MrBtongue
Theme-park online games face structural failure because developer pipelines cannot match player consumption speeds, leaving emergent player-driven sandboxes as the only viable design model.
AI-assisted summary of TUN: Un-Ruining the MMO — original source. Check the original for full context.
Source published:
Key ideas
- World of Warcraft acted as the 'Michael Jordan' of MMOs, whose massive financial success homogenized the market and forced competitors to mimic its curated theme park formula. (2:15)
- Theme park MMOs face an unsustainable development bottleneck where players inevitably consume curated content faster than studios can produce it, forcing artificial grinds. (10:45)
- Sandbox design offers an economically efficient alternative by treating player interactions and politics as self-replenishing emergent content, best exemplified by the player-driven wars in EVE Online. (6:30)
- To revitalize the genre, developers must shed massive budget hubris, embrace emergent sandbox mechanics, and look toward innovative mid-scale multiplayer hits like Minecraft and DayZ. (12:00)
Detailed notes
## Background "TUN: Un-Ruining the MMO" was published by MrBtongue on YouTube on February 14, 2013. In the video's show notes, the author self-deprecatingly jokes about getting easily distracted, notes that playing *Guild Wars 2* consumed his time for months, and declares Magic Johnson to be the best basketball player of all time.
## TL;DR Drawing an extended analogy to how Michael Jordan's commercial dominance homogenized NBA culture and playstyles, MrBtongue argues that *World of Warcraft*'s colossal financial success calcified the MMO genre into safe, derivative "theme park" designs. Because ballooning production budgets made publishers risk-averse, the emergent social freedom found in early virtual worlds like *Ultima Online* and *Star Wars Galaxies*—and epitomized today by *EVE Online*—was sidelined. To revitalize the medium, developers must escape the unsustainable theme park content treadmill by embracing sandbox design, drawing inspiration from open-ended survival games like *Minecraft* and *DayZ*, and lowering project budgets to eliminate the crippling hubris of chasing a monolithic "WoW killer."
## Atmosphere & style The presentation blends cerebral cultural criticism with dry, self-effacing wit and conversational cynicism. MrBtongue's deadpan delivery lends an intellectual yet unpretentious gravity to game design theory, effortlessly weaving from 1980s basketball marketing to deep-space corporate espionage. Watching the video feels like listening to an articulate, world-weary essayist who laments years of squandered artistic potential, only to playfully puncture his own pomposity with abrupt jokes and esoteric literary pivots.
## Bulletin - [02:15](https://www.youtube.com/watch?v=nvK8fua6O64&t=135s) World of Warcraft acted as the 'Michael Jordan' of MMOs, whose massive financial success homogenized the market and forced competitors to mimic its curated theme park formula. - [10:45](https://www.youtube.com/watch?v=nvK8fua6O64&t=645s) Theme park MMOs face an unsustainable development bottleneck where players inevitably consume curated content faster than studios can produce it, forcing artificial grinds. - [06:30](https://www.youtube.com/watch?v=nvK8fua6O64&t=390s) Sandbox design offers an economically efficient alternative by treating player interactions and politics as self-replenishing emergent content, best exemplified by the player-driven wars in EVE Online. - [12:00](https://www.youtube.com/watch?v=nvK8fua6O64&t=720s) To revitalize the genre, developers must shed massive budget hubris, embrace emergent sandbox mechanics, and look toward innovative mid-scale multiplayer hits like Minecraft and DayZ.
