Thewindof's Blog
Jun
08

World of Warcraft on Hiatus in China

As previously scheduled, Shanghai-based online game company The9 officially ceased operating World of Warcraft, or WoW, in China on Sunday, June 7 (at three minutes past midnight, to be exact).

 

Now, its NetEase's turn to take over WoW in China. Except it's not quite ready.

NetEase CEO William Ding and Mike Morhaime, CEO of Blizzard Entertainment (WoW's owner) jointly announced that the game's servers will be temporarily unavailable during the transition period, which is expected to last until late June, according to an earlier note sent to WoW players by NetEase.

On Saturday night, tens of thousands of Chinese WoW fans gathered online to witness the server shutdown. A new online bulletin board for WoW players, wowbbs.163.com, recorded peak traffic of 20,294 visitors within several hours of its launch that night, Chinese media reported. Chinese web portal Sina.com featured a live broadcast of the closure process starting at 11:30 p.m. on Saturday and The9 set up a countdown clock in the game 15 minutes before the closure, according to QQ.com (in Chinese). Meanwhile, players filled other online bulletin boards and forums to discuss the closure, with the QQ Games Forum receiving more than 10,000 WoW-related comments that night.

"Miss those days of playing WoW with friends...the good old days will never return...The9 left us pain and regret...a post-WoW time is about to come," wrote one Web user on QQ.com. Another player made a video of the last four minutes of the game before the servers were terminated.

After shutting its servers, The9 thanked all WoW players for their support since 2005, when it introduced the game to China. The game's official mainland China website, wowchina.com, also disappeared and The9 set up an alternative site, wow.the9.com, to process refunds of the players' balances over the next three months.

While many players lament the temporary suspension of the game, some said that it would give players a much-needed dose of reality. "It's great. I suggest that we shut down this type of online game forever - just think about how many young people and their families were ruined by online games," said one Sina user (in Chinese here).

An online poll by Sina.com showed that 53% of some 130,000 voters said that they would continue with the NetEase-run WoW, while 21% would not play anymore and 26% said they would "wait and see." In another survey on QQ.com, which drew more than 173,000 responses, only 35 say they would continue playing WoW when it returns.

Industry analysts say that the longer the game transition takes, the more players WoW might lose. In the past few weeks, a large group of concerned mainland WoW players have started playing the game though its Taiwanese servers, though the mass migration has caused traffic jams during the peak evening hours, resulting in waits of several hours to play.

The transition period has also created an opportunity for WoW's rivals in China's online game market. With China's most popular online game suddenly gone, the competition have been launching new games and targeting ad campaigns at idle WoW players. These include The9's Atlantica, a new 3D role-playing game introduced in late May, Shanda's AION, Kingsoft's JX Online 3 and Perfect World's Zhu Xian Online.

With some 55 million game players, China is expected to surpass the U.S. as the world's largest online game market by number of players this year, and China's online game industry is forecast to reach $10 billion in revenues by 2012, according to market research firm iResearch.

Jun
08

World Of Warcraft, StarCraft Receive Guinness World Records

Representatives of the Guinness World Records 2009 Gamer's Edition recently handed out awards at the E3 Expo, honoring gaming publishers which have set new records with their products.Blizzard Entertainment received two awards: Most Popular MMORPG for World of Warcraft's 11.6 million subscriber milestone, and Best Selling Strategy Game for StarCraft which has sold 9.5 million copies worldwide.

Guinness World Record recipients included Shigeru Miyamoto, the creator of Wii Sports, who received the record for the Best Selling Video Game with sales of 45.7 million to date.

Major Nelson and Mark Whitten from XBOX LIVE received the award for the Most Popular Online Console Gaming Service during Monday night's Microsoft party. Xbox Live serves 20 million active subscribers to date, representing 67% of the total install base as of May 2009.

Blizzard Entertainment's Mike Morhaime and Paul Sams accepted the records for World of Warcraft for the Most Popular MMORPG with a total of 11.6 million subscribers and Starcraft for being the Best Selling Strategy Game for a PC, selling 9.5 million copies worldwide.

Bethesda Softworks' Lead Designer Todd Howard was awarded with the record for the Fastest-selling Multi Platform RPG after Fallout 3 sold over 4.7 million copies in its first week on sale from October 28th to November 4th 2008.

The entire Infinity Ward team were officially presented with the record for the Most Played Online Video Game as Call of Duty 4 has an excess of 15 million minutes played daily and the up and coming US band The Dares performed the First concert to Take Place Simultaneously in the Real and Virtual Worlds in SOE's new massively multiplayer game Free Realms

In addition Charles and Kai Huang of Red Octane received the accolade for the Best-selling Rhythm Game Series for Guitar Hero's sales of in excess of 25 million copies.

An honorable mention goes out to Steve Wiebe who unsuccessfully tried to win back his Donkey Kong crown from Billy Mitchell. Guinness World Records and Twin Galaxies were on hand to witness the potential new record. Wiebe's final score of 989, 400 points fell short of the 1,050,200 score achieved by Mitchell in 2007.

All of the publishers validated at this year's show will make their mark on history and will be featured in the Guinness World Records 2010 Gamers Edition which will launch early next year. The book itself contains a comprehensive guide to gaming and will feature the latest gaming records, the history behind gaming, and interviews with key figures in the industry.

Jun
08

Masi Oka Creates Massively Multiplayer Movie The Defenders

Masi Oka, Heroes star and big World of Warcraft fan, has come up with a story calledThe Defenders, about gamers who have to become real-world heroes, and Dreamworks has bought it. The project will be produced by Alex Kurtzman andRoberto Orci, and DJ Caruso is in talks to direct. (He last directed the Kurtzman/Orci produced Eagle Eye.) How do you make a multiplayer game-inspired movie that isn't just a vague rehash of The Last Starfighter and Ender's Game? Answer after the jump.

THR reports that the story is about a bunch of gamers, mostly teenagers, who live all over the world but are united in the world of a massively multiplayer online (MMO) game like World of Warcraft. A real adventure brings them together and makes them into heroes as they have to live up to the characters they've created in the online world. OK, good starting point, but it's got shades of the Underpants Gnome scheme: step one is the idea, step three is the movie. But step two, which should be the script? Empty question marks so far.

Gary Whitta (The Book of Eli, the in-development Akira adaptation) is writing. Like Oka, he's a big MMO player, which is probably a good sign, though with the combined sensibilities of he and Oka (i.e. dedicated gamers) and Kurtzman and Orci (i.e. setpiece lovers) there's reason for concern that this will be just a big slam-bang mess. Where's the balance? Kurtzman and Orci are really trying to capture the old Amblin Entertainment vibe - essentially they want to make a bunch of movies like The Goonies, and Oka shares the same desire. Think innocence plus adventure.

The trade also reports that Dreamworks is planning to develop a game in parallel with the feature, which means we're two years out, at least. Anything less means they're developing a shitty game alongside the feature. And the further question: will the game be an MMO? Let's hope not, as that's a short road to disaster if so.

Jun
08

Details about Apple's new iPhone 3G S

As expected, Apple announced a third version of the iPhone, dubbed the iPhone 3G S (the S stands for speed) today at the keynote for WWDC 2009. This new version has several updates over the iPhone 3G model, and here they are:

As the name implies, the new iPhone 3G S is supposed to be faster. Apple boasts that you can load Web pages and launch apps twice as fast as the previous model. It also promises improved 3D graphics for games.

A 3-megapixel camera with autofocus. You can also focus by tapping on the screen. It will also have settings for white balance, exposure, low-light sensitivity, and a macro mode for close-up photos.

A camcorder. You can shoot VGA-quality video in 30 frames per second, and after you're done, you can trim the video by adjusting the start and end points. You can then send the video via MMS (included in iPhone OS 3.0) to a friend, to your MobileMe account, or even to YouTube, directly from the phone.

Voice control, but not just for calls. Not only can you manage phone calls with your voice, you can use your voice to play music. You can ask the phone what song is playing, ask it to play a particular song from an artist or an album, and even to play songs that are similar to the currently playing track.

A built-in digital compass. It automatically reorients the map to the direction you're facing. It works in conjunction with Maps to give you street view as well.

Bluetooth tethering is allowed, which means you can use the iPhone 3G S as a wireless modem with your laptop. However, this is not available from AT&T for now.

Voiceover, an accessibility setting on the new iPhone 3G S that acts as a gesture-based screen reader.

Compatibility with Nike+ iPod, where it detects the Nike+ sensor in your shoe to track your runs.

Improved battery life. Apple promises that the iPhone 3G S can hold up to 9 hours in Wi-Fi, 10 hours on video playback, 30 hours on audio playback, 12 hours talk time on 2G networks, and 5 hours talk time on 3G networks.

The 16GB model will be $199 with a new contract and the 32GB model will be $299 with a new contract. They will be available June 19, 2009.

Of course, this is in addition to the iPhone 3.0 features that were promised earlier this year, which include copy and paste, voice recording, and stereo Bluetooth. Older iPhones will be able to get the iPhone 3.0 update for free. The iPhone OS 3.0 update will be available June 17, 2009.

 

Jun
07

Keeping it under control

Wii notwithstanding, our video game reviewer hears motion-capture hype and is unmoved

Steven Spielberg came down from his mountain (of money?) this week, eyes blazing with prophetic fire, to deliver a pronouncement to the rabble of international gaming media gathered at the annual Electronic Entertainment Expo (E3) in Los Angeles.

"The only way to bring interactive entertainment to everybody," he declared from his green-glowing pulpit at Microsoft's press event, "is to make the technology invisible. Only then can we shine the spotlight where it belongs, which is on you."

Like millions of other game-news junkies around the world, I received this sermon remotely, through my laptop screen in the comfort of my couch, and it's a sermon those millions and I have heard many times before.

The handheld controller, we are told, is the thing that's holding video games back from greatness. It's the tyranny of the controller, with all its fiddly, confounding buttons, that has doomed "interactive entertainment" to its status as a $20-billion-plus industry growing by double digits year after year; the inaccessibility of the controller that's relegated Super Mario to the No. 2 spot, behind Mickey Mouse, on the leaderboard of global brand-mascot recognition; the outdated controller that limited the Grand Theft Auto games to a paltry 92 million units sold since the series' inception in 1997; the primitive reliance on manual input that has World of Warcraftbarely squeaking by with 11 million monthly subscribers. Yes, that physical controller is a damned millstone from which we must be freed.

This year's saviour, whose advent Spielberg was preaching, is Microsoft's "Project Natal," nothing less than a real-time, in-home, motion-capture and face-recognition suite for the XBox 360. Without wires or waggle-wands, Natal promises to transport you and your particulars into the virtual realm. The displayed demos were tech-sweet: on-the-fly kung fu; a kid transporting, Tron-style, his real-world skateboard into the game world; little girls shopping for clothes via teleconferencing; a virtual pal - presented by superstar developer (and serial over-promiser and under-deliverer) Peter Molyneux - that responds intelligently and appropriately to your facial expressions and body language.

"The video games industry has not allowed us the opportunity to cry," Spielberg later told the BBC, rudely ignoring the experience of gamers who wept at the death of Aeris in Final Fantasy VII (PlayStation, 1997) or who still get misty-eyed over the reunion with Robo in Chrono Trigger (Super Nintendo, 1995). "We now have a little more room to be a little more emotional."

Maybe he's right, though it remains unexplained how exactly Natal, for all its admittedly impressive tech, is going to usher in this new age of emotional involvement and open weeping where products such as the Eye Toy (PlayStation 2, 2003), PlayStation Eye (PS3, 2007) and XBox Live Vision (2006) -- not to mention the rest of the shadowy dust heap of mo-cap peripherals stretching back to the Sega Activator (1993) and the Nintendo Power Glove (1989) - have failed.

But skepticism toward "put-you-in-the-game" control technology is a hard sell these days, ever since Wii took off as it did; nobody wants to end up embarrassed like those who sneered "gimmick" before Nintendo sold 60 million motion-controlled consoles.

Then again, let's take a closer look at Wii. Microsoft wasn't the only company at E3 touting new tech meant to better bridge the gap between your body and the game space; Nintendo president Satoru Iwata announced the upcoming release of the "Wii Vitality Sensor," a fingertip pulse monitor. Applications might range from fitness monitoring, to promoting relaxation through biofeedback, to dynamically adjusting fright-levels in horror games based on your heart rate. It's another Wii gimmick; between the Wiimote, nunchuck, sensor bar, vitality sensor, microphone, balance board and Ubisoft's E3-announced camera peripheral, you can get yourself quite the little holodeck. Still don't see how it all adds up to an "opportunity to cry," unless you count gnashing of teeth over the combined pricetag or sobbing at the dearth of decent games that make use of it all.

And in the midst of all this fist-shaking against the tyranny of bad ol' thumb-twiddling, scores of amazing games, from A-list blockbusters to casual diversions, were announced, presented and demonstrated at E3, all of which will be happily played and enjoyed by hundreds of millions via button-laden control pads, despite the supposed emotional disconnect such caveman-control imposes.

Jun
07

Lawsuit may put ‘Brutal Legend' on ice

LOS ANGELES - A lawsuit filed by Activision may keep Jack Black from becoming a "Brutal Legend" later this year.

Activision Entertainment Holdings Inc. sued game developer Double Fine Productions Inc. on Wednesday to try to stop the release of "Brutal Legend" by rival Electronic Arts.

The lawsuit, filed in Santa Monica, Calif., on Wednesday, claims Double Fine failed to deliver "Brutal Legend" on time. The suit also claims the firm then offered the completed game to EA.

"Brutal Legend" is scheduled for release in October. It features Black as a heavy-metal roadie transported to a mythical ancient world to fight evil.

EA has been heavily promoting the game at this week's Electronic Entertainment Expo in Los Angeles. A gigantic banner of Black's character, Eddie Riggs, is hanging outside the convention's venue.

The lawsuit claims Activision paid Double Fine about $15 million to develop "Brutal Legend," but the studio missed a key deadline last year. The suit claims Double Fine then said it would need another nine months and $7 million to complete the game.

Activision and Double Fine negotiated to try to keep the game on track, but no agreement was ever reached, according to the court filing. Activision contends it never relinquished its rights to the game and that Double Fine improperly transferred "Brutal Legend" to EA.

"Hey, if Activision liked it, then they should have put a ring on it," Double Fine President Tim Schafer said. "Oh, great, now Beyonce is going to sue me, too."

The lawsuit states that Activision has suffered "irreparable harm" and will lose not only the game, but also the ability to sell downloadable content based on "Brutal Legend" if the release isn't stopped.

EA, which is not named as a party in the lawsuit, had no official comment on the filing.

Activision Entertainment Holdings is the former company known as Vivendi Universal Games and is a wholly owned subsidiary of Santa Monica-based Activision Blizzard Inc. The company has numerous top game franchises in its roster, including the "Call of Duty" and "World of Warcraft" series.

EA, based in Redwood City, Calif., is also a gaming heavyweight, with rights to the popular "Madden NFL," "Medal of Honor" and "The Sims" franchises.

 

Jun
07

World of Warcraft: MLG Columbus Sunday Melee

GotFrag brings you continuous coverage of the MLG PC Pro Circuit World of Warcraft competition played on HP as play reaches the final day and a double elimination bracket.

After an exciting two days here at MLG in Columbus, the World of Warcraft tournament has reached its final destination - declaring a winner.

1st Place: SK Gaming - $9,000 US
2nd Place: eMazing Gaming - $4,500 US 
3rd Place: Ensidia - $2,250 US 
4th Place: Complexity

For Day One, we saw some intense action and a big win from eMg over the European team, Ensidia, shutting their Priest, Mage, Rogue comp out 3-0 with their DK, Hunter, Paladin comp. This continued onto Day 2 as eMg demolished most of its competition.

However in Day Two, SK stepped up to the plate against eMg with the same comp that Ensidia ran in Day 1 - PMR. SK beat eMg 3-0 and recognizably took control of the competition for round robin. SK may now be arguably the best team remaining but the action will be heating up coming into double elimination play.

Of the teams competing, SK, eMg, and Ensidia have secured their spot in the top 4 to play in the next phase of WoW competition today. 

The only teams left for contention into bracket play are Complexity and Pandemic. Look for the intense matchup, Complexity vs Pandemic, at the end of round robin. Both teams have been playing considerably better after the first and second day of play here at MLG Columbus.

Seedings for Double Elimination

1. SK Gaming: Enforcer, Pookz, Realz
2. eMazing Gaming: Twixz, Payce, Flexxorz
3. Ensidia: Hydra, Redhot, Kalimist
4. Complexity: Happyminti, Sodah, Venruki - Beat Pandemic in round robin to get in

Round robin matches start at 10:00 A.M. EST with GotFrag and MMO-Champion streaming live from the event beginning at 9:00 A.M. EST with a pre-game show! Tune in as we bring you some of the most exciting WoW competition seen to date.

