even
aware this kind of entertainment existed. I see one of
our titles, Ikariam, drawing some attention from the
game press and industry, but the situation here is far
away from what is considered the status quo in Europe.
Today, with front-end technologies like AJAX and CSS,
there are impressive results on this platform. Due to
security concerns, Flash-based or Java applet-based
games face serious problems reaching a broad audience
within North America. For instance, personal firewalls
often block this kind of content, requiring you to
de-activate some of your standard firewall options.
Even with secure and signed applets, you can't always be
sure the game will operate; this is one of the major
problems you may face as a Flash or java developer.
Older titles, such as Runescape, were developed before
the existence of many modern security issues. In
addition, its developers had ample time to optimize the
technology.
For these types of games, it is also hard to avoid
competition against the traditional full-scale MMOGs
(e.g. World of Warcraft). If a user has the time and
capabilities to play a full MMOG, it's more than likely
that he or she will do so. Web-based ones target a very
specific audience. We are after the individuals who
cannot devote a lot of time to playing during the week,
players who just want to login and play for a few
moments each day.
Coffee break games are for the short term. If you close
the browser, the fight is over. The challenge is to
create a game where the players can stop whenever they
want. To target the audience that plays this way, you
need to pass the highly secure firewalls in many
offices. Additionally, traditional MMOGs can be too
complex for the workplace, considering the multiple
keyboard inputs required for active gameplay.
So the question becomes "How do you give the MMOG
feeling without forcing a gamer to stick with the
keyboard?" Mini- / coffee break gamers are not
traditional MMOG players; they are a different breed.
They want short-term play with minimal barrier to entry.
To deliver the desired spirit to this type of gamer,
developers must simplify the play, and make the time
investment requirements as flexible as possible.
For the most part, gamers who use web-based technology
can be broken into three separate categories:
- office gamers with minimal time available; they want
fast, coffee break gaming with zero barrier to entry.
- office gamers who want the feeling of a persistent
world.
- those hardcore gamers who want quick options to play
during downtime or while waiting for friends in-game.
The first type can be entertained with standard Java or
Flash games, assuming there are no security issues at
the office.
The second kind of gamer in this category needs a
different kind of play, comparable to Ikariam, where you
can choose how much time you want to invest.
The third sort could use coffee break games or web-based
MMOGs. The decision comes down to personal preferences.
I think web-based MMOGs like Ikariam, Tanoth and OGame
are not in direct competition with your traditional
full-scale ones. I believe the technology is not in
place to deliver a comparable full-scale MMOG experience
within a web-based release... yet. However, I am
confident that we will have the necessary capabilities
in a few years.

Lars Koschin
President / CEO
Gameforge Productions
As President and Chief Executive Officer, Lars
Koschin manages the recently opened US arm of Gameforge
AG, a German-based publisher and developer of browser-
and client-based online games. He began his career in
the interactive entertainment industry by co-founding
Gamigo, a major online publication in the latter
country, and prior to his current position, served as
CTO of Curse.
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Press Release PROVIDED BY GAMES PRESS
-MMOABC, a property of New Gen
Media, Inc. and a rapidly growing international MMO
games community website with over a million visitors per
month, has partnered with Gameforge to offer gamers free
high quality MMO browser games. Gamers will be able to
play exciting games such as BattleKnight, Bitefight,
DarkPirates, Gladiatus, Ikariam, OGame, and WarpFire on
MMOABC.“MMOABC is very
excited to partner with Gameforge to offer free high
quality MMO browser games to our rapidly growing gaming
audience,” said MMOABC co-founder and CEO Andy Tong.
“Offering proven games with over 50 million registered
members to our gaming community is another step in
empowering our gamers.”
Klaas Kersting, CEO of
Gameforge, says: “MMOABC is a great platform for
reaching dedicated players of MMO browser games. By
placing our free games on MMOABC we will inspire even
more players than before.”
Launched on May 1, 2007, MMOABC
(a property of New Gen Media, Inc.) is a premier Web 2.0
platform that provides an interactive environment that
empowers gamers by letting them capture and share
individual gaming experiences, build extensive
communities, and stay current on industry news. In
addition, MMOABC provides game portal hosting services
and online game publishing for developers in the rapidly
growing billion dollar massively multiplayer online
games market. New Gen Media, Inc. is a private company
founded in the city of Glendale in late 2006. New Gen
Media is devoted to becoming the leading international
producer and distributor of premier community
interactive websites.