## Key takeaways - [00:00](https://www.youtube.com/watch?v=nvK8fua6O64&t=0s) Michael Jordan ruined basketball by replacing a diverse spectrum of player archetypes with a single, commodified corporate mold celebrated by the media. - [02:15](https://www.youtube.com/watch?v=nvK8fua6O64&t=135s) World of Warcraft mirrored Jordan's impact by setting an industry standard that marginalized structural diversity in favor of developer-curated theme park design. - [02:15](https://www.youtube.com/watch?v=nvK8fua6O64&t=135s) Theme park MMOs prioritize tightly scripted developer pathways and balanced set pieces, while sandboxes emphasize player agency and emergent goals. - [05:00](https://www.youtube.com/watch?v=nvK8fua6O64&t=300s) The massive upfront retail and monthly subscription revenue generated by WoW triggered extreme corporate risk aversion across the publishing landscape. - [05:00](https://www.youtube.com/watch?v=nvK8fua6O64&t=300s) Post-WoW imitators accepted Blizzard's core mechanics—hotbars, quest hubs, and level gating—as universal mandates, abandoning the open-ended systems of Ultima Online and Star Wars Galaxies. - [06:30](https://www.youtube.com/watch?v=nvK8fua6O64&t=390s) The opportunity cost of the theme park monoculture is the starvation of ambitious, player-driven emergent virtual worlds. - [06:30](https://www.youtube.com/watch?v=nvK8fua6O64&t=390s) The Great War in EVE Online's NullSec demonstrated that player ambition, espionage, and diplomacy can organically generate captivating narratives impossible in scripted MMOs. - [10:00](https://www.youtube.com/watch?v=nvK8fua6O64&t=600s) EVE Online's reputation for extreme cruelty and spreadsheet gameplay is largely an exaggerated cultural artifact rather than an inherent limitation of sandbox design. - [10:45](https://www.youtube.com/watch?v=nvK8fua6O64&t=645s) Theme park development pipelines inevitably fail to keep pace with player content consumption, resorting to grind mechanics as a clumsy stopgap. - [10:45](https://www.youtube.com/watch?v=nvK8fua6O64&t=645s) Sandbox MMOs sidestep the content treadmill by providing systemic tools that transform emergent player interactions into the game's actual content. - [12:00](https://www.youtube.com/watch?v=nvK8fua6O64&t=720s) Small- and mid-scale multiplayer titles such as Minecraft and DayZ demonstrate huge consumer appetite for emergent gameplay without traditional MMO baggage. - [12:00](https://www.youtube.com/watch?v=nvK8fua6O64&t=720s) MMO developers must abandon the hubris of chasing a monolithic 'WoW killer' budget, as modern markets support multiple mid-tier successes.
## Detailed walkthrough ### [00:00](https://www.youtube.com/watch?v=nvK8fua6O64&t=0s) An Elaborate Analogy: Michael Jordan and the Monoculture of Greatness
To diagnose why the massively multiplayer online role-playing game—phonetically christened by MrBtongue as the "Mamorpiger"—is currently squandering its enormous potential, one must turn the clock back to 1984. That year marked the rookie debut of an obscure, little-known NBA player named Michael Jordan. Jordan was unquestionably a magnificent player, yet he also managed to ruin basketball for an entire generation. Crucially, this was not due to any failing on the hardwood. On the court, Jordan did practically everything right: he captured six NBA championship rings, led the league in scoring virtually every single year, teamed up with Bugs Bunny and Dan Aykroyd to vanquish the Monstars in *Space Jam*, and brought home five Most Valuable Player awards.
Instead, the damage was cultural and structural. While compiling these staggering achievements, Michael Jordan the human being dissolved into the ether, replaced entirely by Michael Jordan the hyper-curated Nike product. In the realm of global sportswear marketing, merely playing well is insufficient; a corporate figurehead must be transformed into a mythical archetype against which every future athlete is measured, lest Nike sell slightly fewer overpriced sneakers. Before Jordan's ascent, professional basketball accommodated a rich spectrum of iconic personalities: the thoughtful, graceful reserve of Kareem Abdul-Jabbar; the surly, fiercely competitive, yet somehow endearing arrogance of Larry Bird; and the infectious, daring joy of Magic Johnson. Following Jordan's coronation, these distinct archetypes were swept aside in favor of a single, homogenized ideal: bland, uncontroversial, largely humorless, hyper-focused, and relentlessly aggressive.
The sporting press, particularly ESPN, concocted a whole vocabulary of obnoxious clichés to worship this synthetic mold, warping public understanding of team sports in the process. Possessions were squandered while fourth-quarter ball-hogging morphed from an amateurish vice into a celebrated virtue. Whenever a modern superstar falls short in a crucial playoff game, pundits dissect the ways he failed to be sufficiently Jordan-esque; whenever an elusive championship is finally secured, the media reflexively frames the triumph around how the player learned to emulate Jordan's cold-blooded demeanor. As MrBtongue observes, “This one template for competitive greatness became so ubiquitous that we almost forgot there were ever any others.”
