I ran a roundtable session at IMGDC last weekend on the subject of "Government Interference: How Much Can you Take?". The way it worked, I presented a number of scenarios in turn, ramping up each one of them to see when (if ever) the situation would become so intolerable that it would stop the attendees from ever wanting to develop an MMORPG.
Some things were irritating, but not so irritating that they'd cause the assembled developers and designers to give up. For example, government requirements for tracking every single transaction to prevent fraud fell into this category: it adds a huge overhead, but it's something people can just about live with.
There were two proposals, however, which hit the abandon ship button for everyone. Both of these are ones I've seen advocated a number of times, included here on TerraNova.
Continue reading "The Point of No Return" »
I attended the Metaverse Roadmap workshop last week at Stanford, and I was pleased to hear Mitch Kapor touting the benefits of gestural input for virtual worlds (see Dan's blog post). I was especially excited when he said you can (almost) buy "3D webcams"
- cameras plus an infrared depth sensor - for only $39! (Not sure if he was talking
about the ZCam specifically).
A couple of years ago, when Richard Marks of the Sony EyeToy team visited PARC and demonstrated their "real-time motion capture" for games, he said 3D cameras still cost $20,000!
Now I don't know if gestural interfaces will revolutionize computing in general, but I'm very excited about
the new possibilities they create for 3D avatar control. As I've written about before, avatars will never be fully expressive until they are enabled with free gesticulation. With 3D cameras and real-time motion-capture techniques, "Players could use their own bodies and faces as joysticks in puppeteering their avatars."
Currently in MMOs, gesture and facial expression are limited to a pre-specified library of commands (/bow, /wave, /point, /smile, /wink, etc.). Imagine if text chat were like this? What if you could only send chat messages by selecting them from a pre-specified library of phrases (like chat between strangers in ToonTown)? This would be severely limiting in terms of communication and expression. However, that's the current state of avatar gesture in virtual worlds.
Continue reading "Is 'Free Gesticulation' For Avatars Here Yet?" »
We're
starting to see a convergence of virtual worlds and social networking sites in
the new wave of virtual "social" worlds (e.g., Kaneva, vSide, Virtual
MTV) and new 3D Facebook applications (ActiveWorlds, Gaia Online). This might
be dismissed as fad. After all, everyone
is either trying to replicate or piggyback on the success of America's #3
(MySpace) and #9 (Facebook) top-visited websites.
World of Warcraft's 10 million users is impressive indeed, but MySpace has 30
times that. However, I think there is more to a convergence than mere hype. I
see some interesting similarities and possible synergies between virtual worlds
and social networking sites but also some important differences that could make
integration tricky.
Continue reading "On the Convergence of Virtual Worlds and Social Networking Sites" »
There is an insightful interview of Sulka Haro, the lead designer of Habbo Hotel by Brandon Sheffield on Gamasutra. The interview covers a broad range of issues and may be of interest for who-ever is intrigued by "gameless games" or the "social web" or the evolution of the game industry as a whole. It's not all about MMOs but it shows how the topic overlaps with other themes such as social software, multiple on-line identity or scrum development etc.
Continue reading "Habbo Hotel as a boundary object" »
Often when I write about games, I'm interested in an experiential perspective on play and in the kinds of social and political structures that evolve within virutal worlds, but TN readers probably have noticed that I'm equally drawn to questions about design processes, about the authorship of digital games.
Continue reading "The Hidden Bartle Type" »
Last month, I had the pleasure to co-organize a small event in Seoul about digital and physical space, and how technologies reshape them. One of the speaker, Jake Song gave an interesting talk about the evolution of "virtual space" in multi-player games. A South Korean programmer, regarded as one of the greatest game developers in Korea, Jake is one the of the creator of Lineage and is now CEO of XL Games.
Continue reading "Virtual space evolution according to Korean developer Jake Song" »
While the idea of trading card tie-ins is not new, Rory Starks, one of the designers and artists of Arden, reports that Sony will make a trading card game that is played from within the MMO. There are some new issues. Rory's analysis:
**** BEGIN QUOTE***
EverQuest: Legends of Norrath: Oathbound: The Trading Card Game
Rory Starks
During
the Fan Faire MMO event a couple of weeks ago, SOE president John
Smedley revealed a new trading card game based on the Everquest
franchise – "Legends of Norrath: Oathbound". At first glance, this
news was not too entirely exciting considering that EQ fans can play
the EverQuest pen-and-paper RPG, various spinoff games, and they can
even light up their cigarettes with EQ-emblazoned Zippo lighters
(provided they have the requisite skills in fire crafting). On the
other hand, what was interesting about this announcement was that
Smedley revealed that the game is online-only and played from within
EverQuest 1 and 2. Players can purchase cards and construct decks
inside the two games and then challenge other players to a game. There
will eventually be a standalone client so that players can even play
the game outside of the two EQ titles (and without having to have a
subscription).
Continue reading "EverQuest to Integrate Card Game With MMO" »
People log in and go to a place in cyberspace for a reason. Recent posts suggest that this place doesn't have to exist before they go there (and it could disappear when they leave). Each place, though will have a tone or atmosphere to it. To some extent this is the result of the software developers' intent, but many systems allow the user varying degrees of control over this atmosphere. I remember when it was a big deal that AW had implemented fog. Not a computer game fan myself, I didn't understand why this would move people. In retrospect, I think they wanted the worlds to look like their favorite games and they recognized that implementing fog can make for more intimate spaces, and I think they just wanted more control.
Continue reading "What's Going On...." »
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