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Gameforge Growing
theschwartz
by theschwartz on June 12, 2008
Well, with 60 million users, you might be one of
them - but their demographic is much more international than most
gamers in my part of the world, and their demographic is much less
needful of cutting edge consoles or computers. So my bet is you’re
not yet one of them.
Gameforge AG is a privately held German
company. They’ve been in business since 2003, and only have 90
employees. They just opened a San Francisco office.
They publish the most successful
and popular browser-based game on the planet, OGame, and 26
other games.
Their active users number
10,000,000.
Their games run in 23 different languages,
with users in 30 different countries around the world.
A couple of years ago I posted 2005 to 2010
projections for the game industry. Here’s the online drilldown from
those projections:
Online gaming drilldown:
Compound Annual Growth Rate 26%
2010 mid session market $4.72 billion
Compound Annual Growth Rate 29%
2010 short session market (eg casual
games) $2.5 billion
Compound Annual Growth Rate 34%%
The short session market shows the largest
growth, though all of the online markets are the hottest place in
gaming growth. GameForge is completely focused on the online market,
has a model that satisfies the short session market brilliantly, but
that also engages users all the way up to the long session market. I
think it’s fair to say they dominate the browser-based market - if
you have other games or companies you’d like to suggest as
competitors there, please do post a comment. Because GameForge is
privately held, I haven’t found any revenues for them - but I am
going to conservatively guess they are on the order of $10,000,000 a
month, or $120,000,000 a year. The key question for them is how
successful they are in converting free users (all their games can be
played for free) into customers who pay for upgrades that allow them
to play the games more successfully. My estimate is based on the
conversion percentage being 5 to 10%. Whatever their revenues, I am
quite sure their growth is better
than those very high projections for the industry, since they are so
succesful within the industry.
The only weakness I’ve seen so far is they
haven’t also enabled good mobile access to their games. When people
can also play from their cell phone browsers, GameForge will hook
way more users, way more solidly. Surely they are working on that.
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Gameforge
take over of Saga of Ryzom
I couldn’t find any news on the official Gameforge website about this quiet
takeover of French studio Nevrax, the developer of the MMO Saga of Ryzom.
Ryzomm is a pay to play
massively multiplayer online role-playing game (MMORPG). The game launched
in September 2004. Ryzom is labeled as Science-Fantasy by the creators due
to storyline elements that are typically found in both science fiction and
fantasy genres. The game earned the Best Story award at MMORPG.COM's 2005
Reader's Choice Awards.
"Player-created
content" like lets say an alliance page or other things created by players,
The Saga of Ryzom was the first of these "standard" MMORPG’s to offer
players the ability to create this type of content. So as you see this
wasn’t a small web game it had many faithful followers and was sort of a
classic.
Anyway the company
supposedly bankrupted due to the business and management side, rather than
the lack of players.
However there were a
few good promising ideas of selling the game to the players! That is, making
it free software. A campaign to raise funds was launched to gather funds,
even FSF (free software foundation) pledged to donate $60,000.
Everything was looking hopeful, but unfortunately Gameforge bought it
first, from there it all went downhill. Here is the timeline:
·
Nevrax began development of Ryzom in 2000.
·
November 20, 2006, Nevrax announced that it would enter
receivership sometime in December
·
November 21, confirmed that “Nevrax as a corporate entity will
probably cease to exist in a few weeks” and announced that “several
companies and/or individuals are actively engaged in negotiations to take
over Ryzom”.
·
November 14, 2006, the Free Ryzom Campaign was launched in
order to gather enough funds from donations from the community to purchase
Ryzom and release the game as free software.
·
December 14, the Free Software Foundation pledged a donation
of sixty thousand dollars.
·
December 21, 2006, Nevrax SARL was eventually sold to the
owners of GameForge AG, a German company specialized in web-browser games,
who started up GameForge France SARL as a 'sister company' and transferred
all the rights.
·
September 28, 2007, all Ryzom subscriptions changed to "Free
period" without any communication from Gameforge France.
·
October 1, 2007, the Tribunal de Commerce Paris declared that
Gameforge France had filed for bankruptcy for lack of payments since
August 27, 2007. According to an announcement made on October 2, the default
procedure in case of failure to find a new buyer will be to shut down the
game within three weeks. The "three week deadline" passed, and the game
servers continued to run, albeit with large amounts of lag. It was later
revealed that GameForge had not even fully paid for the Nevrax assets, which
were then returned to the original liquidator.