Jun
07

Beginnings and endings online

It was a week of beginnings and endings on fwnews.tv, KPC Media Group's online video Web site.

New beginnings included video of the DeKalb Outdoor Theater dedication and a new coach being named for the Fort Wayne Mad Ants basketball team.

An ending was video of the last day at LaOtto Elementary School, a final ceremony before that school closes due to budget concerns.

And video of the East Noble High School graduation (with extended versions available for sale on DVD at The News Sun) represented both an ending of the seniors' high school careers and a beginning of the next chapter of their lives.

To view more KPC Media Group video, visit fwnews.tv.

Vote for your favorite photos

New photos are now online for the KPC Media Group photo contest. Vote for your favorite at kpcnews.net/photocontest.

Who helps the little guys?

The long-awaited bankruptcy filing by General Motors this past week was discussed on The Fence Post, KPC Media Group's online forums. HoosierHelen noted:

"The second- and third-tier suppliers for GM and Chrysler are getting bit HARD. While our government is saving jobs within these two companies ... it appears to me their suppliers (which includes a lot of companies and employees in our area) are biting some pretty hard financial bullets ... meanwhile we bail out the BIG companies that we can't afford to see go under. ...

"I don't object to our automotive companies being assisted in bailouts, because if it isn't done ... those employees will also be signing up for unemployment eventually. I DO object that the small businesses who are being forced into bankruptcy due to the auto industry failures are not being afforded equal protection and bailouts. True, I do realize we can't bailout everyone in the USA ... but good grief ... it seems a bit lopsided how it's being handled ONLY for the large companies right now. ... "

Judging a book by its cover, or lack thereof

Forum members debated the merits of electronic readers versus old-fashioned paper and ink, drawing a number of responses. JohnBoy44 commented:

"... Once your mind is linked into the writing, you go to a different place. You don't sit there and look at how faded the paper is, or the gold binding. True book lovers love the writing, not the books."

michael medeski posted, "This is just like MP3s or iPods. Yeah, you can still hear the music, but it is not the same as having the actual album. i will never own an MP3 unless that becomes the only way to collect music. There is something about having an actual copy of the book or album. Plus your book won't crash and you don't have to recharge them. ... "

blue adept chimed in, "There is something to holding a quality book that will last for hundreds of years in your hands. Sure the story is the same, but something else is there, more imagination!"

And evilkumquat commented, "To be brutally honest, books just don't do it for me much, anymore. I'm glad my kids like to read their books (although I'm having a bit of trouble getting them to respect and care for them as well as I would like), but anymore, my entertainment is required to be much more ‘hands on' (read: World of WarCraft).

"I have been able to painstakingly amass a large collection of my favorite authors' works on MP3 and listen to them... often while, uh, playing World of WarCraft. Everything else I read online or download as needed or desired."

Other hot topics this past week included favorite area restaurants and a number of ongoing political debates. To join the discussion, or to start your own, log on to The Fence Post at kpcfencepost.com.

Happy birthday, Mrs. Baughman

A news story on 106-year-old Kendallville resident Florede Baughman drew comments from several online readers, including one this one:

"What a great story! Happy Birthday from me too, Mrs. Baughman. There aren't many like you left."

 

Jun
04

E3 2009: Final Fantasy XIV - What We Know

We sat down with the FF14 team to talk about the next big MMO of 2010 and came away with several all-new details.

June 4, 2009 - Square Enixsurprised everyone on Tuesday when it announced at Sony's E3 press conference that not only would Final Fantasy XIII hit stores next year, but so too will Final Fantasy XIV Online -- a follow-up MMO from the same team that brought us Final Fantasy XI in 2002. But the information flow didn't stop there. On Wednesday, Square Enix also held a press conference of its own to provide some additional context to the previous day's news. But honestly, we still weren't satisfied with how much FF14 info was out there, so we managed to grab an interview with the Final Fantasy XIV team yesterday afternoon to see if they could answer some additional questions. 

And now, with multiple days of info and some probing, we present the following: everything we know about the game thus far. Some of it you've already heard, some of it you haven't, but either way, it's the most info you'll find on the game yet. Enjoy 

What platforms is Final Fantasy XIV coming to? 
Currently the game is confirmed for PlayStation 3 and Windows PC. An Xbox 360 version isn't official, but Square Enix is considering the possibility that it could. 

What do we know about the setting and the story? 
It takes place on an all-new Final Fantasy world known as "Eorzea." Though it does share some monsters and races from Final Fantasy XI, they're not direct representations and have been altered in multiple ways that make them unique to Eorzea. The similarities in races will allow experienced FFXI players to create a new FFXIV character that looks somewhat comparable. 
Does it have a direct connection to Final Fantasy XI? 
In some ways, yes it does. Not only does it share the same development team as the FF11, but the game will also allow players to create a character that is similar to their current Final Fantasy XI. Square Enix has also revealed to IGN that it is currently finding a solution that will let you transfer your character's names from FFXI to FFXIV. 

On a related note, at the press conference, it was said that FFXI has another year of content planned. Does that mean that after that year is up that FFXI is done with? 
No. To be specific, Square Enix has one year of content currently planned but has told us here at IGN that it isn't a mandated end for the series. If fans continue to support the game, then so will Square Enix. 

What is the combat system like? 
The development team won't say, but it did confirm to us that... Additionally, the heavy team-play aspect of FF11 has been deemphasized, and now exploration and battle is said to be more balanced between solo and team play. 

How does the leveling system work? 
Square Enix is cagey about how characters advance, but it has confirmed with IGN that growth is not based on experience and that it will work on a different system entirely. 

What about jobs? 
Jobs will return in Final Fantasy XIV, but they will be much different than the job system present in FFXI. 

How important are the weapons? 
Weapons are very important and have a heavy influence on your character and how they succeed in the game world. Square Enix says to look closely at the official FFXIV logo for hints and hidden meanings about how the game will work. 

What hidden meanings? 
Square Enix told us that when it approached Amano to do the logo art for FFXIV, that weapons were very important and to think of the concept of a "wheel." Specifically, a wheel of adventurers that has their weapon in front of them and an exposed backside -- which leaves each adventurer to rely heavily on their comrades and their friends. Let the speculation begin. 
Anything else about the weapons? 
The team let slip to us that choosing weapons for specific tasks one day versus another could affect how your character develops. 

How much of the first trailer is in-game versus pre-rendered? 
The debut trailer is actually a mixture of real-time in-game footage and pre-rendered wizardry. The combat scene in particular was created using the in-game engine. 

What languages will the game available in? 
The same as Final Fantasy XI: Japanese, English, French and German. FFXIV will also be released simultaneously in all regions that use those languages. 

Will the PlayOnline service be used for FFXIV? 
No. Square Enix told us that the reason it is ditching the PlayOnline system is because it was originally meant as an all-in-one solution to house multiple content types. But as PlayOnline has offered less content over the years, the need for the next online Final Fantasy to us PO is moot. Whatever new service (if any) is used, PC and PlayStation 3 users will still be able to play with each other on the same servers, and Square Enix also confirmed with IGN that you can sign in with a universal ID on either system to pick up where you left off if you own both. 

Who's Working on the Game? 
It is produced by Hiromichi Tanaka (Final Fantasy I, II, III, and IX) and directed by Nobuaki Komoto (Final Fantasy IX, XI), with art direction by Akihiko Yoshida (Vagrant Story, Final Fantasy XII) and a musical score from Nobuo Uematsu (Most Final Fantasies ever). Yoshitaka Amano has designed the logo and is pulling additional art duties as well. 

Uematsu only did a few tracks in FFXI, how much is he doing for XIV? 
Square Enix revealed to IGN that Uematsu will be doing all the music for Final Fantasy XIV and that it will be composed in a range of different styles and genres. 

What modern day MMOs have influenced the design and direction of FFXIV? 
In addition to the team's original work on Final Fantasy XI, World of Warcraft, Age of Conan and Warhammer Online have been three recent games that have had some pull, but the FFXI community's feedback has been the most important factor in its design. 

Are Chocobos back? 
Yes, they will return. But Square Enix has told IGN that it is looking at using them in a completely different way than they were used in Final Fantasy XI (where they were used as riding steeds). 

When is it coming out and when is the beta? 
The game will come out in 2010, and after Final Fantasy XIII which is scheduled for spring of the same year. Beta plans are still being finalized, but that the plan is to have a longer beta period than that of FFXI (which had a beta of about 3-4 months).

 

Jun
04

Power Schmoozing

There are many ways to approach E3. Some games journos are on a strict schedule, bouncing from meeting to meeting then quickly retreating to their fortresses of solitude to crank out news items and previews on the fly. One of the great luxuries and benefits of working for Crispy Gamer is that that the powers that be understand that first doesn't always mean best. The encourage us to allow our ideas to ferment, our opinions to develop and our nagging questions to fester. That leaves us more time to do the two things that E3 was meant for -- looking at new games and schmoozing with people who make, sell and write about games. My week, so far, has been a non-stop stream of such encounters. Fleeting looks at new games, drunken converstations with people I admire and people I'm interested in learning more about. I've met employees of some of my favorite design teams and up-and-coming writers, wet behind the ears, but eager to share their work and opinions with the world. Many parties were crashed, many beers were swilled and, most importantly, a ton of brains were picked. A bunch of the stuff I've heard will never see print. It goes on background as the foundation or starting point for future stories. I can't imagine there's a job in the world you could offer me that would be nearly as stimulating. I'm sure there are a few, though, that allow for a bit more sleep.

Jun
04

Story reigns supreme in The Old Republic

We get a look at Bioware's upcoming Star Wars MMORPG: the quality of the game's writing could very well make the game some serious competition for World of Warcraft in the near future.

Gamers may be clamoring for Knights of the Old Republic 3, but they're going to have to face the fact that that particular game isn't going to be coming to consoles any time soon. On the other hand, Bioware has revealed that further entires in the KOTOR franchise aren't being worked on right now because the upcoming MMORPGThe Old Republic is going to contain enough narrative content for a slew of sequels to the series that Bioware established. Having spent some time behind closed doors with a demo of the game, it's understandable why Bioware believes this to be true: the game's writing is superb and will provide its players with a truly epic play experience that is much deeper than anything currently on the market.

The Old Republic is unlike any MMORPG I've ever seen, mainly because it feels so very much like a single-player game in terms of its gameplay. While it was confirmed that MMO staples like PvP combat, crafting, and guilds would all appear in the title, it was also revealed that no two character classes will ever encounter the exact same mission. On top of that, every character in the game is voiced, which means that when missions are assigned, a player is treated to a small cutscene that allows them to receive the details of an assignment; during these sequences, players will utilize the dialogue tree (as seen in Mass Effect) to respond to the assigned quests, which will dictate, in turn, how NPCs behave towards one's character.

We were also shown how the game starts players off with characters who actually feel heroic. During the demo, a bounty-hunter character was sent out into a town, whereupon he immediately started laying waste to the local police force. As it was explained, "we want you to feel like the hero from the start; it's going to be hard to expect to be the toughest bounty hunter in the universe if you start off shooting rats in an alley." As a result, this detail certainly carried a much more epic feeling than so many other MMORPGs.

Ethical choices also affect a player's play experience: this was shown during the demo when a moral fork in the road appeared. While playing as a Sith warrior, the player was ordered to execute an imperial captain who had disobeyed orders to hunt down a member of the Jedi Order on a nearby space vessel. After cutting through a swath of security officers and making his way to the bridge, the character was presented with the choice to either execute the captain or work with him to find a better solution to his orders. Everyone in the room voted to cut the man down, which immediately changed the story path of the game; not only were certain events set in motion, but the ship's officers reacted towards the character with a noticeable amount of terror.

Ultimately, The Old Republic looks like it's going to be the perfect MMO for the Star Wars universe, because it will combine, in the words of the developers, "ridiculous action combat and compelling story." The story seems compelling largely because of the quality of Bioware's writing and the cinematic feeling provided by the voice acting and cutscenes; and the action that was on display managed to feel rather fast-paced and fluid.

 

Jun
04

Boycott!

The abuse has gone on long enough. Sensible gamers have had indecency upon indecency heaped upon them and now it is time to react. With recent announcements regarding the Left 4 Dead, Rock Band, Metal Gear Solid and dozens of other beloved franchises the furor or outraged fans has snowballed into a cacophony of self-righteous complaint. It's time for those voices to cease being heard. I'm am officially calling for a boycott of all crazy video game fans -- those angry that Rock Band isn't a platform any more, those disappointed that Left 4 Dead 2 came out so quickly, those frustrated that Metal Gear Solid games will be playable on the Xbox 360. I propose that all sensible, decent human beings enact an across-the-board boycott of these deranged fans. Cease speaking and listening to these buffoons. Give them no more notice than you'd give a homeless guy with his pants around his ankles. Block them on message boards. Disconnect from them on social networks. Don't turn the steering wheel if they're in the middle of the road. Crispy Gamer is proud to host the first boycott officially rejecting these morons. Please join us and help make the world a better place by signing your name in the comments below.

Jun
03

E3 2009: Borderlands Impressions

Shoot, kill, collect loot.

June 3, 2009 - Well this game looks pretty cool. Gearbox is basically buildingBorderlands as an open world loot game mixed with a first-person shooter. Like in loot-heavy role-playing games you'll walk around, accept quests from NPCs and kill creatures roaming around, get experience for draining their life bars, then pick up the loot they drop after death. Gearbox is claiming there are tons of different varieties of weapons to pick up and use in the game, which should make for some pretty interesting pickups. 

Gearbox says the game was first built as a first-person shooter, then had RPG elements layered on top. We didn't get to play, but we were treated to an extended demo showing off a few quests as well as the character development system. Before starting out you'll need to pick a character class, of which there are four. The demo focused on the Brick class, which is basically the tanking type. Each class gets a few different branches for its skill trees, which you can power up with points earned by leveling up. So for instance with Brick you can choose to focus on his melee skill set, earning special abilities like an adrenaline rush that allows him to run around like a madman pummeling enemies with fists. When selecting a class you'll also have the opportunity to customize the appearance to a degree, as well as slapping on a custom name, so not everyone who picks Brick is going to appear to be the same, and they'll be further differentiated depending on what skill branch you decide to follow. 

The game can be played co-operative with up to four players, and it lets you utilize your character you've been building in any game. This means if you're playing solo and want to join up with a friend who's further into the game, you can do that and jump in with all your skills and items already earned. If you happen to pick up something really cool while playing with the friend you'll be able to hold onto and bring it with you afterwards into other games. Joining other people's games will see the enemies scale in power and number, so the challenge level will be dynamic based on who's playing and what level they're at. 

While out in the world questing you'll get objectives like kill X number of Y enemies and boss characters, and you'll find loot sprays off your kills like in Diablo-style action-RPGs. UI windows will pop up when you approach the loot, letting you know the approximate value, special effects (electrical, fire, acid damage, etc), type of weapon (shotgun, sniper rifle, assault rifle, and many more), as well as rarity, indicated by a Blizzard-esque item color coding system. Weapons are generated by the game based on a number of presets, so you might find something like a fiery sniper rifles with a rotating chamber of three high caliber bullets. 

A number of enemy types, from monsters to human bandits, are walking around the game's large open world, and similar to World of Warcraft's elites, you can find some enemies of a higher power level, referred to in the game as 'badass' enemies. These things are harder to kill but also yield better rewards, and while killing anything you'll be working toward upgrading your proficiency with certain weapon types as well as amassing experience and items. Combat can also take place while in vehicles, which you can outfit and jump into at special stations around the world to allow for easier travel across the terrain as well as some added firepower. 

Like in action-RPGs or MMOs the game also assaults you with statistics as you fight, with damage totals floating up over enemies' heads as they get shot, and a 'critical' notice popping up after a particularly damaging hit. Console players who have no interest in playing online should be happy to hear that you can, if you want, play offline in split-screen co-op. 

Hopefully everything goes well for Gearbox's Borderlands, as it's certainly looking really good right now. It's expected to be released this holiday season for PlayStation 3, Xbox 360, and PC.

 

 

Jun
03

E3: Final Fantasy XIV Online Press Conference Report, Analysis

The Final Fantasy series has maintained consistent popularity for years -- but many are probably not aware that Final Fantasy XI, the MMO edition of the game, has been extremely profitable for Square Enix for years, and continues to boast a global subscription base in the hundreds of thousands -- and players play together on PC, Xbox 360, and PlayStation 2, making it the only successful cross-platform MMO ever. 

It's unsurprising, then, that the company would announce thatFinal Fantasy XIV, set to debut simultaneously for PC and PlayStation 3 in 2010 globally -- and in four languages (Japanese, English, German, and French, with other languages to come later if demand is ascertained by Square Enix marketing research). 

