['Eve Online — The World's Largest Game Universe!']

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Virtual currencies and virtual items in persistent online worlds are a great investment. Make money and play—what more do you want in life?

['there.com'] ['Eve Online — The World's Largest Game Universe!']
Cancel all of your appointments, clear out your schedule, because There.com is addictive! Be sure to tell them 'dotcomboy' sent you!

Once you're There friends and family in RL ('real life') won't see you for quite awhile.

There.com is the first MMOG I ever joined and will always have a place in my heart. There.com is an online community for making friends, exploring, socializing, playing games and unique sports. You don't need to eat and you cannot die or be injured. In the traditionally boys' world of video gameplay, There.com is meant to be fun for girls as well.

Some folks make a living in real life on There. You can earn ThereBucks (Tb$'s) in more ways than could possibly be listed here. Most of the in-world virtual items have been designed and sold by Thereians: clothing, vehicles, houses, even neighborhoods—many things in limited edition. You could take a job paying in Tb$'s, get wealthy coming up with a valuable in-world product or service no one's thought of yet, or become a collector of rare items.

['There.com']

Useful There-related links:

Try to keep in mind that just like life in the real world, life in There is what you make of it, the only people that get bored are boring people.

I am able to find all sorts of things to do in There: I like to drive my buggy around exploring the beautiful scenery and socializing with Thereians. I buy signs and use them to advertise my various endeavors both in- and out-world. I may take in a class at the University of There, perhaps on a subject entirely unrelated to There. Later on I might float through the skies with hundreds of other players in our hoverboats, but for now I might just explore the main island by myself with my hoverboard and see where I end up.

I'll see you There!

For those needing a more structured, goal-oriented online gaming experience (but thankfully not too structured or goal-oriented), welcome to the 'hypercapitalist' economy of Eve. Whereas with There you must create your own activities, when you log onto their server, Tranquility, you are treated to a tutorial which, though taking me three hours to complete, merely gets the newbie acquainted with the game's most salient features so they can play the game. As far as mastery, I have been playing Eve for three years now and I am still learning new things all the time.

Eve consistently ranks #1 at many of the MMOG sites. About a year after I started playing I tried out the two-week trial of a different, considerably more popular fantasy role-playing game by the company that got me addicted to StarCraft in the late 90's. There was no comparison. After the two weeks was up I went right back to Eve.

Putting casual and hardcore gamers on an equal footing, Eve's unique skilling system is based on the passage of time rather than the performance of actions. There are all sorts of areas in which to specialize, including:

  • Mining
  • Trading
  • Fighting
  • Research
  • Exploration
  • Manufacturing

And the great thing is, unlike with other MMOGs, you're character never gets locked into a profession. You could me a miner and later on down the road switch gears and become a fighter as well. There are so many skills that can be purchased that unlock so many features of the game that it would take a decade to skill up in everything, and by then Eve will have expanded the game and added a lot more skills. Nearly every object in the game is manufactured and sold by the players themselves in the huge galaxy-wide market with a daily volume totalling hundreds of thousands of US dollars worth of International Standard Kurrency (ISK).

In Eve clans are called corporations, and corporations can sell their shares to any player to generate cash, paying dividends as a reward to the player for helping to maintain the corporation's value by holding onto those shares. For shareholders this can become a large passive income, fueling their takeover of New Eden with little additional effort toward raising funds.

Useful Eve-related links:

To learn more about Eve please read my blog posting, Forget WoW, Eve Online is the Best.

['Second Life'] ['Entropia Universe']
Since the web browser became the 'killer app' defining the way people experience the Internet, the only thing to come along to have the chance of holding a candle to it is Second Life and other online virtual worlds like it. The vast virtual square footage of Second Life is host to virtual presences many companies, schools, and other organizations that I know you've heard of.

The MMOG that gets mentioned the most in Wired Magazine, in Second Life everything is owned by the players, even to the extent that players retain intellectual property rights to their own creations. Even though it is newer than There, Second Life is far more popular. Linden Labs, the operators of Second Life, offer a stock market-like exchange where players are welcome to trade Linden Dollars for real American currency.

Like There.com but not as laid back, Second Life is also a lot more populated (which can be both bad and good). Many speak in terms 'real life' and 'in-world' as if they are two different things, but the interplay of the two through the spectrum of types of organizations, both commercial and not, that have presences within Second Life demonstrate that there is no real clear distinction.

['Second Life']

Like it or not, virtual worlds are now a part of the so-called 'real world.'

Useful Second Life-related links:

Entropia Universe is another MMOG that combines the commercial potential and social networking capabilities of Second Life with the PvP and sci-fi of Eve. Players create and sell in-world objects and the exchange of in-game currency (Project Entropia Dollars, or PED) into real American dollars and vice versa is welcomed and encouraged. Entropia Universe's owners, building confidence in their little economy, state on the website that they plan for the MMOG to last 'decades' into the future and claim a GDP of US$360 million in 2006.

If your computer can handle the stiff minimum hardware requirements, you would be remiss in not adding the lesser-known Entropia Universe to your MMOG portfolio.

['Entropia Universe']

Useful Entropia Universe-related links:

['In The Darkness An Underground World Awaits A Hero! — PlaneShift']
The first and only non-profit, open source MMOG I've ever heard of, and free to boot, for now I am compelled to help promote PlaneShift for these reasons. This MMOGs has been in beta for many years and normally that would be of concern if it was a commercial project, but instead the unpaid hours and years its creators have put into it indicate a surprising level of devotion to making it succeed. It has so far been a lot of fun to watch this game grow and evolve.

Another aspect of this MMOG that I have not encountered in any other are the strict roleplay rules that insist the player stay in character at all times when interacting with others in-world. You are to try to create a fictional history for your character and deal with others in the game from the point of view of your character, not you.

Related Pages:

Rodney Lewis; Monday, November 10, 2008

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['Eve Online — The World's Largest Game Universe!']