·
November 2007 the servers were running normally with periodic
resets.
·
January 30, 2008, an announcement from GameForge stated the
possibility of the servers being shut down in the first week of February.
·
second week of February 2008 all remaining game servers were
shut down.
·
·
May 5 2008, the Ryzom forums were taken offline.
It was fun following all the news in
regards to Ryzom, I have a feeling it won’t end here though. The company
Spider web Int. is a shady company, I will keep an eye this. Anyway, as of
today I’m not sure of the future of this game but if you go to the website
http://www.ryzom.com//
on the bottom is says copyright Gameforge!!?!
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I was reading up on current
OGAME events when I found that the author of (comment:
don't know if the site was taken dawn or just temporarily, but lately its
not there!)
French Osim
OGAME simulator
was releasing the source code to it!! wow, maybe I will contact Jok and try
to set up Osim here at OGameBlog? (just a thought). Anyway here's what he said
in his
Blog
:
By Jok, Sunday 18 May 2008
12:04
I have decided to release osim source code today,
after having stopped the development of it a few months ago. Most of you
don't even know that it is the command-line program behind this. And you
probably don't realize how tough this decision is for me. I can explain
this difficulty just by saying that it is one of the longest
non-professional project that I've carefully followed with feedback from
users, and if not daily, at least weekly improved. Please, follow me in
this little journey through osim's life... it began in July 2006, and
ended in October 2007.
-
SpeedSim was, at this time, the only open source ogame simulator
that I knew, with only one little problem: it was targeted for
Windows architectures, but ran perfectly in wine on Linux. Among the
other things that made me uncomfortable with this software was the
Graphical User Interface: a Command Line Interface was sufficient
for the users concerned with osim (Linux developers and/or sysadmins).
Thus the programing language used ( C++ ) was no more suitable for
the command line implementation. I rapidly concluded that a
re-implementation from scratch was my preferred solution (at least,
the most fun from a developer point of view).
- Doing faster (or believing so) and
differently than SpeedSim
My first thoughts on the Speedsim's implementation were criticism
against the vector representation of ships in an army. One cell of
an array, per ship, was, in my humble opinion, a bad thing for
memory, moreover, if we wanted to develop massive armies. But I had
temporarily forgotten that "premature optimization is the
root of all evil ". And a couple of days after having tried
a proof of concept of another army model, I understood that the
vector choice of Speedsim's developers was a good idea.
- End of the simulation, beginning of the
guess mode
One week after the first working implementation, I decided to re-use
my old-fashioned genetic algorithm implementation to find the best
army opposing a chosen defender or attacker, and from this time, to
the end of the development of osim, the efforts were essentially
aimed on the details of a fight simulation (adding recycling, fuel
consumption), that continuously increased performance of the guess
mode: When one simulation's issue was more precise, the results of a
genetic algorithm running thousands of simulations were more
reliable as well.
- Genetic algorithm and Multi-threading
At the end of the development cycle of osim, among the contributed
changes to the genetic algorithm from a small project that I did,
was the introduction of multi-threaded pool to compute the fitness
of each individual of the genetic population. And as I coded under
64bits architecture, I've also fixed many issues related to
primitive sizes and sign...
- Greetings
Thanks a lot to Ze and KURGAN that were the best bug reporters of
all times
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Interview:
Gameforge Talks Rise Of Web-Based MMO
German browser-based online game developer Gameforge has announced that is
has opened a new San Francisco office to spearhead the company's push into
the U.S. market as Gameforge Productions Inc.
Interestingly, the company also plans to seek out U.S.-based developers of
full-scale MMOs looking for a partner to localize and operate their games in
Europe.
Gameforge's own core development specializes in free-to-play titles such as
Ikariam and OGame, whose graphical game clients are run
entirely in-browser.
Its games are large social worlds apparently aimed more towards the
'hardcore' PC gamer, with an emphasis on more complex gameplay with
player-driven communication, alliances, and trading.
Ikariam, a Civilization-like game, will be the title on which
Gameforge's U.S. division first focuses - OGame, which the company
also runs, is a strategic space-trading sim.
Gamasutra has a chance to speak in-depth with Gameforge Productions Inc.
president Lars Koschin, previously CTO of MMO portal Curse, about the
company's products and plans.
Building Awareness
Though many of Gameforge's titles are already playable in English, Koschin
stated that there is less North American knowledge of this genre than there
is in Europe, where Gameforge has seen considerable success. "We have some
U.S. customers, but not enough," he admitted. "We want to make this kind of
gameplay more popular. We want to bring more marketing, PR budget, and
explain to people what these massively multiplayer browser-based games are."