- **The pre-Jordan personality spectrum:** Kareem Abdul-Jabbar (grace and cerebral reserve), Larry Bird (surly arrogance), Magic Johnson (effervescent flair and joy). - **The commodified Jordan template:** Bland, humorless, hyper-competitive, manufactured to maximize sneaker sales. - **Distortions in basketball strategy:** Media celebration of individual shot-creation and late-game ball-hogging at the expense of possession efficiency and team ball movement.
---
[02:15](https://www.youtube.com/watch?v=nvK8fua6O64&t=135s) World of Warcraft: The Theme Park Hegemony
Just as Michael Jordan conquered professional basketball, *World of Warcraft* emerged as the undisputed Michael Jordan of Mamorpigers. Like Jordan, Blizzard’s 2004 titan was exceptionally good at what it did, captured mainstream public imagination on an unprecedented scale, generated an ungodly amount of money, and unintentionally ruined its entire medium. More than eight years after its debut, the MMORPG landscape finds itself split into two fundamentally divergent structural philosophies: the "theme park" and the "sandbox."
```mermaid flowchart TD accTitle: The Homogenization of the MMORPG Market accDescr: Flowchart illustrating how World of Warcraft's financial success triggered corporate risk aversion, entrenching the theme park model and marginalizing sandbox design.
subgraph PreWoW["Pre-WoW Era"] Proto["Early Online Worlds"] --> Diverse["Structural Diversity"] Diverse --> UO["Ultima Online / Star Wars Galaxies / RuneScape"] end
subgraph WowAscent["The Theme Park Breakthrough"] WoW["World of Warcraft"] --> MassProfit["Massive Capital Generation"] MassProfit --> Catnip["Investor Rush ($60 Retail + $15/mo)"] end
subgraph MarketResult["Corporate Risk Aversion"] Catnip --> SafeBet["Mandate for 'Sure Things'"] SafeBet --> Clones["Homogenized Theme Parks"] Clones --> Mechan["Universal Formula: Hotbars, Hubs, Fetch Quests"] end
subgraph Marginalized["Sidelined Evolution"] EVE["EVE Online / Sandboxes"] --> Emergent["Emergent Player History"] end
Proto -.->|"calcified into"| Clones SafeBet -.->|"starved resources from"| EVE ```
The theme park MMO operates under tight developer curation and control. Players enter an intricately staged environment built entirely by someone else, tackle pre-authored quests, follow scripted pathways, and experience a strictly guided ride. This architecture is not inherently flawed; it allows studios to craft polished audiovisual set pieces, balanced encounters, and cohesive pacing. While *EverQuest* served as the genre's primitive theme park foundation, the market soon flooded with examples: *City of Heroes*, *The Matrix Online*, *Warhammer Online*, *Age of Conan*, *Rift*, *Star Wars: The Old Republic*, *TERA*, and *Guild Wars 2*.
Conversely, the sandbox MMO grants participants radical agency and creative freedom, demanding that players generate their own purpose, politics, and objectives. Yet when surveying the commercial landscape for major sandbox titles, developers and players draw a near-total blank. Beyond *EVE Online*—which itself functions largely as a high-security theme park perimeter around an optional low-security and null-security sandbox core—prominent competitors simply do not exist. Explaining how directed rollercoasters crowded out emergent worlds, MrBtongue argues, “The player inhabits a world created by someone else, completes tasks designed by someone else, and mostly has the experience that the developer intends.”
- **Theme park characteristics:** High developer oversight, pre-scripted narratives, linear quest chains, tightly balanced dungeon encounters. - **Prominent theme park examples:** *EverQuest*, *City of Heroes*, *Warhammer Online*, *Rift*, *Star Wars: The Old Republic*, *TERA*, *Guild Wars 2*. - **The sandbox drought:** Almost entirely absent from big-budget publishing, with *EVE Online* standing virtually alone as a hybrid exception.
---
[05:00](https://www.youtube.com/watch?v=nvK8fua6O64&t=300s) The Gravitational Pull of Capital and the Death of Variety
The total lopsidedness of the MMO market stems directly from *World of Warcraft*'s explosive financial gravity. At its peak, Blizzard commanded an astronomical subscriber base—jokingly described as sixty gajillion players in China alone—producing revenues so massive they could practically buy the planet Jupiter. Crucially, it popularized a business model that acted like catnip to Wall Street and corporate executives: charging sixty dollars upfront for the retail software box, followed by an ongoing fifteen-dollar monthly subscription fee. When presented with the mathematical reality of recurring millions flowing in every single month, corporate suits developed cartoon cash register eyes.