 

Square Enix held a press conference at E3 to discuss the title with fans -- as with every event at E3, it was populated primarily by the enthusiast and fan press. However, some details about the game's design philosophy and market strategy did flow out around the edges. 

Director Nobuaki Komoto, senior vice president Shinji Hashimoto, and producer and original Square Soft founder Hiromichi Tanaka were on hand to go into detail on Square Enix's strategy.

Hashimoto began the press conference by discussing the apparent confusion around the game's exclusivity to the PlayStation 3 platform -- it was announced by Jack Tretton at Sony's press conference. Even so, it appears now to be in even more doubt than it was yesterday. Said Hashimoto, "Some folks interpreted the announcement as being an exclusive, but we wanted to make sure that the announcement was that the game is coming to the PS3 and PC, and in terms of Microsoft products and all other hardware we are considering all options at this time." 

This was the only statement -- question and answers started immediately. 

Building, Expanding, Maintaining -- A Tough Task

The company clearly hopes to run both of its MMOs concurrently. Still supported, expanded, patched and played, FFXI is an important revenue source for Square Enix. Said Tanaka, "The development ideas for FFXIV started appearing four or five years ago, and we just started getting into full gear in the past few years... this has been going on at the same time of FFXI. We have no plans to stop the development of FFXI."

Of course, two games will be running at the same time -- and industry observers have seen fromEverQuest II that MMO sequels are a difficult proposition. Tanaka was adamant that the new game is in a new world and will feature new characters -- but the new game also retains the same races and similar art direction to the original to ease fans of XI into the new world of XIV. But will players play both? "It's up to the community themselves," said Tanaka. "We hope the community will get on and play XI one day, and then the next, play XIV."

So why even make a new game when FFXI is still popular, asked one journalist? Again, Tanaka: "We've been asked that question by a lot of people. It comes down to -- FFXI was originally designed for the PlayStation 2... a lot of people have asked for a port of it to current generation machines. Porting that would take too much time to convert it to the new technology. Rather than doing that... we decided to use that time to make something new." 

So -- can players port their XI characters? Tanaka said, "The game system and world are completely different, and the progression system is completely different, so you can't port your character. But the character designs are similar so you create a similar character you've been playing. However, the friend lists you have, we hopefully will be moving over." 

Walking the fine line between getting the old community to support the new game, and building a game that innovates while attracting longtime fans will be a big challenge. While characteristically tight-lipped about the "how", Square Enix seems to be pondering the challenge with some seriousness. 

But What of WoW?

Of course, the 800 pound gorilla reared its head quickly, in the form of a question from IGN's Jeremy Dunham. What lessons has the team learned from the genre's clear leader? The director, Komoto, responded, "As with World of Warcraft, and how they've aimed with casual users, we do want to put some of that in FFXIV as well -- however, we don't want to make a copy of World of Warcraft and we want to have things that are unique in our game." 

In a follow-up, the evolving design of FFXI game over the past seven years since its 2002 Japanese release was discussed. The game was originally party-focused, but solo play features were later added. This accumulated design evolution will flow into FFXIV. 

Though details were scarce, the Square Enix team alluded to improvements to the genre that will help the game stand out. But what are they? Said Komoto -- at the top level -- "Our vision withFinal Fantasy XIV was to make the best possible Final Fantasy game available. We thought about how we could do that, and we decided to do that through the MMO genre." 

Tanaka added, "We're trying to implement a lot of [gameplay] systems that MMOs haven't seen in the past that we hope are revolutionary." Of course, tight-lipped initial announcements don't allow room to begin to suggest what these might be. 

A questioner asked why a beginning MMO player would choose FFXIV over the competition. Komoto answered, "We believe that players will fall in love with the world that we have created, and the story that we have to offer, and that's probably our biggest thing." Unlike many MMOs, and like most of Square Enix's games, Final Fantasy XI offers a very strong story; it seems assured thatFFXIV will continue in this vein. 

And What of The Game Itself?

A question came from Famitsu Xbox 360 -- whether or not the trailer released online represents realtime game graphics. Said Komoto, "There were parts that were prerendered and those that ran on the realtime engine." The part of the trailer that is running in realtime is the battle scene with the large bestial Galka character battling, according to Tanaka. The team plans to maintain that quality, in large and small battles, in the final product. 

Another Japanese journalist asked for Komoto and Tanaka's opinion on what's important about the game -- and what they'd like to highlight. "For Final Fantasy XIV, the keyword we've been using is 'growth' of the character. We'd like to expand on the in-game systems, and through these new types of systems, the player will grow and develop in a natural way." Tanaka added, again, that flexibility for solo and party and big and small time commitment gameplay styles will be supported -- showing recognition of the changing MMO marketplace since FFXI's 2002 Japanese launch.

Jun
01

'Our fans help us kill off MMO competition,' says Blizzard

At an Activision Blizzard investor event last night, Blizzard division head Michael Morhaime said that its huge consumer base is the reason for its success - and the reason why no one else has a chance to compete.

The investor event allowed the publisher to run through its slate of key upcoming products - and Blizzard was a key focus for both the firm, and the investor questions that followed.

Morhaime said that Blizzard is 'uniquely positioned' in the games market, specifically given its centrepiece place at online games, something which helps "set Blizzard apart in the games industry".

Since being founded in 1991, Blizzard has grown from its three co-founders (including president Morhaime) to 3,500 employees. 750 of those are developers - the rest are support and management staff for its online service operation supporting its WarCraft, StarCraft and Diablo games.

"Our commitment to quality has helped s grow a global audience that has grown with every release," said Morhaime, pointing out that Blizzard has made the best selling PC game for the last five years in US and last three in Europe.

The company has generated $1bn in revenue for the last two years running, and has tripled reveues in the 2005 to 2008 period, thanks largely to the subscriptions and retail sales of World of Warcraft.

Morhaime said that "staying true to our values and putting customers first" is the real reason Blizzard makes so much cash. 

"The story behind us is the passionate community that has grown up around our games."
And this, he said, was the reason why its pretty much impossible for anyone else to seriously compete with Blizzard. 

"As broadband penetration grows so do the opportunities to grow our communities," said Morhaime, pointing out that the firm's vast online support team is primed to serve more customers. 

He said that the firm already had a "headstart on China" where World of Warcraft has successfully run for a number of years, and pointed out that, simply, Blizzard beat other publishers to the punch, and has overcome the numerous pitfalls a commercial enterprise encounters in that region due to culturual and economic differences.

"While our competitors will be trying to overcome these challenges to grow their brands, we're already a major player there."

He added: "None have achieved the same level of online growth as World of Warcraft. We're able to leverage huge investments in new content across the world's largest MMO subscriber base."

In all, he said that Blizzard's entire operating history has helped grow, define and attract its audience - and the firm pretty much has a 20-year headstart on everyone else now trying to crack the MMO and Chinese business models.

"There are really no shortcuts to developing a global playerbase," he added.

Further proving his point, and raising a laugh from the audience, he offered up this stat: "During the last quarter, we had a total of 11.5m subscribers for World of Warcraft... by our estimation that's 10 to 11m more than our nearest Western competitors."

Jun
01

Internet-savvy Royals give fans a 'tweet'

Soria, Teahen, Crisp among players using Twitter

KANSAS CITY -- The words popped up on the computer screen, a short, hopeful message from Royals closer Joakim Soria.

"i be back."

It was May 10, the Royals had placed Soria on the 15-day disabled list with a strain in his right rotator cuff, and Soria wanted to assure fans that he'd be fine with a little rest. He wanted to let fans know that he'd soon be ready to return and close ballgames again.

But Soria didn't have to tell a reporter or go on television. He just jumped on a computer and posted the message on his Twitter account.

Twitter, a popular social networking Web site that allows members to instantly create short messages -- or tweets -- for anyone who wants to log on, has enveloped the sports world in the last year. The craze has reached the Kansas City Royals, too. And the Royals count three Twitterers among the rank and file of the clubhouse.

Soria twitters, of course. Mark Teahen and Coco Crisp do too.

Sometimes the tweets are short, sometimes they send an important message to fans, and sometimes they're just inane ramblings from the minds of the athletes.

"It's nice for guys to relate to their fans, or kind of put out there what they're doing without getting too personalized," said Teahen, who twitters under the alias of his dog, Espy Teahen.

Teahen -- and Espy -- have kept their Twitter followers updated on Teahen's haircut, his off-day activities, and his feelings about upcoming games.

"Got some good feelings about tonight's game. Go Royals!" Teahen posted on May 20, before Kansas City's game against the Indians.

And as the Royals slumped in the last few weeks of May, Teahen and Espy kept the posts positive, reminding fans that the season was still in its infant stages.

"I think it's just more for fun, just to get it out there so people can feel like they know what's going on with athletes," Teahen said. "I leave the twittering to my dog so it's not too personalized, but my dog shares a lot of the same perspective that I do."

The Royals, of course, aren't the only team that has Twitterers among it.

Teahen isn't just being followed by fans, he's also following other players, including the Yankees' Nick Swisher, who had 188,640 followers as of Monday. The Giants' Barry Zito twitters, too, as well as New York's CC Sabathia -- and that's just a few.

But if you're thinking that all this talk of Twitterers and tweets seems a little, well, strange and pointless, you might have an ally in Crisp.

Crisp won't quite call himself a technophile, but he loves the fantasy video game "World of Warcraft," and he's endured the occasional ribbing from teammates because of it.

Walk through the Royals' clubhouse and you'll probably see Crisp on his Mac computer, but he's still a little unsure about his twittering future.

"I thought I'd try it out," said Crisp, who has more than 4,300 followers on Twitter. "I just randomly decided I guess I'll just write something,"

And then there's Soria, who has been a fan favorite for the Royals since bursting onto the baseball scene in Kansas City in 2007. Soria became the Royals' primary closer in 2008, had 42 saves and made the All-Star Game. Pretty soon, shirts with Soria's nickname, "The Mexicutioner," were flooding Kauffman Stadium.

This year, Soria has 583 followers on Twitter, and he's kept fans updated on his shoulder rehab via tweets.

On May 11: "i´ll recover soon ... shoulder inflammation."

On May 27, after traveling to Arizona for a rehab assignment: "good day in az ..."

"I don't do it too much," Soria said.

Soria said he'd like to expand his Internet presence to a full Web site someday, but that's all in the future.

"Most of the thing is going to be for charity in Mexico," Soria said.

Soria could return to the Royals as early as Tuesday against the Rays in St. Petersburg. He said he was feeling good after returning from his rehab assignment Sunday.

If all goes well, the Royals could finally have their All-Star closer healthy, and Soria might another reason to post a few tweets.

He be back?

Jun
01

World of Warcraft: Sexy Updated Druid Forms Coming in Next Major Update

If you've been playing World of Warcraft for a while, I'm pretty sure you've noticed the graphical upgrades it's received throughout the years.  What first started looking like Warcraft III-based textures and graphics has gone on to a more eye-fucking sensation.  Of course, some people won't notice these graphical modifications done with every major update simply because Blizzard is just that good in blending things in.  But, now, all that has changed starting with the next major update, 3.2, slated to release whenever the hell Blizzard chooses to release it.

In their next major content patch, druids from both factions will be undergoing some graphical reconstruction which will incorporate a couple of new textures for two major forms, bear and cat.  According to the Blizzard, there will be five different designs coming for each of the forms for both the Alliance and Horde folks in the next major patch release.  For you night elves, you can change your cat and bear look at any time of your choosing by simply visiting a barber shop and changing the character's features (i.e. hair, hair color), and taurens, those big hairy mofos, will be able to switch the facade of their toon's appearance by changing the fur color in the barber shop (which is also a new feature for the tauren race in the next major update).  I'm pretty sure you're all telling me to shut my mouth already and show you some nice shiny pictures of the new forms coming to WoW.  Well, all you have to do, you impatient bastards you, is hit the jump.  Go ahead... you know you want to.

Above you'll notice the upgrades in both quality and models with regards to the druid form the tauren race will be having in the future.  Now they look more distinguished in contrast to their night elf counterparts.  Notice the horns and the variety of sleek colors that will now accompany the new update.  And this time around, the damn bears have eyeballs.

Sexy as sexy can be, the above image depicts your sleek night elf druid form.  Each varying in appearence depending on your night elf's look, these pupil-deprived bears now come in a variety of colors that you're able to modify in the barber shop (as with the tauren as well).  I say it's about time.  Looking at the same bear form countlessly left a bad taste in my mouth.  It's like buying a pack of skittles to only have a bag full of the same flavors - after a while, the thing gets tasteless.  Now, we have some new candy in our bag and boy does it look fucking sweet!

 

May
31

World of Warcraft: MLG Behind the Gamer - HappyMinti

Complexity's outspoken Rogue talks about the upcoming MLG Columbus, as well as his life outside of WoW

 

How did you get into playing World of Warcraft initially, what led to playing professionally and what keeps you playing the game? 

Started playing when the game came out for fun, realized the game came pretty naturally to me and eventually a professional gaming opportunity just fell into my lap.

Gaming History: the console or pc games that you've played the most or had an impact.? Have you played any other games competitively? 

Starcraft was what got me into gaming years ago, then Counter-Strike for a few years.

Outside of competitive eSports, what occupies your time. Are you a student? (major?) Any sports or hobbies? 

I'm working on a Masters Degree in Software Engineering. I already have a degree in Religious Studies from the College of Charleston.

To what extent do your friends and family know about this aspect of your life? How have they reacted? Will they be following the competition from home? 

At this stage everyone supports you, because when you're doing well and getting to travel on someone else's tab and winning some money while you're at it, everyone supports you. Before I became a pro gamer it was more indifference, and when I was in high school playing what would be considered a very small amount by today's standards, my dad would give me the Dungeons and Dragon's talk about fantasy and shit and how it's bad for you. I never played D&D nor did I ever have an interest, but parents don't understand the difference between Counter-Strike and D&D I guess. 

How did you come to be a part of your team? What are the factors that make this team the best choice for you? 

Well they were looking for a rogue a while back shortly after acquiring a sponsorship from Got Game. Their rogue simply wasn't cutting it for them and so I played for a couple hours with them and it worked out so well I simply became the replacement.

What is your usual role on the team? As of this moment, what class is your favorite to play in competition?

I generally play the melee class, which would be the rogue 99.5% of the time (the only .5% being a Death Knight). We have no "strat caller" or anyone totally in control, but I'll call swaps often because most PMR swaps are based around the rogue.

How has the Wrath of the Lich King expansion and subsequent 3.1 patch changed competitive play from last year if any, in your opinion? 

It has changed it in quite a few ways, but ultimately the game has slowly been working its way back to more of the same, which gives me some hope. Nevertheless there have been quite a few bumps in the road, but I'm just glad the current build is relatively balanced in comparison to shortly after release.

If the classes were to remain largely the same come time for MLG Columbus, what comps would you expect to see in heavy rotation. What comps are you anticipating to be the most challenging to take down? 

Hard to tell, this changes with every patch unfortunately. 

What teams would you expect to pose the biggest threat to your own? Why? 

E.G. Simply because they are incredibly skilled and versatile players.

For someone just starting out in WoW Arena PvP, what is the most effective piece of advice you could offer? What are the keys to success in WoW Arena?

Don't blame your teammates for everything, just look for a way to consistently improve your play, and stick with people you get along with. Don't team hop just because you think you're better than everyone else. So many players out there are in denial about their skill and can't take criticism, it is because of this that they can't progress to the next level because they never question their own judgment.

 

May
31

WTF Do Producers Do All Day?

Over the years, I had mentored a few select individuals for associate producer positions in the hopes of growing a garden of local people around town that knew what they were doing and would spread good habits to the studios they end up at.  The crazy grand master plan was to nurture a culture of good production habits that would seed the population of producer talent in the city.  This was to be a counterforce to the bad production habits I was aware of in various places, past and present.

 

My primary job is and will likely always be that of programmer (by choice), but the producer role has such a strong influence on my work environment that I wanted to affect the odds of working with a good producer by mentoring potential associate producers who were open to influence.

 

There is no shortage of bad producers in this industry.  The role of producer can be an unfortunate dumping ground within the company.  The best producers I know are exceptionally sharp individuals who grew into that position through the purest intentions in the best interest of the project.  The worst producers I've heard of reached that position because there was no other place to put them... and these bad producers would mentor associate producers until the bad habits spread like a pestilence within our industry's DNA.

 

As part of the mentoring process, I would write these starter notes for the protegé to establish a measurement of their baseline potential as a producer.  The protegés were not aware that other protegés existed... until now.