Koschin spoke to a common preconception about web-based games, that they are
often assumed to be simple puzzle games regardless of their genre - an image
issue sure to be on the minds of InstantAction.com developer GarageGames as
well. "Many people in the U.S., when I talk about browser games, say they're
mini-games - but this is a real world, where you can build your cities,
build your armies, and if you log out and you log in the next day, your
island is still there."
MMOs, Casual, And Social Networking
The exec drew a distinction between these games and more traditional MMOs,
however: "World of Warcraft, that consumes a lot of time - our
barrier of entry is very low, so you can play right away without downloading
a lot of stuff. You can decide how much time you want to invest in your
game, and it's still fun to play. You can play from 10 minutes a day to five
hours a day, but it's still fun to play."
When queried about Gameforge's target audience, and how it categorizes its
own projects, Koschin drew parallels to casual games, MMOs, and social
networking sites like MySpace or Facebook. "It's not like we do a lot of
preexisting 'quests,'" he explained. "Most of the content is social
interaction with other players. This goes from PvP to trading to just plain
messaging and making friends - not just doing quests to achieve something,
but achiving things with friends or with an alliance."
He added: "In Ikarium, we have shared resources on the island, so you
work together with your friends or with people who live with you on this
island. You have to talk to them and say, 'Hey, we have this lumber
resource, and we can improve that if you spend some money on the god that
protects our island.' This is the main point in most of our games - the
social interaction."
"We are in between all these things - MMOs, casual, social networking - that
are already on the market," Koschin continued. "You can decide how long you
want to play, so if you play a big MMO - EVE Online, WoW - you can
still play our game. On the other side, we are like a social networking
platform. We are a new breed, actually having been around for a long time,
but not as recognized."
Solidifying An Audience
Gameforge believes it can capture both existing gamers as well as some of
the audience that currently devotes significant time to social networking
sites, particularly with the advent of in-browser games connected to those
sites.
Koschin commented: "People going to MySpace or Facebook know this concept of
playing games or exchanging information through a web portal. That is who we
want to target. The other kind of gamer we want is people who play
Civilization single-player, and they work in an office and now have a
chance to use this simple system for that kind of gameplay."
In Europe, the company has begun doing outreach to major guilds and player
bases, as well as planning real-life player conventions and get-togethers.
In the longer term, it hopes to build similar events in the U.S.
MMO Localization
In addition to the promotion of its own projects, Gameforge is looking to
market its experience operating more traditional full-scale MMOs in Europe
to U.S.-based MMO developers that lack the resources to bring their games to
Europe.
"We have a lot of games in Europe, so if someone wants to launch a game we
are the perfect partners, since we have the contacts and the experience in
almost every country in Europe," concluded Koschin.
POSTED: 03.05PM PST, 05/06/08 - Chris Remo
-
LINK
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I was visiting a site called
ripoffreport.com trying to find some info on a certain company,
unsuccessfully though; that's when I thought lets see if GameForge or OGAME
is listed. So I ran a search and guess what I found a interesting post
/ warning. Of course how true this is I don't know, but I wouldn't think
that a well established company like GameForge would take these kinds of
fraudulent actions. My thought is that it might be a pissesd off player who
got banned and is trying to get back somehow. But again who knows maybe he's
telling the truth. Here's what he said:
OGAME Gameforge Stole money from credit card
Internet
Gameforge
is still a passive-aggressive low-level criminal organization
12/13/2007 9:01:02 AM
Ed
Game admin used my billing info for my
game account to establish multiple paid accounts under my name
(and without my permission), then banned them all.
I asked for my only legitimate account to be unbanned but they
refused. I asked for
refundss
of all illegally obtained monies but they refused. Plus, their
website states that they will keep billing accounts even after
they ban them - so I'm getting my
credit
card
company
to block any and all billing requests from them AND I'm getting
reversals on all monies that they stole from me.
(I believed that helping out an up-and-coming game company was a
good thing; none of my free-account friends have had any
problems and if I had known that this company openly condones
criminal actions against its players then I would've never
signed up to play their game, much less paid them to play!)
Although it appears that I will be getting all my monies back
and although the company's actions didn't cause me enough
damages to pursue legal action internationally (they appear to
be based in Germany); their actions constitute fraud, theft and
open conspiracy to commit a crime. Let the buyer beware!