Chasing that magnitude of wealth required colossal budgets, and investors backing multi-million-dollar projects refused to gamble on unproven designs. Caution reigned supreme, and caution dictated mimicking the market leader. While competing studios publicly insisted their games were wholly distinct, in practice they accepted Blizzard’s core design assumptions as gospel. Game after game recycled the identical third-person camera placement, identical icon-cluttered hotbars and interfaces, identical quest-hub progressions, identical "kill ten wolves and collect their ears" tasks, identical level-gated advancement systems, identical side-lined crafting minigames, and identical instanced, sanitized battleground PvP.
This herd mentality erased a rich pre-WoW history. Before Blizzard codified the genre, foundational virtual worlds offered radically disparate mechanical templates. Titles such as *Ultima Online*, *RuneScape*, and *Star Wars Galaxies* placed heavy emphasis on open-world resource control, player-driven economies, emergent crime and justice, and player-built housing. These were not labeled "sandboxes" at the time because the genre had not yet ossified into rigid marketing boxes; they were simply virtual spaces where people congregated. Blizzard's brilliant design refinements were ideal for the specific, accessible experience Blizzard wanted to build, but treating them as universal mandates suffocated the medium. MrBtongue remarks, “Instead, it was like a huge chunk of the development world just collectively forgot that an MMO can be any other way.”
| Era / Design Philosophy | Key Titles | Mechanical Focus | Economic / Narrative Structure | |:--- |:--- |:--- |:--- | | **Pre-WoW / Early Generation** | *Ultima Online*, *Star Wars Galaxies*, *RuneScape* | Player agency, open-ended skill progression, sandbox crafting, organic social hubs | Emergent, player-driven trade networks, unscripted world interaction | | **Post-WoW / Theme Park Standard** | *World of Warcraft*, *Rift*, *SWTOR*, *TERA* | Hotbar rotations, quest hubs, kill/gather fetch quests, instanced raids and PvP | Developer-curated narrative rails, level-based progression, subscription/$60 retail |
---
[06:30](https://www.youtube.com/watch?v=nvK8fua6O64&t=390s) Emergent Gameplay: Band of Brothers and the Great Wars of EVE Online
The frustration surrounding this monoculture is not mere reflexive cynicism; the true tragedy lies in opportunity cost. Game development operates under finite talent, time, and financial capital. Every generic, hundred-million-dollar *World of Warcraft* imitator pushed into production guarantees that an inventive, socially ambitious virtual world is starved of funding. To clarify the scale of what players are losing, MrBtongue exhumes the battered critical term "emergent gameplay"—a buzzword long tainted by Peter Molyneux's history of over-promising single-player epics, but one that perfectly describes the boundless possibilities of social sandboxes.
The premier demonstration of this concept occurred within the lawless, conquerable borderlands of *EVE Online*, designated as NullSec. Operating outside developer-scripted storylines, NullSec developed its own complex geopolitical customs, tribal ethics, intelligence networks, and balance of power. When a juggernaut player coalition known as the Band of Brothers seized the galaxy’s wealthiest space, rival factions rallied to contest their supremacy. What initially erupted as low-level border friction spiraled into a devastating, years-long intergalactic direct war involving tens of thousands of human participants.
This conflict produced genuine historical drama: real-life propaganda campaigns, deep-cover corporate espionage, high-level diplomatic betrayals, stunning operational blunders, and sudden reversals of cosmic fortunes. No team of CCP Games writers sat in a room scripting the war, no quest log instructed pilots to join the fleet, and no designer placed waypoints on the map; the saga generated entirely spontaneously out of human ambition and systemic freedom. It represents quite possibly the single most captivating historical narrative ever recorded within a video game—an achievement fundamentally impossible within the rigid confines of a curated theme park. MrBtongue declares, “What started as an elaborate proxy war became an elaborate direct war on a massive virtual scale, complete with drama, plot twists, internal conflict, its own propaganda, shifting alliances, espionage, intrigue, and sudden reversals of fortune.”