 

I started this document in 2005 as a favor to a friend who was looking for a job at the time.  The notes would evolve over the years as I evolved... the result of things I had written for myself when interviewing producer candidates at previous jobs as well as things I would look for when interviewing with new potential employers.  Also incorporated into these notes is illuminating advice that I've collected, filtered, and relayed from various successful producers both inside and outside of the games industry.  This is the first time I am sharing these starter notes with the general public.

 

So without further ado...

 

 

May
31

Our teachers need new tools

Here is a new question about the state of public education in Jackson-Madison County. Is it possible that our current, traditional approach to educating students is out of synch with the needs of today's "digital children"? Are we using a horse and buggy vehicle to educate our kids when what is needed is an electric hybrid or hydrogen fuel-cell car to get us there?

 

With a few exceptions, how we educate children today differs little from how we educated them in 1900. They sit at desks in classrooms with chalk boards, or video screens today, and teachers attempt to impart knowledge into their heads. Teachers follow lesson plans, issue assignments and give tests. It's a system we know well. And, hey, it worked for us. School is school, right?

Well, maybe not.

Many, maybe most, more-than-20-something adults could easily be described as digitally challenged. Do you really understand what your cell phone can do, let alone a smart phone? Are you nifty with your home computer? Do you even have a personal computer? Do you read books and magazines on a Kindle or a netbook or an iPhone? Are you an iTunes/MP3 aficionado or still playing cassette tapes and CDs? Do you Twitter and have a Facebook or Myspace page? Do you know what Web 2.0 is, or a Wiki? Can you text while driving? Can you text at all? Are you frustrated every time Microsoft or Apple upgrades its software for your computer and you have to learn something new?

If you need help with your computer or other electronic device, where are you likely to get the best advice, from an eighth-grader or from one of your good ol' boy fishing buddies? Never mind, I already know the answer, and you do, too.

I'm not suggesting today's adults are digitally illiterate. But frankly, even the most engaged of us struggle with the latest technology.

Not so our kids. They live in a different world and they have different skills and knowledge and education needs. When you were young, you learned to drive and more-or-less stay between the lines on the road. But mostly, you learned how to work the car radio. Admit it. That's what made driving fun, well, that and the occasional trip to the local lovers' lane.

Today's digital kids are born into and are growing up in a super high-tech world, and they don't know anything else. A kid who can use the latest digital video software while listening to his or her iPod and texting on the cell phone with a friend and anticipating spending time playing "World of Warcraft" on the Internet before going to bed, isn't going to have much interest in reading chapter six in a history textbook. He or she might do it, but it will be a foreign experience. We need new ways to teach our children what they need to know.

Imagine being a traditional teacher facing a classroom full of digital kids. Talk about scary. And then we wonder why they don't do better on the Gateway exam!

Try this. Go to edutopia, Spend some time there. Watch the videos. Even doing that is a challenge for many of us. If you don't have a fast computer, high-speed Internet service, and you are not computer savvy, you can't even tap in to what is going on at the cutting edge of education. But trust me, Internet sites like this is where it is at.

Edutopia is a digital education think tank. Click on the "Digital Generation Project" link and see what our digital kids and cutting-edge educators are saying, studying, proposing and doing. Watch the videos. Think about what these educators are saying. Look at what the kids are doing in today's best wired schools with programs designed for digital-age needs. Then try to get your mind around how far from this our local public school system operates.

The "Digital Generation Project" is funded as part of a $50 million digital-media and learning initiative by the John D. and Catherine T. MacArthur Foundation and by the filmmaker George Lucas (of Star Wars fame) Education Foundation. The Web site is for educators, parents, students and anyone who cares about the future of educating America's children who will be responsible for securing our nation's future.

The future is here. We must start educating our kids accordingly. It's a big job, but we can do it. We have to.

May
30

Battle.net theory… Why you will pay to play Starcraft 2 and Diablo III.

The anticipation of Blizzard's upcoming releases has most gamers restless. With the Starcraft 2 beta on the horizon, one should have high hopes we will see it by year's end.

But during this time, one should be extremely wary of Blizzard's latest antics, some of which may have you spending extra amounts of hard earned cash to play the next great release.

In case you have yet to witness the recent move by Blizzard, the company has decided to create and merge all of your previous Battle.net games and your World of Warcraft account in one happy little thing they like to call a Battle.net Account. At the present time it's not necessary, but in the end you will likely have to do it to continue playing.

Why would Blizzard decide to do such a thing? Everything seemed to be great and happy the way it was.

Because at the end of the day, Blizzard plans to make you "pay to play" your Battle.net account. Don't believe it? Of course this may just be some crazy theory, but there is a convincing argument that may get you thinking.

Blizzard is profiting immensely from World of Warcraft. Why would Blizzard produce a game that will almost certainly beat World of Warcraft in product sales on its release date? This would sap millions of paying World of Warcraft subscribers and have them playing Starcraft 2 for nothing!

The solution is to make gamers pay monthly for Battle.net service, much like Xbox Live players do now. Back in the late 1990's, the big push on Battle.net was how "free" it was. Now, no such word exists on Battle.net, which is a big indication you may soon be paying for it.

Theory's like this could be way off base. However, it is completely within Blizzards grasp to do such a thing. The irony behind this is it easily imaginable that it would cost Blizzard zero players!

With the cost of a Blizzcon ticket increasing every year and an ungodly amount of awful merchandise, pay-to-play subscriptions for all future Blizzard games can only be right around the corner.

 

 

 

May
30

WOW Leveling Guide - Are You Ready To Dominate World Of Warcraft?

If you play World of Warcraft then you know how tough the game can be! The main reason that it is so difficult is simply because of the time it takes to level up your character to 80!

The quest instructions can also be vague at the best of times and this is not good when you want to enjoy some of the better content that you get at the end of the game!

So how can you level faster on WOW?

Well you can use a WOW Leveling guide which is basically step by step instructions of where you need to go and what you need to be doing to make the most of your time in the game.

You will find that because you are completed quests faster and grouping them together when you hand them in you fly through the zones alot faster.

Well having reviewed the WOW Leveling guides out there I have found one that really does do the trick and the reason I like it is because it has been fully updated for the patch and you even get an in game leveling mod which points an arrow to the next destination.

Although the best thing I like about the WOW Leveling guide is the fact that when people see you leveling up fast it is cool when they send you a private message asking how you are leveling so fast!

Check out my full review of the WOW Leveling guide below and soar your way to level 80 fast:

 

May
30

Matrix Online players receiving permanent red pill

It's official: The Matrix Online is finally being shut down by Sony Online Entertainment. How will the world end? Players will have to wait and find out.

 

 

After almost four years of operation, Sony Online's The Matrix Online is set to finally close down in two months time. The announcement comes, unsurprisingly, after a steady decline of subscribers and the departure of Ben Chamberlain-the man who provided content updates for the game almost entirely on his own-earlier this year.

The news of the Matrix Online's closure was broken via the its official forums by the game's producer, Daniel Myers. "It seems not so long ago I was jumping into Mara Central and going toe-to-toe with other devs at E3 2004," Myers wrote. "I had no idea this journey would take me to a whole different company, managing a major revision of the game, and my first producing gig... now we've seen how far the rabbit hole goes and it's time to wake up from that dream (or go back to sleep, depending how you look at it). On July 31, 2009, we will be jacking out for the last time. It's a bittersweet moment for everyone involved with the game; as a player or as a developer."

While the game never sported the largest audience, especially compared to titles like World of Warcraft, it was known for its dedicated community that helped further the storyline originally established by the movie trilogy.

"To this day, I have never worked with a community as dedicated as The Matrix Online community," Myers said. Myers also promised the game's players that a special end-of-the-world event (theoretically like what happened with Tabula Rasa) was in store for them, but refused to say anything further.

May
30

World of Warcraft Could Be Losing Subscribers in China

Earlier this year, we talked about how World of Warcraft day to day operations in China would no longer be handled by The9, as NetEase picked up that task. Unfortunately, the change means that servers for the MMO will be down for some time, which might make a number of players jump ship and be interested in other massive multiplayer games offered in China.
NetEase has sent a letter to players of World of Warcraft saying that the downtime for the game would begin on June 7 and that the servers would be brought back up one at a time with server groups being added on June 20. NetEase is reassuring players that they will receive free play time in World of Warcraft based on the time the servers are down.

The transition of the operating rights from The9 to NetEase was made primarily because of financial issues, as Activision Blizzard is set to get about 100 to 120 million dollars in licensing rights from NetEase. Apparently, the transition itself might cause the company to lose about 10 to 15 millions.

It's interesting to note that although around 50% of those playing World of Warcraft hail from Asia, only about 10% of the revenues generated by the MMO come from the same geographical region. This is because of the licensing structure, which means that Blizzard does not directly operate the game in countries like China.

World of Warcraft is currently the subscription-based MMO enjoying the biggest number of paying players, going beyond 11.5 million, if we take into account the latest figures released by Blizzard. The game received an expansion late last year, Wrath of the Lich King, which is one of the fastest selling PC games of all time. Blizzard is continuing to create new content for the game just as it is quietly working on a new MMO that is not related to World of Warcraft.

 

May
25

China Sentences Virtual Currency Extorter to Prison

A Chinese man who extorted virtual items and currency from a fellow Internet cafe user to improve his performance in online games was sentenced over the weekend, local media said.

With three friends, the man beat up the victim and forced him to turn over virtual currency worth 100,000 yuan (US$14,700), China's official Xinhua news agency reported late Sunday.

The attackers also extorted virtual equipment for online games from the victim, local media said. The men were each fined and the main attacker sentenced to three years in prison by a court in northeastern Liaoning province.

Selling in-game weapons, armor and other items to players for real-world cash is a common way for China's online gaming companies to a turn a profit. Internet cafes in China are often packed with chain-smoking teenagers who play World of Warcraft or similar Chinese games for long hours.

But many online services outside of gaming have also started trying to make money and retain users by selling virtual items, or virtual currency used to buy those items, said Benjamin Joffe, CEO of Internet research firm Plus Eight Star. Many companies have struggled with ad-based revenue models for the online communities they operate, Joffe said.

The virtual currency stolen in the recent case was QQ coins, sold by Chinese Web portal Tencent. Users can spend QQ coins to buy items in online games and pay for other services, including those in Tencent's massively popular chat client, QQ. QQ had 377 million active users at the end of last year, according to Tencent's annual report.

Users often store extra QQ coins or other virtual currency in online accounts, sometimes after using only some of the currency bought with a prepaid card. QQ coins and most other types of virtual currency can not be converted back into real cash. There could be anywhere between a few hundred million and one billion dollars in unspent QQ coins in circulation, Joffe estimated.

No law in China currently grants protection to virtual property, Xinhua said. But the court ruled that it should be protected in this case since the victim had spent time and money to acquire it, the report said.

Chinese courts have been hesitant to set a legal precedent by ruling in such cases, Joffe said. How virtual property should be handled in court cases remains under discussion in the U.S. and Europe as well, he said.

China's developed online gaming culture has made virtual currency particularly popular there, but the concept has also caught on in Silicon Valley, said Joffe. Facebook users, for instance, can charge a credit card to buy each other digital gifts.
May
25

'Free Realms' offers world of fun

Adventuring through forests, fighting hobgoblins and searching for treasure — it's all in a day's work in "Free Realms," the latest massively multiplayer online role-playing game that supports thousands of simultaneous players.
But unlike subscription-based computer games such as "World of Warcraft" or "Age of Conan," Sony Online Entertainment's latest fantasy world is free to play in and is suitable for most players 10 and older.

The download-only "Free Realms" installs quickly and immediately lets you create and name your character before exploring a vast 3-D world by using the mouse or W-A-S-D keys. A computer-controlled character will greet you in the village to show you around, introduce you to a few colorful residents and teach you how to use items such as your quest log, map and optional virtual trading card game.

Played from a third-person perspective, this game also lets you create a pet as a companion and complete "collections" by finding related items and storing them in your inventory. "Free Realms" is made up of eight distinct environments including a seaside, villages, forests, snow-capped mountains and an ominous netherworld.

There are nearly 500 quests available at launch in "Free Realms" — such as searching for someone's missing sister in a nearby cave — which you can play solo or in many cases, alongside a friend. On that note, some parents might not want their kids communicating with other online players, so chat can be disabled if desired, along with other parental control options. Older players can stay connected with a social networking page that lets you see what your friends are up to or double-click their avatars to find and join them in the game.

Along with performing missions, game play is made up primarily of taking on jobs (ranging from ninja to chef, miner to demolition derby driver); engaging in simple combat against hoards of hobgoblins and other creatures; and playing more than a dozen minigames peppered throughout the huge map, including ones influenced by games such as "Mario Kart," "Tower Defence," "Bejeweled" and "Cooking Mama."

Similar to Disney's popular "Club Penguin" and other online game worlds, "Free Realms" is free to play but a premium account also exists ($4.99 a month) that unlocks additional features such as access to more jobs and quests, leaderboard rankings and the ability to play up to three characters on one account. The game also offers "micro transaction" purchases, such as paying a dollar here or there for items and other goodies, if you like.

Despite one instance when the game was down for maintenance, Sony Online Entertainment's "Free Realms" is an extraordinary online adventure that is sure to please tweens and teens looking for a fun and free fantasy world.
"Free Realms"

Platform:PC

Genre:MMORPG

Developer:Sony Online Ent.

Publisher:Sony Online Ent.

Web site: freerealms.com
May
04

Fighting Piracy: Bring on the Lawsuits!

An economist would probably call anyone who buys a single-player PC game a fool.  That is because the cost of buying a PC game is $20-$60, while the cost of pirating it is nothing more than the time spent downloading an .iso and mounting it with daemon tools.   

Pirating PSP or DS games is only slightly more costly.  There's the price of the memory stick / writable cartridge to consider.  If you're more than a casual gamer, this cost will easily be offset by the library of cartridges and UMD's that you will not have to pay for. 

Thus the arguments that piracy would go down if the quality of videogames increased, their price decreased, or DRM became less of a hassle don't hold water.  As long as we are rational human beings, we will pirate because piracy is the rational thing to do.

The challenge for the videogame industry is to bring the cost of piracy closer to the price that the game sells for.  Online PC games such as Team Fortress 2 and World of Warcraft have managed to do this by requiring the user to have a unique product key to access matchmaking servers.  It is possible to play pirated version of these games, but that involves tracking down a fast and reliable pirate server.  In general, the time it takes to do this outweighs the cost of buying the game at retail. 

While online games are relatively safe from piracy, those that are focused around a single-player component are not.  Every method of DRM that has been tried has failed; every popular single-player PC game can be found for free on the internet, without exception. 

Theoretically pirating all types of games should have the cost of a federal prosecution.  Yet unless you’re running a factory that manufactures bootleg DS cartridges, you’ll receive no punishment.  This is where I suggest we in the industry come in.  Videogame publishers or a videogame trade group such as the ESA should sue individuals who distribute their products illegally over the internet. 

I am suggesting that we implement the same strategy employed by the RIAA in its battle against music pirates.  While it failed for them, I believe it could succeed for the videogame industry.    

It is a suggestion that is sure to have many detractors.  The two main arguments against the RIAA’s lawsuit strategy was that it would generate bad PR for the music industry and that it would be ineffective.  I believe these same arguments would pop up if the videogame industry tried a similar strategy and I will address them both. 

The basis of the bad PR argument is that the RIAA would earn bad press if it started suing music fans.  This would lead to a backlash and fewer sales.  I’ve never accepted this argument.  Why would paying customers get upset if a company sues people stealing its product?  Would people boycott Best Buy if it started prosecuting shop lifters?  The shop lifters might complain, but who cares what they think?  In the case of the music industry lawsuits, I remember some of my CD-buying friends being glad that I could be punished for all of my smug mp3 downloading.

To believe in the bad PR argument also requires you to believe that your average CD buyer is particularly knowledgeable.  The person would have to be aware of the lawsuits, know that the RIAA is behind them, know which record labels are part of the RIAA, and finally know which record label their artist works for.  I think this vastly overestimates the awareness of your average Britney Spears fan. 

The second argument against the lawsuit strategy is that it is ineffective.  Obviously this was the case for the music industry, which has been in steady decline since mp3 downloading began in earnest.  Yet the differences between pirated games and pirated music are such that the strategy could be successful if taken up by the videogame industry.

A song, at its most fundamental nature, is sound waves.  It doesn’t matter if it’s played off a CD, the radio or streamed over the internet.  A song whose raw .wav file measures 80MB when on a CD or 200MB on a DVD can be compressed to a satisfying 3MB mp3. 

A videogame, on the other hand, is 0’s and 1’s at its most fundamental level.  A user must have every last 0 and 1 in tact (more or less) in order for it to function.  The fundamental nature of the two mediums makes music much easier to pirate. 