I'll keep my report updated with any new and noteworthy
developments.
Any insights, thoughts, ideas, etc. are most welcome.
., Illinois
U.S.A.
Published by Trojan
May/04/2008

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MMO Publisher in legal battle with bot author
If OGAME becomes as big of a
MMO as World of Warcraft, and will have the resources; do you think they
will go after authors of OGame bots or even OGame cheat sites like
OGameBlog.com? Vivendi games (publisher of WoW - biggest mmo) already had
started their offensive campaign against automation-bot authors. Maybe
Gameforge (publishers of OGame) will follow the same path. Anyway keep
reading to find out what exactly WoW is up to:
Story from BBC NEWS::
http://news.bbc.co.uk/go/pr/fr/-/2/hi/technology/7314353.stm
Legal battle over Warcraft 'bot'
The makers of World of Warcraft are locked in a
legal battle with a firm that has produced a tool to automate many actions
in the virtual world.
Blizzard is suing Michael Donnelly, the creator of
the MMO Glider program, which performs key tasks in the game automatically,
such as fighting.
Both sides have submitted legal summaries to a
court in Arizona.
Blizzard says Glide is a software bot which
infringes the company's copyright and potentially damages the game.
In its legal submission to the court last week,
the firm said: "Blizzard's designs expectations are frustrated, and
resources are allocated unevenly, when bots are introduced into the WoW
universe, because bots spend far more time in-game than an ordinary
player would and consume resources the entire time."
'Infringed agreement'
Blizzard argued that Michael Donnelly's tool
also infringed the End User License Agreement that all parties have to
adhere to when playing the game.
More than 100,000 copies of the tool have been
sold, according to Mr Donnelly. More than 10 million people around the
world play Warcraft.
Mr Donnelly said the first time had had been
aware of potential legal action over his program was when a lawyer from
Vivendi games, which publishes Warcraft, and an "unnamed private
investigator" appeared at his home.
In his legal submission, he detailed: "When
they arrived, they presented Donnelly with a copy of a complaint that
they indicated would be filed the next day in the US District Court for
the Central District of California if Donnelly did not immediately agree
to stop selling Glider and return all profits that he made from Glider
sales."
"Blizzard's audacious threats offended
Donnelly," according to the legal papers.
Mr Donnelly says his tool does not infringe
Blizzard's copyright because no "copy" of the Warcraft game client
software is ever made.
Blizzard has said the tool infringes copyright
because it copies the game into RAM in order to avoid detection by
anti-cheat software.
The two parties are now awaiting a summary
judgement in the case.

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If you are going to
delete your account, Please give it to OGAMEBLOG.com
This guy got attacked in OGame, and completely lost it! He did the
unthinkable, he deleted his account! All that resource mining all the
scanning universes, so many hours of wasted time. OK if you want to stop
playing hit vacation or at least give the account to someone
(ogameblog.com for example) I will make good use of it
:) Anyway go on read his article >>>
Original article from: http://www.brianmcculloh.com/blog/index.php/2008/02/21/ikariam/#comments
" A week ago I deleted my oGame account in a fit of
rage. At the time, my rank was hovering in the mid 600s and I was about to
start trying for moon shots. With thousands of rocket launchers, hundreds of
levels of mines, 9 planets, and the almighty ability to start building
Deathstars on the
horizon, I was hit by a pro in 2 waves and lost everything.
I feel a little ashamed of the private message I
sent him, which I most definitely will not post here. Judging by his lack of
response, he’s either too good to respond to such a low-down, dirty message,
or he’s Chinese. In either case it doesn’t matter because I proceeded to
click the delete account button. When you click the delete button, oGame
gives you something like 7 days to undo your decision by clicking the
UNdelete button, just in case you were delerious when you clicked it or
someone hax0red your account.
I did not click the undelete button.
I realize the point of the game is to attack
people, but they’re not supposed to attack ME! It actually was a
little dirty because I hadn’t been attacking anyone, didn’t have a fleet or
very many resources stored up at the time for him to loot, and he did it in
the middle of the day. His boldness infuriated me. All I had to do was click
the oGame tab on my browser anytime between 11:00am and 1:00pm that day and
see that he was on his way to kill me, and I could’ve
fleetsaved. But this, by chance, happened
to be the ONE day I happened to not check my oGame, by chance, over lunch
break at work, coincidentally, by chance. It also happened, by chance, to be
the first time, somehow, that anyone has attacked me at all in months,
happenchance, oddly enough. Put those two together and you get one helluva
coincidence.