- **The nature of NullSec:** Unregulated star systems governed solely by player alliances, developing distinct sovereign cultures and economic pacts. - **The Great War:** A player-driven war against the dominant Band of Brothers alliance featuring tens of thousands of combatants over multiple real-world years. - **Unscripted mechanics:** Espionage, diplomatic sabotage, economic blockades, and logistics networks executed entirely by players without developer interference.
[10:00](https://www.youtube.com/watch?v=nvK8fua6O64&t=600s) The Sandbox Stigma and the Genre's Treadmill
Addressing the immediate objections gamers raise whenever *EVE Online* is brought up—namely, fear of hostility, spreadsheets, and impenetrable math—MrBtongue explains that these deterrents are largely a product of player culture rather than the sandbox genre itself. As he puts it: “First, you should know that EVE's reputation for impenetrability and cruelty is exaggerated, largely by its players themselves, who are eager for everyone to know how space-tough they are.” These qualities are merely incidental to *EVE*, not fundamental requirements of sandbox-style MMOs. There is no inherent rule demanding that a sandbox be opaque, merciless, or spreadsheet-driven; an accessible sandbox MMO could and should exist. Instead of seeing dozens of different, evolving iterations of the sandbox design over the years, the industry has remained stuck playing the same single title launched back in 2003. He laments that the entire MMO genre has effectively spent the last eight years stuck on a treadmill, running endlessly without actually going anywhere.
```mermaid flowchart TD accTitle: Content Sustainability Comparison accDescr: Contrasting the Theme Park development treadmill with the Sandbox emergent gameplay loop.
subgraph ThemePark["Theme Park Model (Unsustainable)"] TP1["Developers craft fixed content"] --> TP2["Players consume content rapidly"] TP2 --> TP3["Dev pipeline exhausted"] TP3 --> TP4["Increase grind & drip-feed"] TP4 --> TP1 end
subgraph Sandbox["Sandbox Model (Sustainable)"] SB1["Developers provide tools & systems"] --> SB2["Players generate emergent activities"] SB2 --> SB3["Player actions become the content"] SB3 --> SB2 end ```
[10:45](https://www.youtube.com/watch?v=nvK8fua6O64&t=645s) Step 1: Embrace the Sandbox and Escape the Content Treadmill
MrBtongue introduces "Part 4: How to Unruin Everything," offering three key prescriptions to revitalize the genre. His first piece of advice is to fully embrace the sandbox design because of its superior economic and creative efficiency. In any MMO, players form a core component of the world, and keeping them engaged requires a steady stream of content. However, theme park MMOs face a structural mathematical failure: developers simply cannot build bespoke roller coasters as fast as consumers can burn through them. As MrBtongue argues: “This leads to a fundamental problem with the theme park, which is that not even the biggest team with the best managed pipeline in the business can ever create content as fast as players can play it.”
Historically, theme park studios have attempted to mask this bottleneck by artificially inflating the grind to "11" and drip-feeding rewards, but this remains a clumsy, hostile band-aid. By contrast, the sandbox framework neatly sidesteps the entire pipeline dilemma by turning player interactions into the game's actual content. Instead of hand-crafting every attraction, studios only need to supply the rules, tools, and raw materials, leaving players to construct their own experiences. This yields an exponentially higher gameplay return per unit of development resources, presenting a massive dynamic that developers ought to jump at.
- **Theme park trap:** Content consumption inevitably outpaces even the best-managed development pipelines, forcing studios into artificial grinding solutions. - **Sandbox advantage:** Emergent player conflict and collaboration act as self-replenishing content, drastically increasing return on investment.
[12:00](https://www.youtube.com/watch?v=nvK8fua6O64&t=720s) Steps 2 & 3: Bridge the Multiplayer Gap and Ditch the Hubris
The second recommendation is to look beyond the rigid dogma of the "massively multiplayer" label, which has accumulated unnecessary conceptual baggage. Meanwhile, standard multiplayer gaming has served as a vibrant laboratory of design innovation, evidenced by breakout hits like *Minecraft* and *DayZ*. Though neither is strictly an MMO, their core mechanics could easily scale up into massive or medium-sized experiences. The vast, fertile design territory sitting between traditional small-scale multiplayer and bloated MMORPGs remains largely unexplored.
