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May 25, 2006

Comments

1.

Nate said: "I am convinced most of the value of modding comes from community building rather than game play - mods seem a means communicating (mostly) campy tales told amongst a niche of gamers with a particular creative and technical bent."

@Nate: I think Valve, for example, might disagree with that claim. And while community has certainly exploded around the modding phenomenon, I don't think even the playerbase would agree with your statement. For many modders, the primary motivation is to demonstrate to the industry that they have the chops to make games, turning their dream into a career. And the reason developers go to great lengths to ship robust versions of world-building tools with their games is not primarily to build community but rather to extend the life of their franchises and increase the penetration of their rendering engines. Community is important but is, in many cases, a 'spandrel' of sorts.

Here's a few stats from Wikipedia about Counterstrike that I think brings the modding phenomenon into the context of the 'Big Bear, Small Bear' discussion.

"CS has been the most widely played online FPS for the past few years and has over 19.5 million legal owners. In 2002 there were over 30,000 Counter-Strike servers on the Internet (second place was Unreal Tournament with about 9,800). In 2004, GameSpy statistics showed over 85,000 players simultaneously playing Counter-Strike at any point in time and in 2006, Steam shows over 200,000 players for Counter-Strike (this includes Counter-Strike: Source, Counter-Strike: Condition Zero and Counter-Strike 1.6); accounting for almost 70 percent of the online FPS audience. According to statistics gathered by Valve's content-delivery platform, Steam (1), these players contribute to over 4.5 billion minutes of playing time each month, making it the most popular online FPS in history."

2.

We don't do marketing (unless you pay us far more than you can possibly imagine

I don’t know Nate, I can imagine quite a bit.

...

Hey, it's obligatory...

3.

I think most of the criticism is off base. You can only cover so much, and it's important to cover what's truly noteworthy or of more than just gamer "gee whiz" interest. After all, every MMORPG's marketing department is sure that their game is "revolutionary, groundbreaking" when very few offerings are. And unless something is both different and significant in some way it's a waste of the Terra Nova staff's time and energy to cover every virtual world when most of them are merely redundancies.

The reasons for covering Warcraft & Second Life are clear. I would like to see more discussion of the burgeoning RMT-to-play trend practiced by Entropia, and planned by a number of VWs, including Roma Victor. But the reason for that is I think the new financing model is different enough that it merits consideration on it's own.

I'd be curious to hear what games "need" to be covered here in more depth, and why... (not trying to be a jerk, just curious what games people think are being missed by this site in particular).

4.

illovich>it's a waste of the Terra Nova staff's time and energy to cover every virtual world when most of them are merely redundancies.

They may, individually, be so small as not to attract the gaze of Terra Nova's eye. However, we do need to be aware - constantly - that they exist, and that their needs are not always aligned with WoW or SL.

For example: if we were to get some high-profile court case in the USA that was likely to set key precedents for years to come in how virtual worlds conduct themselves, there's a fair chance that TN authors and readers will be called as expert witnesses. If what resulted was some kind of mechanism for partitioning virtual worlds into either WoW-like or SL-like types, each of which had its own particular set of freedoms and responsibilities, well that would be fine for the SL and WoW clones but it could seriously damage those with much smaller user bases who suddenly find themselves having to abide by rules framed for significantly larger games. The same applies for virtual worlds that are built for specific purposes (eg. education/training), for specific demographics (eg. children), using other interfaces (eg. text), with different legal protections (eg. no EULA) and having different business models (eg. free).

SL and WoW are OK as ciphers for "large-scale social worlds" and "large-scale game-like worlds", and in WoW's case in particular it's come to the point where you need to be WoW-literate in order to discuss virtual worlds at conferences. However, they do not between them run the gamut of virtual worlds, and we should always bear in mind when making generalisations that other virtual worlds do exist.

Richard

5.

They may, individually, be so small as not to attract the gaze of Terra Nova's eye. However, we do need to be aware - constantly - that they exist, and that their needs are not always aligned with WoW or SL.

I didn't mean to establish WoW and SL as the boundaries of the discussion, I was just saying that it's clear to me (and I think to most) why they come up so often, and why they tend to dominate discussion.

I agree with your point that WoW is an okay cipher for the majority of the large scale virtual worlds -- it does seem that most of the triple-A titles are simply refinements of the Everquest model (3D GUI to a MUD-like engine with a some variation on the Tolkien fantasy milieu.

I certainly wasn't saying that other types of virtual worlds don't need consideration, on the contrary I'd love to see more discussion of the kinds of world you were mentioning. I think the error of my post was that I was only addressing the WoW clones, but not making that clear.

6.

Illovich>I was only addressing the WoW clones, but not making that clear.

Yes, I was basically agreeing with you: we can't talk about every virtual world as if they were on a par with WoW and SL, simply because too few people have experience of them. However, we can't be too insular about it, either: other worlds do exist, and we shouldn't just brush them aside for not being (currently) WoW or SL.

Richard

7.

I think that Terra Nova does a fair job of mixing the big with the small. It does seem to lack contributors whose academic interests are in aesthetics rather than mechanics, though. I suspect that if TN had more academicians from fine art and literature faculties, the Small Bears would be getting considerably more atention than the Big. It may be early days for those disciplines to have any awareness of or interest in the subject matter, though.

The preponderance of discussions of RMT, economies and lawsuits doesn't really do justice to the variety of VWs out there, or the potential of the form. I suspect that including more lesser-known MMOs/VWs would not change the focus all that much, even if it did mean that all the examples were no longer drawn from WoW/SL and occasionally PE.


8.

Bhagpuss> I suspect that if TN had more academicians from fine art and literature faculties, the Small Bears would be getting considerably more atention than the Big. It may be early days for those disciplines to have any awareness of or interest in the subject matter, though.

As a student of English with interest in areas of literature into which videogames no doubt fall, I think that the biggest problem is figuring out a model for analysis of videogames. When I look at something like Silent Hill I can see a plot with themes, characters with motivations, etc. VWs, on the other hand, will have a backstory but everything else can sometimes prove difficult to pin down as a text. If a framework for discussing such a maliable and unpredictable medium is established, I'm sure that commentary will follow but until then most literary criticism in videogames will likely tend toward offline gaming with more or less fixed plots.

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