I don’t like when people who are already experts,
and don’t need any luck, get extremely lucky. It causes baby puppies to fall
off cliffs and oGame accounts to be deleted.
Now that oGame’s out of the picture, I’ve started a
new browser-based MMO game by the same creators - LOL. It’s called
Ikariam
and graphically it’s far superior to oGame. It’s got the look and feel of
Age of Empires, and the setting to go along with it - taking place in the
ancient Mediterranean Sea.
It works similarly to oGame. You build, research,
and deploy buildings, technologies, and ships, respectively, but instead of
space ships, deuterium mines, and hyperspace technology it’s catapult ships,
taverns, and seafaring technology. There are a lot of differences besides
the beautiful interface and graphics, however. One of the main differences
so far is having to choose a research specialization from the get go. I’m
not sure how easy it will be to research all 4 branches, if it’s even
possible, but I know it will take a long time. It took 1.25 hours to
research the first level, which was Conservation, and the level I’m
currently on - Wine Press - takes 22 hours.
There is also more of a co-op feel in the addition
of donations. You can donate to sawmills, vineyards, even the gods, to
increase the wealth of your local island - which helps out the 10 or so
other people with towns nearby. I suspect the effects of this new element
will be quite interesting. What happens if you’re the only cheap miser not
donating for the greater good? A stern warning from the other towns? An
errant catapult or a wayward battalion of swordsmen “accidentally” showing
up on your doorstep? I’m not going to find out.
I’ve only been playing for a few days so I can’t
tell you how good the game is, or what it’s even truly about. When I started
a few days back, there were only 3 servers to choose from (that number’s up
to 5 already), as opposed to oGame which has something like 33. The game has
only been around since Valentine’s Day this year, so I’m probably pretty
high up in the ranks already. You should get in the game now while it’s
still brand new! It’s really easy to create your account and get started,
and there is even a “first steps” guide right on the main page which is
well-written and gets you up on your feet in no time.
Best of all, it’s free!
So, what’s to stop the same thing from happening to
me in Ikariam that happened to me in oGame? Nothing - what’s the point of
your question? '

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GameForge is in need of
CUSTOMER SERVICE
I was considering making a new section of OGameBlog about complaints
directed towards OGAME or Gamforge (makers of OG) itself for a long time
now. The reason why is simple, since I started this site I've been getting a
lot of emails with complaints of mistreatment from GOs, SGOs, and so on...
The players don't really have a place to complain about Admins tyranny. The
mistreated player cant post on their forums because they will delete it
pretty fast. My point is there is no place to complain/expose for the
larger player community to witness! Therefore if you would like to share
your "OGAME horror story", email me and I will post.
If I get enough stories I will make a new section for players to post their
complaint and other remarks that admin ignore. There is only one catch, I've
gotten hundreds of email complaints, but they are all short sentence or two.
In order for me to post it, the complaint needs to be an article. It
doesn't have to be lengthy but a (minimum) paragraph would be nice. So
as soon as i have a small collection of 'article' complaint I will make a
section; till then I will post them here.
--------------------------------------------------------------------------------
This complaint is from S.T. ; its about one of
GameForge production called BiteFight.
well heres my story,i hope
you post it for all to see the mistreatment and abuse that players like me
and many others endure,and yet,it is us players who keep these games alive
by playing them.myself,along with many others play an online game called
bitefight where it is over seen by gos and sgos who are suppose to be there
to help you,so we thought,i have contacted them for several reasons only to
get ignorant responses as well as threatening messages in a round about way
telling me not to contact them again,or else,and we all know what the or
else means.basically if you dont play by there rules or if they dont like
something you are doing,you will get a ban or permanent ban,it is ok for
them to disrespect you,but if you give it back,you are banned,and loose all
your money you have put into the game,too bad for you.i have a clan mate who
was just recently banned permanently for what they call insult.i went into
the ban forum on bitefight for server 7 and could not believe that there
must have been at least 40 ppl on a permanent ban,so what do they do,take
your money then ban you?and theres no use going higher up because they all
end up agreeing with one another anyway,they have all become friends so
there not going to go against one another.so,what do you do,and who do you
turn to?playing with the enemy is what i call it.i have recently contacted
consumer affairs as something has to give about the abuse that players
endure from the ppl who are suppose to be protecting them.we are threatened
by the very people who are suppose to be helping us.
--------------------------------------------------------------------------------
This complaint is from A.S. ; its also about a
GameForge production.