Third, developers must keep project scope manageable and abandon the industry's fatal flaw: pure hubris. MMOs have historically operated under the crushing assumption that they require gigantic budgets, massive teams, and colossal marketing campaigns to dethrone the reigning king. This massive upfront capital forces studios to play it safe, producing cautious, derivative clones. With the fantasy of the "WoW killer" finally dead and free-to-play ecosystems fostering a more nomadic player base, market realities have fundamentally changed. As MrBtongue observes: “There's now room for five 100-pound gorillas, and not just one 500-pound one.” By shedding runaway budget expectations and embracing nimble, emergent design, developers can finally tap into the multiplayer medium's unrealized potential.
- **Inspiration from below:** Mechanics from games like *DayZ* and *Minecraft* demonstrate the hunger for open-ended, emergent play without standard MMO baggage. - **Budgetary caution:** Bloated budgets drive risk-averse, derivative game design; lowering overhead allows for mechanical experimentation. - **Diversified market:** The post-subscription, free-to-play era sustains multiple mid-tier successes rather than demanding a single, monopolistic behemoth.
[13:17](https://www.youtube.com/watch?v=nvK8fua6O64&t=797s) Outro: From Grand Manifestos to 18th-Century Literature
Closing the video, MrBtongue teases his upcoming channel plans with self-deprecating humor. He rhetorically asks if the audience is holding its breath for a magnum opus—a grand, overarching manifesto that connects every critique he has ever made into a unified philosophical theory of gaming. Shattering that expectation immediately, he admits: “If so, then you are out of luck, because I don't have any plans to do anything like that. I mean, can you imagine how hard that would be? It would be super hard.”
Instead, he pivots to an entirely different, highly esoteric premise: an exploration of an obscure 18th-century novelist (Laurence Sterne) and how his literary techniques tie into modern video games. Promising that this literary deep dive is already on the way, he leaves viewers with a tongue-in-cheek delivery window: “It'll be out sometime before *Half-Life 3*.”
## Notable quotes > [10:45](https://www.youtube.com/watch?v=nvK8fua6O64&t=645s) Not even the biggest team with the best managed pipeline in the business can ever create content as fast as players can play it. — MrBtongue
> [10:00](https://www.youtube.com/watch?v=nvK8fua6O64&t=600s) EVE's reputation for impenetrability and cruelty is exaggerated, largely by its players themselves, who are eager for everyone to know how space-tough they are. — MrBtongue
## Mentioned Age of Conan, Band of Brothers, Blizzard Entertainment, Bugs Bunny, CCP Games, City of Heroes, Dan Aykroyd, DayZ, Dirk Nowitzki, ESPN, EVE Online, EverQuest, Guild Wars 2, Half-Life 3, Kareem Abdul-Jabbar, Kevin Garnett, Larry Bird, Laurence Sterne, Magic Johnson, Michael Jordan, Minecraft, MrBtongue, Nike, Peter Molyneux, Rift, RuneScape, Space Jam, Star Wars Galaxies, Star Wars: The Old Republic, TERA, The Matrix Online, Ultima Online, Warhammer Online, World of Warcraft
## Video description Next up: I get even more self-indulgent and easily distracted.
As a fun bit of trivia, Guild Wars 2 ruined my Youtube channel for like four months. One of the reasons I wasn't making videos is because I was playing it too much. It's the best of the theme parks in my opinion, but it's still a theme park and so didn't have much of a role to play in the point I was trying to make.
Magic Johnson is the best basketball player ever, period full stop.
