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Frontier 1859 News
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Tuesday, 27 July 2010 |
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"I’m wondering if I’m the only one who thinks such a setting is fertile ground for the AAA MMORPG treatment.
I say AAA because an indie game based on the early American frontier has been languishing in lack-of-funding hell
for seven years now, and it makes me sad to think that no established
company has the gumption to pony up for a massive excursion to the land
of six shooters and well-worn cowpokes. With Rockstar’s game tearing up the sales charts, there is clearly an interest in the subject matter." -Jef Reahard, Massively
Read The Article on Massively
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Frontier 1859 News
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Sunday, 17 August 2008 |
A Sierra Nevada girl who calls herself 'Sam the Frontier YouTuber' compiled and edited a short 'fan art' video featuring scenes from several popular western themed films. We acknowledge her talent!
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Read more...
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Frontier 1859 News
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Thursday, 27 December 2007 |
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For Immediate Release...
A progressively-changing real-time 3D world is the key for the next-gen MMO.
Back in 2003, Cosmic Origins founder Daniel McMillan, being interviewed on multiple gaming news sites for bringing Frontier 1859 MMORPG into development predicted that next-generation MMO's will need to become less extraneous and more interactive as younger gamers grow up and search for a new MMO fix. Well this prediction holds stronger than ever realizing the recent $18.8 Billion Dollar Baby that is the new merger of Blizzard and Activision - to become "the world's most profitable games business."
The Frontier 1859 Community has now grown to become a "world community" with hopeful patrons from every walk of life and major territories spanning the wired planet who desire to journey back in time. Daniel has received some of the best feedback in the business from everyday gamers hoping that 2008 will be the year of "full production funding" and posted many of them on the "Letters" section of Frontier1859.com/mmorpg. Many gamers have also written publishers and gaming magazines on behalf of the project, such as recent fan-submitted article published in the PC Gameplayer Magazine, November 2007.
With nearly eight in 10 children (78.1 percent) ages 6-11 playing online games, (2007 American Kids Survey from Mediamark Research) and the a global online games market, worth US$ 4 billion, expected to triple in the next five years (2007 Marketing Charts Report), new niche market online enterprises such as Frontier 1859 - with next-gen interactivity potential and a strong social community is good business to please and succeed. Independent developers such as Daniel and others who persist to carry the torch for their community demonstrate where the MMO may go - should find right-time enablement in 2008.
While Frontier 1859 MMORPG moves into 2008, 2007 was the year of diverse flags from many nations of registered members captivated by the potential for a world they can change - simply by playing.
"Spirestar"
Community Manager
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Frontier 1859 News
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Sunday, 16 May 2010 |
Yup - with a home on the web for over seven years now, the Frontier 1859 community continues to garner new members from around the world despite its' prairie schooner wheels being stuck in the mud along the trail of funding. With a home on Facebook, in France, Germany, and the US, there is more than enough public commitment to the dream that was first brought to public awareness in 2003. "The vision is honed and polished, and has grown up over the years. The community has played a major role in that. The dream to restore RPG and adventure to the MMO is one that we all share" - says community manager "Spirestar," and funded or not, we remain persistent." Happy 7th Anniversary! |
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Frontier 1859 News
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Wednesday, 26 December 2007 |
Online Gaming Nearly Ubiquitous among Kids, One-Third Have Email Address
Nearly eight in 10 children (78.1 percent) age 6-11 report they play online games - by far the largest percentage performing any online activity, according to the 2007 American Kids Survey from Mediamark Research and Intelligence reports MarketingCharts.
The percentage of boys and girls who play online games was virtually the same, 77.7 percent vs. 78.5 percent, respectively. Boys are more likely to go online to get tips or cheats* for gaming: One-quarter of boys (25.8 percent) reported doing so versus 5.6 percent of girls.
"Online gaming is clearly firmly entrenched as a pastime in the lives of most American kids," said Anne Marie Kelly, vice-president of Marketing & Strategic Planning at MRI.
"The wide gap between the percentage of boys and girls using cheats could suggest boys are more engaged with their games, an insight of interest to marketers targeting kids."
Other top online activities among children:
- Doing Stuff for School/Homework (34.25)
- Listening to Music (28.6 percent)
- Watching Videos (26.2 percent)
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Frontier 1859 News
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Friday, 01 June 2007 |
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Check it out...
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