My letter isn't about OGame, it has more to do with
Gameforge itself, in particular BiteFight. I am sure you are more than aware
of the current problem most of us players are experiencing from those in
administrative positions. Namely the GO's and other controllers of BF who
are meant to be working for Gameforge to maintain the game with a fair and
optimistic manner, yet seem to have a rather sinister agenda of their own
which involves making players feel worthless and at THEIR control.
The power games are just way out of hand and it is leaving members such as
myself and those in the clan I am a member of on server 7 without any other
alternative than to try and receive some sort of fair treatment or at least
the respect we deserve as paying or non-paying customers. It doesn't matter
to me whether members are premium or playing the game free, paying members
such as myself pay so that others of lesser opportunity can still play the
game (of course without certain perks). The Go's and the other admins,
moderators, operators only have a game to bestow their rather strict
mannerisms upon because WE pay for it to exists, that BF exists because of
those who can pay, and do pay good money simply because they enjoy the game
which isn't quite so these days... the fun has been stolen from it because
of their rude and hostile attitudes even when approached amicably and
respectfully.
A situation has recently occurred where a certain member received an 8 year
ban, due to bashing (even though we all saw he was perfectly in the line of
rules and his rights), and a remark that the GO took as abuse. When asked
this certain GO replied rudely, wasn�t at all optimistic and impartial to
the situation and declared that he was going to make up a special rule/case
to have this member banned for 8 years. To me, this was over the top, too
extreme for what it really was, if the member had threatened to hack BF,
then by all means apply a permanent ban? but certainly any costs this member
had paid, should be refunded. He cannot be expected to pay for service he is
no longer receiving simply because some high-stung power-tripper got
offended and took it to a ridiculous level. There has to be some give and
take in such a situation.
Next issue, is the fact even if you have paid, basically you have no rights
and that your account can be terminated at any given time to the whim of any
game operator? Again, if you have paid for a service what gives anyone the
right to find justification to terminate your membership for whatever
purposes usually most will signify contempt or prejudice of that particular
person and in my opinion allows for personal grudges to interfere in a game
where they should not. Perhaps Gameforge need to take better care on who
they hire for support staff, or staff period? Thus far from what I have
seen, and certainly on server 7 where I am a premium player, the GO there
has shown me nothing but rudeness, disrespect and favoritism to his own
�personal� agenda on Bitefight not for the game itself. Banning someone for
8 years because of a remark, or rather words on a screen that may have been
said out of anger, frustration and perhaps even mistake of different
language? Who knows? we have!
e asked for answers and only received hostility in the GO�s approach to the
question along with other issues ingame.
I do not believe any GO or Game operator should be able to go into your
account and read �personal� messages, alter your profile settings or
anything else in YOUR account that is an invasion of privacy. I do not
believe they should be able to treat you like you do not matter, that you
have no rights and other intimidating, manipulative, over-bearing behavior
received by MANY BF players. We want something done about it as paying
customers, as players and certainly as human beings who deserve the respect
we have given only to be treated like animals in return. I suggest Gameforge
find better staff, GO�s who are better equipped to deal with people with a
friendly, impartial attitude (as per good customer relations) who look out
for the members and the integrity of the game instead of the Nazi�s they
currently have running the place. (no insult intended but I assure you,
there is no exaggeration in the comparison). Better care needs to be taken.
If I do not see an improvement I !
myself will take this issue to Consumer Affairs and have the matter dealt
with legally.
Thank you.
--------------------------------------------------------------------------------
Like I mentioned earlier if you have any complains
about OGame or any GameForge productions for the larger player community to
witness than email me (min. paragraph) article and I will post.
Thanks TROJAN

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OGAME looses a great
player
Original from http://brubakers.us/blog/
" Jan and I drove to Hutchinson, Kansas
yesterday to
attend the funeral of Brian Rush. Rush
worked with Brian at Cox Communications before working with me. Brian
left Cox shortly after Rush left Cox, so they only worked together briefly.
My fondest memory of Rush is how we kinda-sorta
met, but didn’t meet. I initially met Rush
online in 2005,
playing OGame.
Everyone at Cox played OGame. Naturally, when Brian worked there, he played
OGame too. Since he was playing it, I
started playing it too. Rush was one of the highest
ranking
members of the Cable Mafia, our OGame alliance. He was a
great ally in OGame.
He, along with a few other players, sent me some
resources to help me build up my planet. It
wasn’t long before I beat Brian. I couldn’t have done it without all the
help, though.