The small size of an mp3 eliminates the need for trust that comes with a pirate videogame transaction.  A person can stream a low-quality version of a pirated Beatle’s song from a Russian website to ensure it’s the real thing before paying 10 cents for the download.   Likewise, if the person’s using a downloading service such as Limewire, it doesn’t matter if 50% of the mp3s are fake because he can download 20 in two minutes.  By contrast the average pirated PC game takes hours to download and cannot be previewed.    

Pirated songs are also much easier to distribute.  Songs can be compressed and streamed from an ad-supported site like YouTube.   A pirate website can afford to sell a 5MB mp3 for 10 cents because the bandwidth costs are minimal.  Assuming the pirate website used the same pricing scale for a 3000MB videogame, they would have to charge $60.  

Hence most game piracy comes from one place – torrent networks where bandwidth costs are shared between thousands of distributors.  It is likely to stay that way because, unlike mp3’s, the size of videogames keeps getting larger. 

By targeting lawsuits at those who share pirated games via torrent networks, we could put a sizable dent in videogame piracy.    While only a small fraction of sharers would receive subpoenas, many would quit using torrents once word of the lawsuits got out. 

It’s true that many pirates would switch to more complicated methods of obtaining pirated videogames such as MIRC or Megaupload.  Others would use proxy servers to hide their IP addresses and keep using torrents.  Still others would put their fate in the hands of programs that attempted to block out all torrent connections but those from trusted pirates.  In all of these cases piracy would be more of a hassle thus driving up its cost. 

I would love nothing more if the general public associates pirating videogames with harsh financial punishments.   This will only happen if we in the industry make it happen.  We have a choice.  We can either shape our products around the pirates – taking our focus off compelling single-player experiences and abandoning single-player PC games altogether- or we can fight for the artistic freedom that the medium deserves.   

 

 

May
04

A New Meaning for "Computer Virus

Canadians use World of Warcraft to help prepare for flu pandemic. Nerds!

While health care professionals spent last week figuring out how to staunch the spread of swine flu, a team of Canadian scientists already knew how to handle the outbreak. In 2007, the researchers studied the spread and containment of a deadly virus in an area even more important than Mexico or Asia: the World of Warcraft.

According to Canada.com, the researchers studied the spread of a virus introduced into the game by design, to limit the power of very advanced characters (I guess the Sword of a Thousand Truths was unavailable at the time). Unfortunately, the virus spread out of control, infecting high- and low-level characters alike.

The game designers attempted to quarantine infected players, but many characters broke the quarantine, eventually leading to the "death" of millions.

The article says that the virtual virus caused many realistic effects. "Some virtual characters spontaneously developed immunity but were still carriers -- just as would happen in the real world. Some characters' virtual pets became carriers, just as could happen in the real world."

The researchers believe they can apply what they learned from the study to the organization of actual quarantines in the event of a pandemic. However, it seems their discoveries about the immune systems of flying unicorns may be of less help with swine flu.

May
03

In the shadows of Azeroth: Why the competition can't beat 'WoW'

Hamburg - Orcs, elves and online - for most people, those words taken together can only refer to "World of Warcraft." More than 11 million people are active players of WoW right now, which makes it quite easy to forget that the virtual world of Azeroth is not the only one in which players - for a monthly subscription fee - can live out online adventures with other gamers. Yet when it comes to pure playing enjoyment, some of the competitors are more than a match for the top dog. There have been many attempts to knock Blizzard's WoW off its throne, but to date no one has succeeded in usurping the California-based company. Last year saw the release of Age of Conan, which cast the player into the barbarian world of Hyboria. Developer Funcom initially reported good results, with 800,000 subscribers by mid 2008. Those numbers later dropped to 400,000, and now are likely only a fraction of that.

Warhammer Online: Age of Reckoning from the US's Mythic Entertainment and publisher EA was the second big online title for 2008. Morethan 1 million units are reported to have been sold. Yet later reports surfaced of consolidation of poorly populated servers -the machines that each contain a copy of the game world for a specific number of players.

This fits into a long history of frustrated contenders seeking to disrupt the dominance of WoW. The reasons are hardly a secret, and a glance at the official online forums for the games reveals plenty of dirt. Age of Conan was stricken in its infancy by technical problems. Even once those were corrected, its relatively opulent graphics meant that only users with current and powerful computers could get up and running.

WoW players are accustomed to advancing their fantasy character quickly to the highest level and then still having plenty of challenges to tackle. Funcom, for its part, failed to understand the importance of this for Age of Conan: while there was plenty of action and exciting quests for low-level characters, there was far less interesting content for those who had achieved higher levels. That mistake was only rectified months later.

Yet the gaming community learned from this: even titles that don't achieve immediate acclaim can still have a long life. Everyquest 2 is an example of a title that hit the market at roughly the same time as WoW. At the time the titles were considered equal competitors. After all, back in 1999 Everquest had been one of the key triggers for the entire online gaming craze.

Yet while WoW developer Blizzard learned from its mistakes and worked to simplify things for the players, Everquest publisher Sony Online Entertainment allowed its game to stay bulky. Add to that problems with the localization into different languages, and it's not hard to understand why Everquest 2 lagged far behind WoW in subscriber count. Yet the game that was once cursed in online forums and did improve over time - and today is actually considered the more complex of the two games.

Game makers can ultimately do everything right and still not climb the peaks. In 2007 a Westwood, California-based company called Turbine released an online version of the Lord of the Rings. The game received high marks from critics. Announced as a WoW competitor, the online version of Middle Earth now boasts more than 400,000 subscribers worldwide, reports Munich-based GameStar magazine.

Another reason why competitors to WoW haven't come close to matching its success: the enormous number of residents of Azeroth functions as an effective word of mouth campaign that draws in a steady stream of new gamers. People like to be in a familiar environment, after all, even if it's a virtual one.

 

May
03

Runes of Magic (Pc)

What many readers will immediately notice is the Runes of Magic has quite a lot resembling a popular P2P MMORPG... World of Warcraft. This is of course not a bad thing as WoW is the most succesful MMO ever and then it's hard not to "borrow" certain elements. The same quality as P2P MMOs, Runes of Magic will never achieve, but amongst F2P games it's got a head start. The background story is that some god wasn't really happy with how things in Taborea were going and he spread so-called runestones all over the world. Not only the different races that occupied this world wanted to get their hands on these rocks thanks to their magical properties, also opponents of the god wouldn't mind having them. The perfect story to crush heads over some shiny stones!

 

In the game players only have the possibility to play with one race, the humans. Six occupations can be chosen like explorer, magician or knight. During the open beta the promise was made to add two more new ones but until now nothing can be seen of that. Let's hope the near future will have them soon added in some content patch or so. Nice to know is that the player on level 10 can choose a second occupation. This makes a total of 30 combinations so that players in group are less dependant of one specific person. A move like this can only be applauded as nobody likes waiting around for one player with a specific job.

While talking about groups we can also say there's plenty of content available. A normal group can have up to six characters while a raid can go up to 36 players. Add to that over 600 quests and those that like PvE know they'll have plenty to do.

Not everyone likes PvE and also here the devs though of. Contrary to recent MMOs where you could choose either side A or B, it's more everyone for him/herself here. As of level 15 you get the possibility to kill others on a PvP server, but this also has some (dis)advantages. The positive thing is that you can steal objects from your victim which will immediately motive certain people, but when killing other players you build up a negative reputation. Due to this access to certain s is prohibitet and you can wait until your rep gets cleared again or find other players with a negative reputation and kill those. This results in a hunter and prey system where players are rewardd to hunt and punish so-called gankers or corpse campers. Depending on the reputation of the character also bonuses like more damage or hitpoints as well as new items become available with certain NPCs.

 

Those that like doing more than just slaying monsters day in, day out, six trade occupations are included like blacksmithing or alchemy. One can practise them all at once but before achieving the highest level you'll need several weeks or months. Next to these six crafts also the possibility is given to use an "Arcane Transmutator". This part of the game is especially necessary to improve your equipment. By finding better runes and combining them you can add lots of bonuses on your gear which is especially handy as it gives players a long term goal and keeps them motivated to keep playing.

Another social feature is housing. Simply said this means that players can own their own house. Even more handy is the fact that it also counts for all your characters so you can leave stuff with one and pick it up with another. This also goes for guilds and later on the possibility is given to show off with their victories.

 

Although the game is free for the players, it does cost a developer and publisher tons of money to make and maintain. To make some profit, micro-transactions are present which allow players to buy items with real money. Contrary to the competition you don't get better weapons or gear, but more supportive things like additional storage space, potions that give a temporary buff, or purely cosmetic objects like a nice hat or trousers. To not discourage people for buying these items you can't lose them when getting killed by another player.

Graphically it's an Asian style combined with the cartoony looks from World of Warcraft. The Asian style mostly gets noticed on the characters while the envinronments remind of the biggest P2P MMO. Still the game will never manage to rise to the level of recent payable variants.

You keep noticing a difference in the details. The surroundings are less detailed when it comes down to stuff like vegetation, the characters are less imposing and the gear sometimes looks a bit flat. Soundwise we get a similar situation which means it's not bad but you do hear that less time and money is spent on it compared to other (and payable) MMOs.

 

May
03

'WOW' knockoff to launch in China?

Shanghai-based online game operator The9 Limited is rumoured to be preparing a new MMO bearing a close resemblance to World Of Warcraft.

The partially EA-owned company was originally an operations partner to Activision Blizzard, holding the license to World Of Warcraft in China, until it was dropped in favour of a competitor.

According to the Wall Street Journal, The9 is currently preparing a similar MMO for release in a bid to retain a portion of the subscribers it lost when Activision Blizzard terminated the partnership.

The new MMO, titled World Of Fight, is said to bear more than a passing resemblance to Blizzard's bestseller, with the URL for its promotional site, wofchina.com, being just one letter different to WOW's Chinese website, wowchina.com.

Activision Blizzard is yet to offer any comment on the game.

Apr
27

Learning and helping others online

While you may not have heard of World of Warcraft or Free Rice.com, millions of others have – and are using them. While acknowledging that I understand far less about these games/Web sites than our young adult children, I’m intrigued.

Let’s start with “Oregon Trail,” produced by the Minnesota Education Computer Consortium more than 30 years ago. Oregon Trail allowed students to get a small sense of the challenges faced by pioneers traveling from Missouri to Oregon in the 1800s. Students who played the game had to determine how they would spend money before they started out on food, oxen, horses, ammunition, etc. As computers became more sophisticated, the game differentiated between wealthier merchants who started with more money, and a poor recent immigrant, who started with much less.

Along the trail between Missouri and Oregon, unexpected things happened like illness, early blizzards, raids on the wagon train, etc.  The goal was to get to Oregon, with your entire family. Students who did very well, not only reached Oregon, but also had money or other resources available to help start a life there.

Oregon Trail was hugely popular. Schools all over the country used it, and the program helped youngsters understand American history. Challenges encountered on Oregon Trail sound something like life, right? You can plan and prepare. But some unexpected things happened.

Last week, while visiting the Kauffman Foundation in Kansas City, I learned about current efforts to determine whether modern computer games can help produce dramatic improvements in learning.

Dr. Merrilea May, Director of Future Learning Initiatives at Kauffman, has written a brief, clear, non-jargon article about this that I strongly recommend to anyone who wants to learn more. It’s found at www.Kauffman.org. Click on Kauffmann Thoughtbook 2009, and then go the 6-page article by Dr. May, “Want to Truly Scale a Learning Program? Try Gaming.”

May summarizes several advantages that games have in promoting learning. First, unlike other tests that students take on which they may not get feedback for weeks or months, such as statewide standardized tests, computer games give instant feedback.

Secondly, computer games give points for progress. Third, these games allow students to ask many questions (as compared to many classrooms where the typical student asks less than one question per hour). May also describes early research showing that students playing these games have done far better in subjects like algebra, biology and geography.

May cites World of Warcraft, which more than 10 million people, including two of our adult children, are playing. Our son says games like this are called Massive Multi-player online, or MMO.

One of our daughters cited Free Rice.com. She is using with students to simultaneously help them learn and donate rice to others. Amazing.

(Full disclosure Kauffman has given Center for School Change a grant for leadership development. But they did not ask me to write about this)

Everything important cannot be taught by a game. But learning may become more effective and fun. That’s quite a combination.

Apr
27

Avatars, attorneys in new world of virtual law

Like so many things, virtual law started with sex. Specifically, the first known legal case originating in a virtual world was over a bed designed for rolls in the virtual hay.

Eros vs. Volkov Catteneo was not unlike business dustups that happen in the real world every day. One person created something and sold it, and another person allegedly copied it and sold cheap knockoffs.

The only thing novel about this case is that the item in question was a piece of furniture made entirely of computer code, and it was bought and sold by 3-D avatars in Second Life, a virtual world run by San Francisco's Linden Lab.

Second Life user Kevin Alderman of Lutz, Fla., created the very interactive bed, which enabled avatars to engage in a range of activities (cuddling, more). But when another user started selling copies, Alderman hired real-life lawyer Francis Taney, who tracked down the real person behind the bed-copying avatar and secured a consent judgment from Florida's U.S. District Court ordering him to quit.

This happened in March 2008, and since then, Taney, of the Philadelphia office of law firm Buchanan, Ingersoll & Rooney, says that he has devoted 20 to 30 percent of his practice to virtual law, or disputes that happen in virtual worlds such as Second Life.

He's not alone. Although the courts have seen only a few such disputes so far, a number of law firms have created practices focused on virtual worlds and video games, or set up offices within Second Life itself.

Benjamin Duranske, who recently joined the Silicon Valley office of Pillsbury Winthrop Shaw Pittman to help build such a practice, even wrote a book on the field, "Virtual Law: Navigating the Legal Landscape of Virtual Worlds."

"It's an emerging area of law, which is really a treat for attorneys, because the law (in other areas) is somewhat stable," Duranske said.

Occasionally these attorneys deal with disputes that arise inside multiplayer video games, such as World of Warcraft. But most often, these attorneys are focused on Second Life, a free-to-join 3-D environment that looks like a video game except that it has no set goals, nothing to win or lose. People log on to hang out, do business and hook up (hence the popularity of Alderman's sex bed).

Besides its lack of missions and scores, what distinguishes Second Life from video games is that Linden allows users to buy virtual property and create objects that are protected by intellectual property rights.

These characteristics, along with a virtual currency that can be traded for real U.S. dollars, make Second Life the main stage for virtual law's development.

Although some of the buzz that accompanied its 2003 creation has subsided, Second Life continues to grow. Monthly transactions between users increased about 30 percent in the past year, to 25 million in March compared with 19 million a year ago.

As transactions grow in volume, it's inevitable that disagreements will crop up. Linden says that although it will enforce its terms of service, including its ban on violating other users' intellectual property, it can't settle most disputes for users.

"Residents who find themselves in a disagreement with another resident are encouraged to resolve it directly as they would in any other context - online or offline," wrote Linden Lab's general counsel Martin Roberts in an e-mail interview.

That has opened the door for several people offering to mediate disputes for a price - not just real-world attorneys but individuals who market themselves as lawyers, mediators or even judges within the Second Life world. There are even in-world lawyers who say they specialize in divorces among avatars.

Of course, it's difficult to know whether someone who represents himself as an attorney in Second Life is a real lawyer or not - avatars don't have to use a person's real name. Real-life attorneys warn that practicing law in Second Life would risk violating all kinds of regulations, such as attorney-client privilege.

"If you're having a conversation with (a client) in Second Life, it's not confidential," said Duranske, who does not practice law in Second Life. That's because Linden has access to all the chatting among avatars.

But some attorneys set up virtual offices in the world as a kind of advertisement. Intellectual property specialists Banner & Witcoff did just that, and their virtual presence led to their attorney Ross Dannenberg representing one of the highest-profile virtual law cases so far.

Like the sex bed case, the Sailor's Cove case was not unlike many real-world disputes: It was an ownership conflict based on an alleged oral contract.

Dannenberg represented two users who assisted a virtual real estate developer in running a large group of islands in Second Life called Sailor's Cove. When the three parted ways, Dannenberg argued that the owner had previously made his two managers full partners and co-owners in the venture. But the owner of record claimed full ownership.

The case was settled out of court, with Dannenberg's clients receiving a financial settlement.

Robert Brackman, attorney for the owner, issued a news release after the settlement saying that it was still unknown whether conversations between digital avatars could legally constitute oral contracts.

But Dannenberg - and other attorneys including Duranske - disagree.

"I think all users are responsible for the promises they make and the things that they type, regardless of whether they're doing it under their own name," Dannenberg said.

The question on oral contracts isn't the only unanswered one in virtual law. Duranske expects future cases to confront intellectual property issues - as the sex bed dispute did - as well as employment law and tax law.

Apr
27

Leaving World of Warcraft, WotLK post-mortem

Honestly, I had never intended to resume playing World of Warcraft after leaving during the Burning Crusade expansion. All of my friends had left for other games, save one who spent most of his time AFK every night. I didn't even pick up Wrath of the Lich King when it first came out.

