Critical to the success of any product is the consumer's first impression -- the initial hook that convinces the audience to soldier on. This is true of pretty much any creative endeavor, from movies to music to games. Massively multiplayer games have it especially tough: Initial objectives in an MMO not only introduce players to their new world but also set expectations for the future as well. The Lord of the Rings Online: Shadows of Angmar dumped players into a heavily scripted, instanced dungeon for their first taste of player-vs.-environment combat. EVE Online's arduous tutorial slapped newbies with a textbook on intergalactic capitalism. In the good ol' days, Ultima Online Ultima Online plunked players down in front of an inn with a sack full of petty cash and had novelty do the rest of the legwork.