Anyway, as
things got busy with work and school I quit playing the game. As luck
would have it, Rush got hired on at work so instead of playing together
online we began working together. I didn’t ever meet him face-to-face until
his first day of work, though. We were buddies on OGame for a while without
ever having met.
Rush was a really cool guy. He was well-liked by
everyone. People had a tough time at first because he was hired from outside
the company, but he turned them all around. He made everyone realize that if
you hire the right person it doesn’t really matter where they come from,
whether they’re coming from inside or outside the company. Before long it
seemed like all the CSRs wanted to be on his team. That’s how great of a guy
he was.
Just as he was a great ally on OGame, he was a
great ally at work too. We both pushed for friendly competitions. Before his
cancer returned, we competed with each other. We would often ask each other
how our respective teams were doing in terms of stats. He was always trying
to beat me. I’m lucky because my team always had great stats. I have an
outstanding group of CSRs. He had his work cut out for him. Each week he’d
make progress and he would proudly tell me his team’s average availability
and then he would ask me mine. Of course, I knew where he was at already.
Eagerly, I’d tell him my figure and burst his bubble.
It’s tough to burst his bubble, though. Rush was
always so positive and optimistic. Each week he would make progress, while
my figures pretty much remained the same. After a while my figures started
to dwindle and his team eventually surpassed mine in terms of availability.
He fought cancer with the same gusto. He sought
treatment of all kinds — experimental, traditional, what have you. It didn’t
matter. He was willing to try anything. Each week we would receive updates.
Whether it be good or bad news, Rush stayed positive through it all and kept
his sense of humor.
He passed away of cancer at around 1:30 am on
January 29th. My only regret is that I never got a chance to visit him
before he passed. He inspired me not just to become a better supervisor, but
a better person overall. I never had the chance to thank him for the
positive impact he has made in my life. He made a tremendous impact on the
lives of many others. I already knew this, but hearing others speak at the
funeral yesterday only confirmed it.
I didn’t speak, but I wish that I would have.. I
didn’t have the courage to… Maybe they have computers in the after life and
he can read this blog entry in his honor, and he’ll know how very grateful I
am for the opportunity to work with him and to know him.
I leave you with a PPT slide show that I created at
Kasey’s request. I got the pictures that Kasey selected on Thursday evening.
I didn’t get a chance to start working on it until Friday because scanning
the pictures, which were all in hard copy, took a lot of time. Thankfully,
Darcy helped with the second part (the family section) of the slide show.
Without her help, completing the slide show before the funeral would have
been an even bigger challenge (specially since I had to go to the doctor
with Brian on Friday afternoon).
My section is set to the tune of Ozzy’s “See You On
the Other Side” song, one of Rush’s favorites. Kasey said he specifically
requested for this song to be played at his funeral. Garth Brooks’ “The
Dance” is the background music that Kasey selected for Darcy’s section. The
clip above doesn’t have music, unfortunately, because I couldn’t figure out
how to add it.
Here’s one that I made through Slide.com with
music. Except I couldn’t find the “See You On the Other Side” song. All I
could find is the YouTube video. I hope this works. "
More ogame blogs:
posted 02/04/2008
by: Trojan

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OGame video recordingging
I’m sure you have
seen OGame videos on YouTube and other video sharing sites. Did you ever
want to make your own OGame video? But were discouraged after all the
technical mambojambo to actually record your screen? Or simply you didn’t
have the necessary software to do so. Well now you are closer than ever to
make that OGame video a reality.
I found a cool
website called WeGame, it provides the tools for gamers to share screencasts
of their favorite in-game moments. The website itself is very similar to
most other video sharing sites out there – users are free to browse, search,
upload and comment on videos – with the exception that WeGame is focused
solely on game screencasts.
Capturing screencasts
might be a obstacle for many people, of course there are programs like
MyScreenRecorder Pro and others; but they aren’t free. WeGame.com provides
free recording tools too capture all your game play.
The site is very very
new, it launched January 9th 2008, I’m writing this only a couple
hours after they launch. Therefore the site being so young, it lacks the
feature of recording games played through a browser, like OGame! Luckily
WeGame is currently working hard on this problem, and soon we should be able
to record, upload, share our OGame moments. Probably by the time you read
this WeGame will have a browser game recorder, so enjoy, and I want to see
some cool OGAME videos so I can post them here at OgameBlog.com.
http://www.wegame.com//
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