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Jul 25, 2012



Given that plenty of MUDs have comparable capacity numbers, I think DayZ counts as a virtual world. :)


This is my favorite DayZ story: http://www.youtube.com/watch?v=oQQ4N1kMv9o

I think any game where people can make their own stories/communities like that counts as a virtual world. It's the social interaction and complexity that makes it a 'world' more than stuff like size. What's a shame though is that apparently the game is no inundated with hackers who are basically ruining that anarchic world feeling for their own purposes.


remember DayZ is still in Alpha, I'm sure the beta will be installer friendly ;)


DayZ is awesome, it has some amazing features that grab you immediately. But it's also a bug ridden piece of crap, that hackers run rampant over. Google search for "dayz all players died at once" for examples - hackers killing all players on a bunch of servers all at once, whenever they want; "yeah, that old Arma bug". Because it's persistent, and hard mode, you absolutely must trust the server, and that's just not there.

I really hope someone takes the best features from the game and write a new mod on top of a more secure server.


Thanks for sharing this!

I'm just totally engrossed at the novel social interactions that are occurring thanks to proximity voice in DayZ. Check out this gallery of pictures which shows a pretty mundane interaction, really, but I just find the potential for social interactions fascinating.

RR; yep, the game is only in alpha, so its very problematic. I wouldn't advise investing too much time in playing (and I've seen some pretty irate people online complaining about the server issues) but its still very fun! I've found a server i'm pretty happy with, but bugs and hackers do still happen.

I don't doubt there are going to be a huge range of copy-cat games that come out soon (something like 'Cubeland' maybe) but DayZ has employed some pretty novel features (ruthlessness, food/water/medication, consequential death, night/day ect) which are worth crediting it for. It should be interesting seeing if the unique DayZ features make it into other persistent zombie games that might come out.

Another interesting tid-bit for TerraNovans, DayZ developer Dean Hall credits his military experience pretty strongly with his insistence on some of the features in DayZ, such as the constant search for food and water and sense of genuine danger. I can't find where I read this, but i've seen this line somewhere... 'DayZ is a game that could only have been made by someone with military experience'. Probably true!


Thanks for the plug Marcus! I think it might be interesting also to compare what's happening in DayZ with the results of my study on voice in MMOGs (results are in section 4.3). Players felt that voice was more fun, easy and natural than typing, and more conducive to group success, especially during fast-paced action such as raids. You'd expect these results to occur in DayZ too.

However voice also raised interesting problems. It conveyed immediate emotional responses, leading to flame-wars and abuse. It conveyed characteristics of speakers such as age, gender and nationality, and what was going on in their household, such as conversations among spouses and children. This raised privacy issues and made some players reluctant to use voice with strangers, or even to play with strangers. It also caused problems for role-players and gender-benders.

It's interesting to ponder whether these effects will occur in DayZ. Do MMO-FPS players role-play? Are they sensitive to exposing their personal characteristics?

MMOG players commented that a voice channel became less useful the more people were using it, and commented on the difficulty of using several voice channels at once (compared to multiple text channels). They wondered whether proximity voice would fix these problems, and what it would be like to be able to walk up to random strangers in the MMOG and speak with them. To the extent that DayZ is comparable to an MMOG, we now can observe this in the wild, which should be interesting.


Hi Pai,

I echo your opinion. Nice video :)


Don't know if this contributes to the topic, but there are two games I know that is also blurring the lines - Global Agenda and Fire Fall. they're both under the category of MMOFPSRPG; FPS based but you got an open world map that is consistent, control in FPS mode, shooting as the main battle.

Global Agenda is now Free to play on steam.
Fire Fall should be currently still on beta, which I have been requesting a key for more than half a year.


I'm glad someone has good things to say about DayZ. I've only heard negative things from other people so far. This game has potential and I'm a fan regardless.


How is Global Agenda? I've been in the MMOFPS scene for awhile now and have yet to give it a shot. I've been involved with Blacklight: Retribution mostly and now I'm looking for something new.


Applying my definition of what constitutes a virtual world to DayZ:
- It has physics.
- Players are represented by a single character in the world.
- Interaction takes place in real time.
- The world is shared.
- The world is persistent.
- The world is not the real world.

I'm a little cautious about the persistence, as it seems to be like having persistence in a regular MMO instance. However, it does seem to qualify.

I'm particularly glad we're getting friendly fire back in MMOs. It was taken out because if you have large shards then gangs of players can form to maraud the world and spoil it for everyone, but if the world is small enough (in terms of population) then that can't happen so you can be more realistic about it. In real life, no grenade thrower is so good that they can lob one into a melee group and only catch people on the opposing side in the resulting explosion.



Richard, I find likening DayZ's persistence to an MMO instance interesting.

A possible factor that could be used to differentiate the two though is the consensual nature of joining an MMO instance; they are essentially private, as all users sharing the instance are part of the same group. The same cannot be said for DayZ.

On friendly fire, you may enjoy this video of a large number of players coming together at a Church Service in Cherno......


More on the persistence of DayZ, along with tents, items like vehicles and some construction items (razor wire, sandbags) are persistent to the server also.

Dean Hall did a short presentation and Q&A which you can view on YouTube.

He was asked about the sandbox feel of the game, and he discussed implementing more features to develop the sense of persistence in the game;

And it’s really sort of reaffirmed me in wanting to have me and the development team focus on building the structure of the world, but the players actually build the world itself. And that’s why I want to get more construction and development, more ways for the players to interact and have persistent impact on the world because that’s where the real strengths come from.

link to that part of the video


I would love to try it!


I like call of duty and brick force. mmos are not a big deal, I recently play ios shooters.


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