Instead, I bounced around a bit. I tried Lord of the Rings Online. LotRO is a pretty solid MMO, by the way. I wasn't a fan of the deed system, but ultimately, I just didn't want to play another MMO and wound up not grouping or making any real friends in the game.

Tabula Rasa never clicked for me. I wanted a good sci-fi FPS experience, but the setting just never really drove the game like it should have. My memory's a bit fuzzy on the game now, but I seem to remember running around the landscape a bit and wondering why the game was different from any other MMO.

I can't quite remember what other games I tried, but eventually I broke down and returned to WoW.

Rather than play my main, I decided to try out a death knight.

I soon grew to love the class.

I also loved the way you were reintroduced to the world with the character. With skillful use of phasing, Blizzard devs took you on a journey through time where you were able to see familiar faces from the Old World in an entirely new light, as well as the Lich King himself.

At the end you were level 58 with pretty solid gear and a ticket to Outland. Revisiting the TBC content as a deathknight wasn't bad. Being a hero class, the DK made short work of level-appropriate content with almost no downtime, and it wasn't long before I was in Northrend.

As an expansion WotLK seemed to focus a bit more on solo content. By the time I hit Northrend Loremaster, I had only had to group three times. Yet I had experienced pretty epic content. You name it, and you get to ride it or kill it in Northrend.

The "vehicle" missions were pretty interesting. You ride or assume control of pretty much any type of creature or vehicle you can imagine. I did enjoy fighting the gigantic monsters and some of the other, more cinematic events. But sometimes it got annoying. I began to wonder what was the point of having a class at all, if you kept having to learn completely new tactics and abilities.

In short, the devs overused the concept.

When I hit 80, I broke down and joined a guild. They're pretty much the same as every guild I've ever joined. A mid-sized group of players who, beyond the core group, can never seem to coordinate an activity. The in promptu raiding and heroic instancing were never enough to foster interest from the majority of folks who were in different time zones or otherwise seemed to never be able to take part.

In the end, it was a chat channel of nice folks who weren't really getting what they wanted out of the game but were too polite to leave. I didn't leave either. I kept waiting for someone to start putting things on the calendar.

Rather than play an alt, I decided to accomplish something most deathknights wouldn't. Loremaster. That's 1400 old world quests and most of Outland. It's not quite as bad as it sounds. Low-level quests went very quickly, and often a quest would consist of simply talking to the NPC again or talking to the person next to them.

I found many quests I had never experienced with my other level 70s. Quest givers are tucked away in just about every corner of the world, and I always enjoyed finding something new.

Once I got my exclamation point tabard, though, I had to wonder, just what was the point. After staring at Dalaran for a few hours over various game sessions, I had to cancel. I couldn't stomach playing an alt, and there was little to do with my main. Which brings me to the whining portion of my blog post. Let's dive in, shall we.

- Let's start with item stats. Specifically, armor penetration, hit rating, expertise, ATK power and resilience. I play melee characters almost exclusively, so this is my bread and butter. Each stat has it's benefit, depending on how you play the game. The problem is, there's just too much to friggin' deal with.

Keeping a second set of armor isn't too bad. But as you gain gems and enchants, you have to start item juggling to hit whatever stat marks you're aiming for. For me, it was hit rating. Once I hit the soft cap, I wound up keeping piece after piece, on the off chance I might find an upgrade that had less hit rating on it. Then I would have to switch pieces, enchants and gems until I was back where I needed to be. What this meant was I had to do way too much inventory management.

And in WoW, inventory is everything. By the time you hit 80, you have so many trinkets, components, alternate sets of armor and other one off pieces of crap in your bank, that you're hurting for space. Got to save that snowball for June so I can turn into a snowman in Ironforge.

- PvP

I used to love PvP in WoW. I would jump in the Tarren Mill/Southshore battle just about every night, despite the fact that PvP was useless back then. When Battlegrounds came out, suddenly there was a reason to PvP, which meant the power gamers arrived. It wasn't too long after that that each Battleground became "solveable" and uber PvP guilds would do just that.

For my alliance tank, the scenario would go like this. Queue up. Wait. Wait. Wait. Mindlessly jump around Ironforge. Enter Warsong Gulch. Watch my entire team quit out when they noticed Black Omen players on the horde side. Get massacred in two minutes. Weeeeeeeeeee.

Fortunately, Blizzard made some improvements. And when the Arena system hit, my 5-on-5 group was ready. I managed to get a few pieces of gear, but my group was never very good, hanging around the 1200 mark. The announcement that an Arena ranking would be a prerequisite for purchasing future gear, killed any desire to hit the Arena, and it wasn't long until I quit.

I know. That's a lot of backstory. But I feel it's important to explain why I had no interest in PvPing with my death knight. I don't fear PvP. I used to enjoy it. But with my reputation rewards and purchased gear, PvP armor rewards were only minor upgrades, and were only really upgrades if I used them for PvP.

Granted, PvP is still fun. But I should mention, I PvPed a LOT in the past. So much that I really wasn't eager to do it at all. And with no carrot in front, I looked elsewhere.

- PvE

Once you've maxed a few reputations and bought the purple upgrades on the AH, all that's really left are heroics. Running instances in WoW is always fun if you have a good group, and the best way to get a good group is to join a good guild. WoW has done a pretty decent job of fine-tuning their instance experiences.

Running Old World instances with a level-appropriate, gear-appropriate group was Hell. Even if the group was good, you crawled along, edging down hallways, tackling beast after beast. Now, with a few years of feedback and practice under their belts, WoW devs have made instances that don't entirely suck.

Oh, they're still annoying. But they're more focused.

Unfortunately, with a 4-year-old and a long list of things I have to do, it was really hard for me to devote a chunk of time every night to running instances. Part of the problem was being in a guild whose members were in a different time zone, but really, I just had too much to do.

- The Rest

I went on a bit longer than I intended, but I hate to short change the rest of the game. By now, every system in WoW has a bit of depth. Fishing is still horrifically slow at the high levels, but there's a lot more to it than there used to be.

Anytime you find yourself looking for something to do, open up the achievements window. I don't know if achievement points will ever be worth anything (I had about 2500) but it's not a bad way to find something to do.

- Inscription

I will add one more note about Inscription... don't. Just don't. The only real benefits would be having the best shoulder enchants in the game and a second hearth stone.

WotLK was a good step for WoW, and I'll probably wind up returning to WoW again in the future. For now, it's break time.

Apr
27

World of Warcraft On iPhone A Reality?

WoW on your iPhone sounds to good to be true, but a video posted on YouTube seems to show that it's very much doable.

What could be more destructive to your life than Peggle in World of Warcraft? How about World of Warcraft accessible at any time, from any place, on your iPhone. It seems to fiendish and not to mention technologically impossible to imagine as a reality, but a YouTube video posted a couple days ago shows that it might actually be possible.

The clip, which has been taken off YouTube since, shows a man running a World of Warcraft application on his iPhone using the Vollee, a service that makes it possible to run computer-intensive applications over 3G networks (it ran Second Life on phones).

This being the internet, there's always the possibility that the video is fake, but if you watch all five minutes of it, you'd probably be inclined to believe it's not. A window in the middle of the screen displays the game, while a virtual d-pad on the right controls movement and hotbuttons on the bottom are for your spells and more. You can even go to the auction house to sell off your 300x linen cloths.

It's not perfect, not at all. The framerate's abysmal, and the size of the window and limited number of hotkeys means that, if this is real and ever is released, you won't be doing much more than simple quests with it. Of course, there's quite a bit of shadiness surrounding the video, what with its being taken down and Vollee's website apparently being non-existent (or not, thanks Sodien). So who knows if this'll ever actually happen. Still, looks like WoW on iPhone's not completely out of the question.

Apr
26

In virtual worlds, kids just want to grow up

While Peter Pan never wanted to grow up, it seems that today tweens (kids ages 8 to 12) are anxious to do so, at least in virtual worlds. Banking on kids' desire to play at "growing up" is a new online game called SuperSecret.

The site was created to give kids a place to go after they outgrow the mega-popular virtual worlds of Club Penguin and Webkinz but before they are ready for the more adult online games of World of Warcraft or the social networking sites Facebook and MySpace. SuperSecret entices kids with the wish fulfillment of living a virtual life that ages them a lot quicker than in real life. After playing the game for about 30 days, kids will age from the entry age of 10 years to age 15. With each birthday comes new privileges and things to do, as well as access to new parts of the virtual world.

To make sure the game would appeal to tweens, the development team at SuperSecret Inc. turned to kids for advice. Ted Barnett, co-founder and the CEO of SuperSecret, said, "This game was designed by kids. It isn't what adults thought it should be, it is what they told us they wanted." While talking to kids, Barnett heard three themes repeated often: "Make it easy to find and communicate with your real friends, make sure there are new things to do every week, and finally, let me be not a puppy or penguin but a person who can grow up and earn the privileges that come with growing up."

Tasked with creating a game about growing up, the team created a world where kids play to earn age points, which let them grow older. To earn age points, kids go on quests, play minigames and find hidden objects and collectibles. When they earn enough age points, their in-game characters have a birthday, which means that their avatars grow older visually and are granted new privileges. For example, when characters reach 11, they are allowed to own a pet. At 12, they get a dorm room. By 15 they are given an interest-earning bank account.

In addition to the overarching story line about growing up, the game also allows kids to meet and hang with friends, explore secret places, and shop for cool things like clothing, furniture and pets. For the shopping, the game has a virtual currency called "Spenders." Like age points, Spenders can be earned in a variety of ways, including playing games and completing quests.

For parents who are unfamiliar with virtual worlds and massively multiplayer online games, SuperSecret is a good one for kids. Its theme about modeling real life is something tweens will find compelling. The quests require kids to do good things and are easy to find by talking to nonplayer characters indicated by names typed in blue. The world is artfully drawn and each of the more than 30 s features a different musical theme. Kids choose from 20 ethnically diverse avatars that they can modify through hairstyles and clothing choices, and everyone starts out as a 10-year-old. Humor is present throughout the game, and kids can send each other gag gifts. Plus, unlike other virtual worlds where players design their own minigames, SuperSecret licenses popular Flash games.

This game eases kids into how to chat in a virtual world. At first, the chat is limited to simple phrases selected from a drop-down menu. When in-game avatars reach age 12, they can ask that their real world parent grant permission to allow chat by typing. But even then, the chat is subjected to a strict filter that prohibits kids from using bad words or sharing personal information. As an additional precaution, the site uses live monitors as well.

SuperSecret is a great way for kids to learn how to play in a virtual world. It is fun, always changing, and a place to meet new and old friends. Plus, you can play the first few years of your avatar's life for free to see if you like the game. But to attain the age of 13 and beyond, you will have to buy a reasonable monthly membership of $4.95 (or $19.95 for 6 months).

 

Apr
26

Four years of Guild Wars: A retrospective

On April 28, 2005, a new type of MMO was born. Guild Wars managed to balance two very different types of MMO players: the gentler Role-Players and the bloodthirsty PvP Players. After four years, Guild Wars continued to hold its title as the "MMO for everyone," providing episodic content that connected with MMO players across the globe. Known for co-op instanced gameplay and its innovative pay for the game, play for free business model, Guild Wars has today sold over six million units, and remains a classic in the MMORPG genre.

While the premise of the story was simple, it was the nature of the additional campaigns that added depth to Guild Wars. Prophesies, the original campaign, introduced players to Ascalon and pit them against the invading forces of the Charr, forcing them to struggle against ultimate destruction in a world devastated by the Searing.

Factions opened up the continent of Cantha for players a year later, a world rich in Asian-inspired lore and themes, and pitted them against the murderous Shiro Tagashi and his mad desires for domination over the Canthan Empire. In the third campaign, Nightfall, players traveled to arid Elona, and joined the ranks of the Sunspears in order to help prevent the opening of rifts into a hellish dimension from whence only death and destruction could come. When the latest expansion, Eyes of the North, released in August of 2007 players received new content for each of the three campaigns and learned that this would be the conclusion of the original Guild Wars tale.

Guild Wars has been consistently known for conquering the challenge of giving players a rich single-player story in an online game. It was the first online game to give us a strong instanced type of gameplay that provides the players with story progression as they move through the story missions. This sort of storytelling mechanic has influenced many successors to the MMO crown, including games like Dungeons & Dragons Online and The Lord of the Rings Online, and will continue to make its mark on the industry for years to come.

We got the opportunity to get in touch with ArenaNet's Curtis Johnson, who has been a Designer on Guild Wars since the beginning. He was kind enough to answer some of our questions about this immensely popular game and what this fourth anniversary will hold for the Guild Wars community.

What separates Guild Wars from the MMO pack?

I think Guild Wars brings a solo RPG feeling to the online world, and does so with a business model that is non-threatening. We really tried to break out of the mainstream in graphics, gameplay, and player choice, and I think we accomplished that. Each campaign has a story that the character can follow, alone or in groups, from one end of the continent to the other. At the same time, we still kept much of the community, competition, and free roaming exploration of a global online game.

What is it that keeps people playing Guild Wars four years after its release?

I think what keeps people playing is a combination of things. Some continue to play new characters, exploring the hundreds of combinations in the Guild Wars dual profession system, tweaking their skill selections to make a character that really feels like their own. That sense of ownership can mean a lot. Others are still perfecting their first character, exploring unusual corners of the world and getting that "just right" look, or filling out their Hall of Monuments in anticipation of Guild Wars 2. There's also a lot of great competition going on in monthly Hero and Guild versus Guild tournaments, and a community to hang out with, watch the action in Observer mode, and chat it up in some of the social hubs. Finally, it doesn't hurt that after all this time, the graphics still look amazing. I really feel our artists and technical wizards knocked it out of the park and made Guild Wars a fantastic place to hang out. There's just no downside to players sticking around or coming back to visit.

What impact has Guild Wars had on the industry?

Probably the biggest impact is that we've proved a company can put out a great online roleplaying experience without a monthly fee. Also, Guild Wars has shown there is a demand for competition-level play in the fantasy genre, and that an online exploration game can have an over-arching story that moves at the player's speed. We've been able to put our own spin on things, to surprise the player every once in a while and say it's okay to take an old idea and do it in a new way.

With all the expansions and additional content added to the game over the years, how does the team deal with the gap between legacy players and new ones?

We knew from the beginning that we wanted to create a game where players could bring their friends in, even years after they started playing. By having one world, there's no danger of being separated from new friends or new players by server boundaries. We kept the level limit to a point where it doesn't take long to master the basic game, while at the same time providing more adventures for long-term players to master and customize their play. We've added features like Observer mode so everyone can see how the best players in the world play, learn from them, and eventually compete with them. More recently, we've added aids like the Fire Imp companion to help new players get started and catch up even quicker.

Looking back over the progression of the game, do you consider the story complete, or is there more in store for Ascalon?

I'm very proud of the stories we put together. While I do think we've come full circle on a lot of the stories and characters, I think in a fantasy world there's always the question of "What happens next?" One of the fun things we were able to do in the Guild Wars: Eye of the North expansion was revisit existing areas with new dangers and open up dungeons and other adventures. There's always another story to tell and we're definitely going to pick up some of those stories in Guild Wars 2, as well as build on themes that were already there but never developed. We purposely left a gap and a lot to the imagination to give players room for adventures in between, because it is a fantasy game and it's as much a world in the players mind as it is in ours.

Was there a moment during the last four years that stood out as a pivotal point in the community's adolescence?

There was a point in the first year when the dev team realized pretty quickly we couldn't win at Guild vs. Guild anymore! But more specifically, I think every time we released a new set of skills or story, the community evolved. Every time we held a seasonal event, the community rallied and picked up a new fondness for the Guild Wars world and its characters, whether it's the young girl Gwen, the Mad King Thorn, or the ever-impressive henchman Koss. I think players really got into the game at the point where seeing an in-game character progress, re-appear, or get new recognition became as much an attraction as achieving the next level. In fact, that may have happened even before launch with the characters players met in beta events.

We've heard talk of a sequel. How do you plan to transition your fan base to Guild Wars 2?

I think we can say Guild Wars 2 will have many things we wanted to do in Guild Wars, but done better. I think it's also valid to say that since Guild Wars 2 will continue the tradition of no monthly fee, there is no downside to our fan base playing both Guild Wars and Guild Wars 2 together. In that way, it is very much an extension of the Guild Wars universe and doesn't require the player to leave Guild Wars. On top of all that, we have the Hall of Monuments in Guild Wars, which is designed to allow players to carry the prestige of some of their Guild Wars achievements over to Guild Wars 2.

Lore-wise, how does the team plan on evolving the story in Guild Wars 2?

