Timothy Burke, who teaches at idyllic Swarthmore College, comments here from time to time, and had some interesting criticisms of Star Wars Galaxies a while back, has just posted a pair of papers on his weblog about design directions for MMORPGs (link link).
Continue reading "Rubicite Breastplates & Narrative Nudges" »
News just in: a major UK retail group is withdrawing the game Manhunt from sale. According to a BBC news item, the game has been linked with a murder case in the UK by the victim’s parents and the product has been removed from sale as a mark of respect. So far most other retailers have not taken similar action.
Yes, Manhunt is a single player game – but a computer game is a computer game right?
Continue reading "Manhunted" »
You can’t go anywhere in the MMO metaverse these days without someone making you a very very special offer.
Continue reading "Do ya a deal Govna?" »
I am at the (American Association for Artificial Intelligence [AI])AAAI-04 Workshop on Challenges in Game AI. A question lurks: is the AI challenge for MMOGs to develop "Game Master" capabilities that can manage/adjust play intelligently to the player experience?
Continue reading "AI Game Masters?" »
Everyone hates the leveling treadmill, but the business strategy makes sense: Once people spend 800 hours to get to the great content of your game, they will be less willing to spend another 800 hours to get the great content of your competitor's game. So long as every game has a leveling treadmill, each company has considerable pricing power over its installed base. You usually don't see this in the form of higher fees (I am not sure why not), but rather in the form of cost-cutting (minimal customer service, buggy expansion packs, the developer-is-always-right syndrome*). The competitive response is, of course, to cut the switching costs. One way would be to lessen the leveling treadmill or make its effect on the fun of gameplay minimal. Another would be to allow people with powerful characters in your competitor's game to enter your game with a similarly buff toon. A step in that direction: Playvault's migration service (mentioned in this comment by Joel Hutson first), through which a company can set an explicit exchange rate between a competitor's currency and their own. The service is expanding, apparently. If you are a millionaire in Ultima, you can now switch to Horizons and still be rich. Thanks Andres for the tip.
Continue reading "Switching costs fall" »
Massive Incorporated, who specialise in the dynamic insertion of advertisements into games with an online component, has just secured an additional $5.5 million in funding from a couple of VC firms.
So w00t, big biz will soon get excited about filling virtual worlds with brands 'n banners. Let’s hope immersion triumphs, or this is what we might face..
Continue reading "Oh great!" »
In the late 1980's I read Valentino Braitenberg's Vehicles: Experiments in Synthetic Psychology. I was charmed by the thought experiment; I was seduced by how one might create intelligence by layering the building blocks and observing the evolution of behavior within an environment... Last week I revisited Vehicles. I thought about it again, with a different viewpoint: was there a useful idea here for virtual worlds research and discussion?
Continue reading "Experiments in Synthetic Virtual Worlds?" »
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