The new wave of indie MMO gaming

It’s the third in our triumvirate that really makes the most of user-generated content, however, and that’s the teeming world ofWurm Online. One of Wurm’s co-creators, Rolf Jansson, explained how the idea of letting players leave a permanent mark on their world had always been at the heart of the project. “The importance of being able to affect your surroundings should lie at the heart of every game,” he says.

All three games have this last point in common: they’re ways for us to live and work together that are like extensions of the way we live and work together in the real world. They’ve realised that the only thing more interesting than videogames is other people. Combine what’s best about both and, well, you have a genuine recipe for success.

Your new homes


These indie massively multiplayer games put the capacity to make real change into the hands of their players. These experiments show the power of PC developers to push back the boundaries of online gaming.

A painted landscape

Love’s impressionistic views are dominated by the settlements. Often atop mountains for defence, they’re furnished with the collected monoliths and token-dispensers brought in by players from across its strange globe.

A psychedelic LEGO town

Neverdaunt’s building is all about primary colours and platonic shapes. Not that you can’t create some fairly radical things with these tools. It’s the kind of bonkers construction kit that many people would associate with LEGO.

A brutal fantasy world

Wurm’s virgin hills and mountains have been permanently scarred by the appearance of mankind. Much like the real world, the changes made by players are persistent. Forests are flattened, buildings remain in an allegorical lesson for the real world.

May 12, 2010

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