We're placing Guild Wars 2 two hundred and fifty years after the events of Guild Wars, picking up the progress of the world and the cultures from there. There are hints and patterns all over the original game that we'll be pulling lore from, some of which haven't been developed before. With more playable races that each have their own regional concerns in addition to the overall story, we'll learn a lot more about cultures that were mostly at the edges of the first game's story. I think discovering those connections will be an exciting bonus for the Guild Wars veterans. We're also hoping to involve the player a lot more in the day-to-day story of the persistent world in Guild Wars 2.

How do you plan on celebrating the anniversary at the ArenaNet offices?

We'll probably play some Guild Wars 2. ;)

How is the community celebrating the day? Are there any special in-game events?

We have loads of in-game events going on for our four-year anniversary. The Shing Jea Boardwalk will re-open, where players can test their luck in the Boardwalk games. The Dragon Arena and Rollerbeetle Races will be open. Birthday Cupcakes will drop from monsters in explorable areas. Starting on April 28, characters turning four years old will receive new miniatures from the fourth year birthday series. Characters turning four will receive these presents on their creation date.

Apart from the in-game events, the Fourth Anniversary Update introduces exciting new features for players. One of the coolest of these is Zaishen Challenge Quests, which let players complete certain challenges each day, such as replaying a storyline mission or winning battles in different types of PvP. The quests offered will change each day.

And, in celebration of our fourth anniversary, we're giving players a free storage pane so they'll have more inventory space for items that all characters on a single account can access. Not only that, players will be able to buy more storage panes for additional account-wide inventory space.

We're also giving players the ability to access different pets after they have already charmed them. Players can do this by heading over to the Zaishen Menagerie outpost. Access to this area is completely free. There are several ways to unlock different evolutions and levels of pets, such as having members of the Zaishen Order train your pets in exchange for Balthazar Faction. We'll also give players the additional option of unlocking all standard pets by purchasing the Pet Unlock Pack.

We've saved some surprises for the anniversary, so check the READ MORE at OMGRPG!

 

Apr
26

World of Warcraft Officially a Job You Pay For

One massively compulsive game playable within another massively compulsive game? Why, that’s like mixing Pringles with heroin. Yes, an official (from Popcap’s end, at least) Peggle plugin has been released for World of Warcraft. Which is a) terrifying b) exciting and c) supports the viewpoint that MMOs are not merely a genre anymore - they’re a platform all of their own these days.

The obvious response is “if you’re bored enough in WoW to want to go play Peggle instead, you should probably just stop playing WoW.” Which may be true, but it’s not that simple - the WoW devout like to live in WoW - it’s their internet. So this is a joyous thing - they don’t have to leave Azeroth if they want to play something else, plus it’s something to help while away those long minutes waiting for everyone to gather at the raid entrance or to cling to sanity during those oh-so-tedious cross-continental flights.



Damn. Just damn.

The next person who honestly tries to convince me that MMOs are rewarding and compelling's going to get teabagged. You know, verbally. I'm so glad that we can all use teabagging in normal speech now, by the way. It's good to have as many blue albeit under-the-radar expressions as possible, and now I won't feel like some greek wanker douche for saying it out loud.

See? Look at all those great words that you can use to describe people who pay for two games because the first one is too boring to keep your attention except that maybe it's a little more colorful than a day job.

 

 

Apr
23

Hacking online games a widespread problem

SAN FRANCISCO--It will likely come as no surprise to anyone familiar with virtual worlds and online games that they can be hacked. But what might come as a shock is the sheer breadth of types of exploits that are possible.

That was the broad message of a Thursday panel called, appropriately, "Exploiting Online Games" at the RSA 2009 security conference here.

Moderated by Gary McGraw, CTO of software security consulting firm Cigital and an author of several books, the panel took the audience on a deep dive into the diverse ways that hackers and others have figured out to either skim real money or to gain game play advantages not available to normal players.

McGraw opened the panel with a brief explanation of the fact that there are real, functioning economies in virtual worlds and online games, and that players cash in their virtual goods for real money, to the tune of more than $1 billion a year. This, of course, is old news to those in game playing circles, but for many of the security experts in the room, it may well have been eye-opening.

And, McGraw said, it's the very fact that real money is at stake that often gets otherwise uninterested game players to pay attention to the security risks they face every day.

"There's a whole bunch of normals (those not steeped in knowledge about computers) using games, and they don't care about security," McGraw said. "But they like their stuff, (and) when their stuff gets taken, that really hurts the hell out of them. That's a way to start a conversation about computer security with normals, because almost everybody knows somebody who plays online games."

The first panelist to present was Greg Hoglund, the founder of Rootkit.com and the CEO of the consulting firm, HBGary. He explained that online games are regularly under attack by two discrete types of cheats: exploits--actual bugs in games that clever hackers have figured out how to mine in various ways, and bots, which are essentially automated macros that can be used to perform mundane tasks again and again and again, and very profitably.

The bugs, Hoglund said, often exist "at the borders of systems," and are used for things such as duplicating gold, or leveraging poor synchronization between back-end databases to extract money out of a game economy or even to gain teleportation powers that otherwise don't exist.

Hoglund also recalled a security expert who figured out a hack that allowed him not only to filch Second Life users' virtual currency--which is directly convertible to US dollars--but also to get ahold of users' credit card information and then use it to buy more of the currency to trade in. That exploit, Hoglund explained, was done only to prove that it could be done, but it underlined some of the significant risks facing players of online games and virtual worlds with functioning economies, as well as the publishers of those titles.

He also talked about bots, and explained that they, too, are often employed to gain an advantage most players don't have. They are almost universally prohibited, but Hoglund said creating them and using them is remarkably easy for those who know what they're doing. And he talked about one he had written to use in World of Warcraft that allowed his character to stay safe from attack from the rear, while also luring in loot-bearing enemies to kill. Once killed, the enemies would be regenerated by the bot, allowing Hoglund's character to kill them and pick off all their loot over and over again, a process that netted him significant profit, he hinted.

Similarly, he explained that games like World of Warcraft have vulnerabilities that allow savvy hackers to tap into the games' code, allowing for all kinds of new abilities, like being able to perform 15 charms at once, not available to the public at large.

Hoglund said companies like WoW publisher Blizzard are always actively trying to stop players from employing bots and ban those they catch, but added that for those who know what they're doing, detection is not something to worry about. And that, of course, is one of the explanations behind the so-called gold "farmers," often teams working in third-world countries whose job it is to run multiple accounts simultaneously, usually employing bots to perform gold-earning tasks and essentially just making sure that their in-game characters don't get "lodged in a tree."

Courts weigh in
Next up was Sean Kane, a partner with the New York law firm of Drakeford & Kane, and a leading voice on issues surrounding the law and virtual worlds.

Kane talked about two specific cases, one that is several years old and one that is much more recent.

The older case, Bragg v. Linden Research, focused on whether Linden, the publisher of the virtual world Second Life, was right to shut down the account of a user who had discovered an exploit allowing him to buy virtual land at below-market prices. Mark Bragg, the plaintiff, demanded $8,000 in restitution and eventually won a settlement from Linden in which his account was reinstated. But that only happened, Kane pointed out, after a federal judge ruled that the arbitration clause in the Second Life terms of service was onerous and one-sided.

At the time, the entire virtual world community had been watching the case closely, as many thought it would be the case that for the first time established the real-world value of virtual goods (and despite the fact that Bragg, himself a lawyer, had filed his suit in state court with a hand-written form), However, the settlement, not long after the federal judge's ruling, side-stepped that outcome.

But what many found interesting at the time was that Bragg had argued his hack was fair game, since all he did was exploit a feature hidden in the Second Life code. In effect, Bragg argued, code is law, and anything that players can do with the tools at their disposal is legitimate. Linden obviously disagreed, but ended up settling anyway.

Kane also focused on another case, MDY Industries v. Blizzard, in which MDY had created a bot, called Glider, that allowed players to level-up their characters without even having to be playing.

Blizzard sued for copyright infringement, arguing that bots like Glider were prohibited under its end-user license agreement (EULA) and that only that license actually allowed players to run WoW. In essence, the argument said that by running WoW under circumstances that violated the EULA, Glider was supporting copyright infringement.

Ultimately, though many argued that Blizzard's argument was beyond specious, the courts ruled in favor of the publisher, awarding it $6 million. But, not surprisingly, the outcome is on appeal.

Hacking Disney
Aaron Portnoy, a researcher with Tippingpoint security research, took the microphone next and talked briefly about his experiences hacking the Python code of the Disney online game, Pirates of the Caribbean. He explained that because Python is a dynamic language, he and a colleague had needed just a couple of days to reverse-engineer all of the game's code, and were able to use their exploit to get their in-game characters to do things that were otherwise impossible.

For example, Portnoy said, he was able to easily get his character to jump high in the air, while the standard maximum jump was just about four feet. Or, to jump out of a pirate ship, walk on water at a speed faster than sailing ships in the game could travel, and attack at will.

"Everybody could see my guy jumping over buildings for miles," Portnoy said.

And, given how easy he and his colleague found it to reverse-engineer the code, Portnoy said, "It's almost like (Disney) didn't even consider security."

Gaming the games
Last up was Avi Rubin, a professor of computer science at Johns Hopkins. He talked, also relatively briefly, about how easy it is for some cheaters to exploit the game of online poker.

Essentially, Rubin argued, a hack called a Sybil attack--which employs fake people participating in games--makes it possible for online poker players to gain a big advantage over their opponents. That works, he said, by making it possible for a single player to control multiple hands in a game, allowing that person to see more cards than they would otherwise, and get a better handle on the odds of their own hand.

For example, he said, in a game of Texas Hold'em, a player employing a Sybil attack on an online poker game could control multiple hands and see things like whether the fives or eights they need to complete a full house and beat an opposing player's flush had already been played.

Rubin's point, then, was that game operators need to work harder at identity management, in order to keep players from employing such exploits. He didn't, however, offer any solutions as to how to do that.

All told, the panelists made it clear that just about any kind of online game or virtual world--especially those where money is on the line--is subject to some kind of hack or exploit, and that for those with the skills to launch such attacks, the barriers stopping them are easily surmountable.

The lesson, then, is that publishers of such games need to think harder about how to manage their players' actions and expectations. Otherwise, players may find themselves in games that are so compromised that the economies collapse and the fun disappears.

 

 

Apr
23

IRL is dead: World of Warcraft gets Peggle

I don't play World of Warcraft, but I do play Peggle, so I know all about losing your workday to a videogame.

This partnership kills the alt-tab action known to lovers of both titles. Just like Bejeweled being an Add-On, Pop Cap's puzzler Peggle has joined in the fun. There are twelve stages in this add-on, and they're all based on major s in WoW. You can even duel against other players in WoW, going as far as to create custom leaderboards for your guild. A new command, /peggleloot, is a fresh way to use this game to "roll" for loot.

Pop Cap tells us that this add-on was developed by Michael Fromwiller, the guy that made the original Beshared and then later the official Bejewelled add-on. It turns out that he'll be joining the ranks at PopCap full-time after he graduates in June. Congrats, Michael.

Apr
23

Lifestyle hut with built-in toilet steps up World of Warcraft game

As if World of Warcrafters needed another way to isolate themselves from the world, the WoW Pod, as described by its creators at MIT, is "an immersive architectural solution for the advanced WoW (World of Warcraft) player that provides and anticipates all life needs." Translation: it's an individual bungalow simulating the look and feel of an authentic hut within the Azeroth universe, and if you think the outside is scary, wait until you open the door.

Once inside the tiny space, you'll notice that it's entirely self-contained, and that's to discourage the player from ever leaving. Almost all basic human needs are provided, including a throne that doubles as a toilet (gross), a cookpot, stovetop, and, of course, a computer and monitor for WoWing.

Most importantly, the hut solves one of WoW's biggest pitfalls: breaks. See, a quick pause of the game to take a break can be catastrophic to a player's avatar. Even a bathroom run or a simple snack can result in death, or worse, banishment from one's guild, so anything a player can do to restrict distraction is good. And here's where it gets scary.

When a player gets hungry playing inside the hut, he or she just selects one of the prepackaged food packs on the wall (labeled "Soothing Turtle Bisque" and Beer Basted Ribs" to further the fantasy), holds the printed semacode under a scanner, and places it on the hot plate. From here, the hardware takes over and physically adjusts the hotplate to cook the food for the right amount of time while the player's corresponding avatar pauses the game and loudly announces the progress to others in the realm: "Vorcon's meal is about to be done!" "Better eat the ribs while they're hot!"

When the meal is done cooking, the game is automatically placed in AFK (Away From Keyboard) mode to allow the gamer sufficient time to eat without fear of a quick strike. Once satisfied, the avatar actively returns to continue exploring, but there are virtual side effects; for example, overeating can result in avatars feeling sluggish and unresponsive to control.

To me, this feels like a giant step backward. I thought online multiplayer games did good to encourage teamwork and build communities, but never in the name of intentional escapism. This hut is the grown-up version of a children's playhouse, except that these players will probably go in and never come out.

The idea is clever, and I like that it provides and anticipates all the needs of a WoW fanatic, but I'm not whipping out my credit card for this thing. Can you imagine having a friend walk in on you using the throne and cooking food at the same time? Sounds humiliating. On top of that, the thing is missing the one amenity that ALL nerds truly, desperately need: a shower. And where is the throne for my virtual girlfriend to use?

I'll consider this the preproduction beta model.

Apr
22

Runes of Magic

Runes of Magic has arrived as a free-to-play Massively Multi-player Online (MMO) Role-Playing Game in the midst of a rush of new titles with the same goal - taking a slice of the World of Warcraft pie. Few could argue against any videogame developer housing such an ideal, but few would also recognise a comparatively low budget production as competition to Activision-Blizzard's all-conquering behemoth.

            That's not to say that Runes of Magic is an untidy affair. While obviously shaving a handful of noughts from the development budget and return-on-investment forecasts, Runewaker Entertainment has developed a shrewdly conceived persistent world which provides immediate accessibility and more than enough endearing features to keep players hooked. While there's no denying that Runes of Magic is effectively a simplified version of World of Warcraft, "simplified" doesn't necessarily mean "simple".

            Most aspects of the game will be familiar to those who regularly dabble in MMO worlds. The Character Creation is the first point of contact and at first does seem particularly limited. More inline with Phantasy Star Online's customisation options than the ever-evolving productions from Electronic Arts and Bethesda Softworks, the player has a limited number of facial, armour and Race and Class options. Later options provide players with additional clothing, weaponry and the ability to learn a second Class, providing individualisation for those who persevere.

            The introductory missions are encouragable - not only providing the player with the tools needed to propel themselves straight into large raids (which account for up to thirty-six players) with expert players but also throwing level-based options at the player almost immediately. Whether or not the extra encumbrance of a two-handed weapon is worth the additional attack power is a choice that even casual Role-Playing Game players will be familiar with, but the option to further customise the weapon with countering attributes demonstrates a flexible system for those willing to learn its nuances.

            Once arriving in the online world, finding both short quests and extended adventures is incredibly easy. As tradition would dictate, the world is populated with Non-Player Characters (NPCs) that will freely distribute mission

 

objectives to each player when requested. The first town player will visit hosts further introductory expeditions - killing set numbers of enemies, retrieving certain artefacts etc. - but it won't be long til players are felling beasts two-or-three times their size.

            Communication between players, parties and the open-world is handled exactly as would be expected, with the same command strings as any number of other MMOs. In fact, Runes of Magic is largely based on principles that have been fine-tuned in the most popular online worlds - Everquest, World of Warcraft, Age of Conan: Hyborian Adventures and EVE Online have all played their part in laying the foundations for the mechanics inherent in Runes of Magic. And of course, this isn't necessarily a bad thing for a free-to-play MMO game: its strength lies in player familiarity, and that the system is robust enough to be welcomed by the diehard fanbase.

            Of course, no such persistent world would be possible without an incredibly generous host, or an in-game revenue stream. The latter of which is that which Runes of Magic relies upon and, while absolutely unessential to progress, small payments (often objectionably referred to as "micro-transactions") in the world can result in the player not only finding themselves with more gameplay options at their disposal, but also further customisability. Not paying makes the game more difficult by simply being more labour intensive - a factor in most Role-Playing Games regardless of cost - but nothing will demand a monetary contribution, an attribute to which Runes of Magic is deserved of it's praise.

            Runes of Magic fails to shine visually next to the competition, but is endearing in its own right nonetheless. Bland carpet textures may represent cavernous floors and ceilings that gamers have become used to seeing portrayed with realistically billowing grass and attractively varied stalactites, but this allows for a draw-distance that keeps party members clearly visible when at long-range, and some impressive scale in the dungeons and enemy Boss Characters. Abilities later earned through some hard grafting expose some dazzling effects when executed, and when a large party of high level players forms dungeons frequently become staging grounds for all sorts of blues and oranges whizzing in the air.