Sources:
Zero Punctuation: http://www.escapistmagazine.com/videos/view/zero-punctuation Warhammer online footage: http://www.youtube.com/watch?v=zTiOGFM0ndQ Runescape footage: http://www.youtube.com/watch?v=YWeJiOegtTU SWG footage: http://www.youtube.com/watch?v=iv-8_r0-wKo Ultima Online footage: http://www.youtube.com/watch?v=gKi30ZsQp9M Everquest footage: http://www.youtube.com/watch?v=D5mNT2ka2i4 Neverwinter footage: http://www.youtube.com/watch?v=Z0E6Yw-M1YY LOTRO footage: https://www.youtube.com/watch?v=Iy88e7PZqss Old Republic footage: http://www.youtube.com/watch?v=A0nqdbiy3bE Tera footage: http://www.youtube.com/watch?v=5DJPd1xHCc8 Guild Wars 2 footage: http://www.youtube.com/watch?v=ygFJ1n7f1eo MJ stats from: http://www.basketball-reference.com/players/j/jordami01.html Jordan gets drafted: http://www.youtube.com/watch?v=Q-muVevTe_k Jordan highlights: http://www.youtube.com/watch?v=-bDKq4O8bhc Space Jam trailer: http://www.youtube.com/watch?v=xFwXDN3sI8g More Space Jam: http://www.youtube.com/watch?v=wY5AoBBH7cA Kevin Garnett highlights: http://www.youtube.com/watch?v=jjZqgq0vhjQ Dirk Nowitski highlights: http://www.youtube.com/watch?v=BpPhpotcxk8 Kareem highlights: http://www.youtube.com/watch?v=bwTj5w9OO5U Larry Bird highlights: http://www.youtube.com/watch?v=rgPpTvX86n8 Magic Johnson highlights: http://www.youtube.com/watch?v=uZHXe3eTooY Jordan commercial: https://www.youtube.com/watch?v=45mMioJ5szc Another: https://www.youtube.com/watch?v=dBxcunGc_nA WoW footage: http://www.youtube.com/watch?v=18IZNP_pTxc More: http://www.youtube.com/watch?v=VBdjCJ0wIAA EVE footage: http://www.youtube.com/watch?v=QdZKVQcx_WQ More: http://www.youtube.com/watch?v=VeRIduUUkLY Rift footage: http://www.youtube.com/watch?v=NPvbwkSzIWs Goonswarm propaganda: http://i1.kym-cdn.com/photos/images/newsfeed/000/256/819/b75.jpg More: http://i3.kym-cdn.com/photos/images/original/000/256/848/a0c.jpg More: http://i1.kym-cdn.com/photos/images/newsfeed/000/256/869/7a1.jpg More: http://www.youtube.com/watch?v=jzxY4kiz_lg More: http://www.youtube.com/watch?v=_ZcVxlbTM4o More: http://www.youtube.com/watch?v=7rX_ZyDY8UQ EVE sov map in timelapse: http://www.youtube.com/watch?v=S8MuyMlT9hY EVE sov map from back in the day: http://go-dl1.eve-files.com/media/corp/UNL/influence.png EVE learning curve: http://cdn1.eveonline.com/community/devblog/2011/eve-learning-curve.jpg From nowish: http://go-dl1.eve-files.com/media/corp/Verite/influence.png Peter Molyneux interview: http://www.youtube.com/watch?v=tZcVoBxGee4 One Froggy Evening: http://www.youtube.com/watch?v=NRnX4quv5W4 Cash: http://www.blogcdn.com/www.joystiq.com/media/2008/07/100s.jpg Minecraft footage: https://www.youtube.com/watch?v=94HcXdpcJlI Day Z footage: https://www.youtube.com/watch?v=u3lTBnjYSN0 Crickets: http://www.youtube.com/watch?v=K8E_zMLCRNg Laurence Sterne pic: http://en.wikipedia.org/wiki/File:Laurence_Sterne_by_Sir_Joshua_Reynolds.jpg Coming Attractions: http://www.youtube.com/watch?v=a3QufuTR_7M China map: http://www.lonelyplanet.com/maps/asia/china/map_of_china.jpg The Asakai battle (EVE): http://www.youtube.com/watch?v=_iQw3YcLoQU The collage towards the end: http://farm9.staticflickr.com/8218/8302869182_25656fa78b_z.jpg Treadmill pic: http://0.tqn.com/d/walking/1/0/c/f/2/TR4000i_w_runner_1-copy.jpg Sandbox pic: http://www.lowes.com/images/LCI/Planning/HowTos/ht_BuildaSandbox_hero_image.jpg Drink size comparison: http://farm7.staticflickr.com/6010/6004485200_be5cba6158_z.jpg
Music: Over the Jordan part: Right Here Right Now by Fatboy Slim Over the WoW part: L'estasi dell'oro by Ennio Morricone Over the EVE part: Guns are Drawn (Instrumental) by The Roots Over the advice part: Be (Instrumental) by Common
[Source](https://www.youtube.com/watch?v=nvK8fua6O64)