            Runes of Magic also features Player Vs. Player (PvP) gameplay options, and has been staged as a fairly large part of the game. However, the component pales in comparison to the grand scale of Warhammer Online: Age of Reckoning's faction wars and though may be billed as a large part of the attraction, in-game is obviously treated as a tidy optional extra.

            Continuously updated, Runes of Magic has already played host to new arenas, character options and events since launch and will persist in doing so as time goes on. As part of an infinite cycle, player interest is required to keep new additions coming, and new additions are required to keep players interested - as a microcosm of the MMO development practices, it's easy to see that Frogster and Runewaker have pitched Runes of Magic almost perfectly. While it may never topple the mighty World of Warcraft, the teams responsible are well aware of this, and just grabbing the slice of MMO pie that Runes of Magic so clearly deserves will be reward enough.

Apr
22

World of Warcraft Will Be Handled by NetEase in China

The9 is out of the picture

The main reason that seems to be behind this change of operator is linked to the royalties that Activision Blizzard is getting from China. Analysts are estimating that the royalty rate is set to reach 55%, more than double the previous one, and that 140 million dollars will be created for the maker of the game.

At the moment, there are about one million Chinese players of World of Warcraft, and that number is expected to increase, as more of the country is connected to broadband and as more players discover the MMO. Unfortunately, the MMO gamers from China are often stereotyped as being gold farmers and sellers who are more interested in gaming the system for personal profit rather than enjoying the title itself.

Robert Kotick, who is the chief executive officer of Activision, is saying that, "We believe this new relationship will promote a consistent level of quality and service in mainland China for each of the games that Blizzard Entertainment is partnering with NetEase on, including WarCraft III and StarCraft II, as announced last year. In addition, we believe this new relationship positions us well for the long-term, and despite the near-term impact of the transition, we are reaffirming our calendar 2009 financial outlook."

The9 will continue to operate its own products, which include MU, Sould the Ultimate Nation and Granado Espada. The share value of the company has lost about a quarter of its worth once the rumors began to swirl that it could lose the World of Warcraft rights.

Apr
22

Anyone can beat World of Warcraft

With patch 3.1 recently released, one question has been on my mind, is Wrath of the Lich King just too easy? After two expansion packs and numerous patches, there is no doubt that WoW has changed a lot since the Molten Core days.

These changes, though, vastly cater to the casuals at the expense of the challenging end game content that many raiders are thirsting for. In vanilla WoW, MC and BWL were fairly difficult just because they were amongst the first 40 man raids available. It took time to get acclimated and used to the raiding system.

Blizzard knew this and after those two dungeons they released AQ40 and the original Naxxaramas, arguably two of the most difficult dungeons implemented into the game so far. Both these dungeons introduced encounters that were highly intricate and complex. Some bosses, such as the Twin Emperors, C'thun, and the Four Horsemen, required everyone to do their assigned roles perfectly.

This unfortunately became a problem for many guilds, and they were left banging their heads on many encounters. As a result, quite a few guilds disbanded and many players quit, causing Blizzard to take notice.

 

 

WoW's first expansion, The Burning Crusade, slashed raid sizes from 40 to 25 and introduced heroic and normal modes to instances. Many raiders initially interpreted the raid slash as a way to make raiding more efficient.

With less people, guilds could bring their very best to every raid. In addition, Blizzard's early TBC dungeons were pretty tough, seemingly justifying the players' suspicions.

Then Blizzard, worrying that interest in the game may fall off, essentially nerfed everything, marking the beginning of the end for difficult end game content.

Nothing would pose much of a challenge until Sunwell, the very last dungeon before WotLK, and even then, Blizzard closed off encounters and kept guilds from progressing in order to maintain interest.

Now, three years after vanilla WoW, WotLK was released and under much hype. Many players were infused with the hope of finally facing Arthas, which was implied by those annoying Ozzie Osbourne commercials. Blizzard, though, is smart enough to realize that they can milk every penny out of the game if they save the best content for last. So, like with Sunwell, raiders are likely going to have to wait until the end to actually fight Arthas.

When will the end be? The end will probably be when Blizzard determines people are beginning to lose interest, and due to the overall easiness and disappointment of end game content, it may only take a matter of months. After all, Blizzard essentially regurgitated Naxxaramas and seemed to have forgotten to adjust it for level 80's, or at least it appears that way since it is not difficult at all.

The two dragon encounters, Malygos and Sartharion, while they do offer new and unique traits that have some potential, are only entertaining after the first few kills.

 

 

At least 3.1 released some new and difficult content right? Probably not. The newly released Ulduar fused vehicular mechanics with adjustable difficulties and promised to be the next challenging dungeon (many guilds certainly hoped so). Unfortunately, initial impressions are not looking so hot. Guilds have already essentially cleared Ulduar, at least the required bosses, within the first week. With that in mind, it would be no surprise to see most guilds have Ulduar on farm mode within a month. Furthermore, the "hard" modes are unlikely to be all that worthwhile.

Yeah, they do offer item upgrades, but they are not really proportional to the level of difficulty. Plus, Blizzard does not want to alienate the casual fan base by creating vastly superior gear that will not be accessible to them, which is unfortunate because it sort of sucks when every guild and every player has the same or equivalent gear as one another.

Overall, it appears that Ulduar will be entertaining for a while (I give it a month), but only because it is something new and refreshing.

 

 

As a business, there is nothing wrong to what Blizzard is doing. They obviously would profit more if more people played and were able to enjoy all aspects of the game. However, they must also realize that by making the overall game easier, they have set an irreversible trend, that if altered, would alienate the majority of the "casual" player base.

The future undoubtedly looks bleak for hardcore players, but Blizzard, who is responsible for many great titles, deserves the benefit of the doubt. Maybe they can find a way to please both casuals and raiders, who knows? I just hope we do not have to wait until Arthas to find out.

Apr
22

Edge Arcade: World of Warcraft-avoid addiction

Video games can be a great thing. Some of my fondest childhood memories are of me and my dad playing "Super Mario Bros." on the original Nintendo for hours during the winter months. My brother and I still play "Super Smash Bros." on my N64 when we're both at home.

However, video games also have a dark side, a seedy underbelly that can leave even the most jaded of gamers wasted and useless. A side of gaming that can trap people, awash in a sea of digital addiction. The sinister epidemic in question? "World of Warcraft."

Game company Blizzard Entertainment premiered "World of Warcraft," or "WoW," in November 2004 with much celebration. Already rabidly loyal to the company, fans of Blizzard were excited to see how the "Warcraft" world was going to look up close and personal.

The game, a Massively Multiplayer Online Role-Playing Game, or MMORPG, brought thousands of players together to share a game experience in the exact same world.

Games like this existed before, such as "Everquest," but none had the backing of a beloved company like Blizzard. Neither did any others have such a rich history, courtesy of three prior games, to build upon with a new story.

Not all would stay as idyllic as this though. As the game progressed and more people began playing, it began taking over their lives. People would forsake everything else, family, jobs, school, spouses, even their own children, just to keep playing the game.

I had seen it happen to my own friends, and eventually, even I fell into the trap. I spent six to seven hours a day playing it, and I was on the low end of obsession. Stories abound the world over of people literally playing for so long they died of exhaustion.

Well, I'm here to help. I managed to escape the time sink, and am quite well away from it today. If you have let "WoW," or any other game for that matter, take over your life, here are a few tips to help you

regain control.

1. Simply cancel your account. This may seem drastic, but sometimes it is the only way to keep from playing a game. If there isn't a game available, it doesn't matter how much it tempts you: you can't play it.

2. Strictly limit your playtime. Set a timer when you begin, for whatever amount of time you wish to play for, and immediately stop when it goes off. You will train yourself to be able to quit at any time.

3. Don't get involved in any long tasks in the game unless you are sure you have time to do them. If you have class in an hour, don't start trying to find a group in the game to do anything. Start getting ready to quit.

These three things helped me immensely when I had to break my habit, and they should help anyone else as well who wishes to quit

Apr
21

Teens' games addiction triggers public forum

Computer games have become so "seductive" that teens can't tear themselves away from their computers, says a youth counsellor.

Rick Dubras of the Richmond Addiction Services Society said yesterday addiction to the Internet is as powerful as addiction to drugs and alcohol.

"Teens are called for dinner, but they can't leave their computers because they'll let down their buddies," he said.

The addiction society, which has been counselling troubled youth for 34 years, is playing host to an open public meeting tonight at Richmond's MacNeill Secondary School, from 6:30 to 8:30 p.m.

Concerned parents and youth are invited to hear Ross Laird, a best-selling author and university professor who specializes in addictions.

Dubras said teens spend up to six hours on games such as World of Warcraft, a massive multiplayer contest in which participants assume roles.

"Teens develop a commitment to the game. These games have to go to the end or the time's wasted. They can't be restarted," he said.

Excessive screen time is also taken up by hours of chit-chat, encouraged by a "now" culture.

"Our youth need immediate gratification. They think they deserve everything now. The Internet is stimulating. It's the respite at the end of a pressure-packed day," he said.

Dubras said deaths have resulted in extreme cases from sleep and food deprivation "to the point where their heart stopped."

Warning signs include dropping grades, skipping classes and withdrawal from the family unit.

"It can create a conflict at home if they're not doing their chores and following rules," said Dubras, whose present caseload includes five families with Internet issues.

He advises parents to restrict Internet use but not cut it off entirely.

"This is about the family. It's important for parents not to give up and be permissive," he said.

 

Apr
21

The Curiosity of NBA on TNT's World of Warcraft Sponsorship

The NBA has had peculiar sponsors now and then. When you're not the NFL, you're sort of in the position to take whoever has the money. This isn't to say the NBA or its broadcasters lower standards -- not by any means. There's just some fairly frequent dissonance in the advertising message when juxtaposed to NBA basketball.

Nowhere is that more blatant than with TNT's new in-game sponsor, World of Warcraft. WoW, as you surely know, is a massively multi-player online role-playing game. Pardon the simplification, but basically you create a midget mage or a half-cow knight and run around doing quests and killing dragons and stuff. According to a source close to this blogger, it takes a massive amount of playing time to keep up. It is an immersive undertaking, rather dominating of someone's free time.

And frankly, the target audience does not seem to match that of the NBA playoffs.

But WoW sponsors the "strategy points" offered for each team by Mike Fratello or Hubie Brown or P.J. Carlesimo. As in, WoW's maker Blizzard thinks the NBA fan community is rife with potential paladins and barbarians. I conducted several informal interviews to determine whether this is smart marketing for WoW. Do WoW fans and NBA fans share any common ground? Can we expect an influx of elven healers with names like "Chosen1LBJ" or "KOBE24KOBE"?

No. No, I don't think so. In fact, I think this sponsorship has very limited potential.

 

Apr
21

WoW Pod is your new World-of-Warcraft home

Do you love World of Warcraft? Do you love it so much that you basically never leave the computer and have a functioning toilet built into your computer chair. Is your desk and keyboard stained orange from living off of cheesy puffs? Here's your new home. Er, hut.

The WoW Pod is exactly what you need. It has food paks, a cook pot, stove and a throne with built-in toilet. There's also surround sound. It's made to look like an Orc's hut. Sadly they would have to build this hut around your sorry butt, as you won't be moving away from the computer anytime soon.

I would say that this would make you lonely, except you are probably already lonely.

 

Apr
20

Time Warner Cable halts plans for tiered billing system

Time Warner Cable halted plans last week to introduce a tiered Internet billing system that would charge customers based on the amount of bandwidth they use.

The plan was set to be implemented in four major cities, including Austin and San Antonio, in October, but after weeks of public and political outcry, Time Warner Cable announced it will shelve the idea.

“It is clear from the public response over the last two weeks that there is a great deal of misunderstanding about our plans to roll out additional tests on consumption-based billing,” said Glenn Britt, chief executive officer of Time Warner Cable, who released a statement Thursday after speaking with Sen. Chuck Schumer, D-N.Y.

Schumer warned Britt of the public’s overwhelming disapproval of the plan.

Britt said his company still believes that consumption-based billing is the best pricing plan for its consumers and that Time Warner will provide measurement tools to allow customers to see how much bandwidth they consume.

“Time Warner’s decision to put their proposal on hold appears to be a short-term victory for Austin,” said mayoral candidate Lee Leffingwell in an e-mail Friday.

Leffingwell has been vocal in his criticism of Time Warner’s tiered payment plan since the company announced Austin as a trial city earlier this month.

Leffingwell said the plan would single out Austin’s businesses and penalize them for using the Internet to deliver goods and services at a time when Austin is trying to save and create jobs. He said he was concerned about the impact it would have on Austin families who would have to begin monitoring their Internet usage.

“Internet access should be expanded and made more affordable, not restricted and made more expensive,” Leffingwell said.

Time Warner’s tiered payment plan would force its customers, who currently enjoy unlimited bandwidth access, to choose a payment plan dependent on their bandwidth usage per month. A 5-gigabyte bandwidth limit per month would cost $29.95, while 40 gigabytes would cost $54.90. Customers would be charged $1 for every gigabyte they used over their allotted amount. Plans for 100 gigabytes or more had yet to be determined.

One gigabyte is equivalent to 1,000 megabytes. Depending on format, the file size for an average movie download is roughly 1 gigabyte. A high-definition movie download is 4.7 gigabytes or more, while the average song is about 4 megabytes. An online game like “World of Warcraft” averages 44 megabytes of bandwidth usage per hour.

 

 

 

 

 

Apr
20

Blog: Farewell Pre-Season Cup, It Was Emotional

ONE wonders whether the far reaches of the ever-expanding Universe lay home to a set of Gods that cast their eyes over the football galaxy that we mere mortals inhabit; if they do, then they have a wonderful sense of humour and irony.

For one thing, this blog has returned in full working condition (Heh...) and as if to celebrate the confirmation that the A-League Pre-Season Cup has been scrapped, exorcised and confined to the depths of history, they provided us with a reminder of why poorly-approached cup competitions can drive a man to instead watch Mark Hughes send out any sort of football side against West Brom.

That's right, Everton's Semi Final against Manchester United was that laboured that the prospect of Chris Brunt being tracked by Richard Dunne had more of a de-snoozing effect in the early hours of the morning than watching Tim Cahill (even after the effects of an intermediary game of Warcraft - not World of Warcraft - on my personal computer; despite the presence of a mistress in my life, not much has changed).

The difference between the FA Cup and our Pre-Season Cup is that a few people (Sir Alex Ferguson not included * snicker * ) seem to actually care about the former, whereas the latter had no significance other than to afford the now-departed Terry Butcher with the platform on which his Sydney side weren't ridiculed (ironically because no-one seemed to ever watch the tournament...ever).

So what of the now extinguished trophy? The only logical solution and the first that comes to the mind of any reasonable person, is that Kevin Rudd - in the interests of the nation - invest in memory-wiping technology similar to that used in the Men In Black series, whereby all football fans who have been unfortunate enough to have laid eyes on the tournament in any form whatsoever (even those who had simply been alerted to its existence by the private conversation of a random passer-by) have that particular part of their memory targeted.

You ask how this would benefit the entire nation?

Imagine if a tourists' first impression of Australian sport - nay, of Australia - was last year's Pre-Season Cup Final?

Hell, they'd probably report back to their respective governments, who would then order a full-scale invasion of the country to put us all out of our misery (Yours truly would gladly raise the white flag).

Such is the pointlessness and inhumane nature of the Pre-Season Cup that it would probably go down as the only war in history not met by opposition by any living organism... - except for maybe Wellington... if they had actually won.

Even then though, would New Zealanders have managed to force one eye towards the round-ball game? (I guess that question is obsolete with respect to the question as to whether they will EVER)

Alternatives for pre-season preparations are far-ranging and offer near limitless possibilities; there is also of course the incredibly sane notion that an already small league's capacity for variety is diminished by side's familiarizing themselves with each other before their league campaigns even begin.

But why apply logic to a concept that is illogical?

Instead, I call upon all bloggers, blogites and FourFourTwo disciples to utterly decimate, insult, demonise, decapitate and bury the Pre-Season Cup upon this space, so that it never taints the lives of good-natured football fans ever again.

To get us started, a list of phenomena that the Pre-Season Cup surpasses in terms of pointlessness and painfulness:

- The television show ‘Friends'
- The television show ‘That 70s Show'
- Television
- Rio Ferdinand
- Clyve Tyldsley (See commentary for second Porto goal in Old Trafford)
- The iPhone
- People who use the iPhone to conveniently ‘browse' about a topic brought up at a dinner table (Thin ice here, Greek boy... KA)
- People who possessed both an iPod and a perfectly good phone yet still thought their life would be enhanced by an iPhone

My question of the week: Is Starship Troopers quite possibly the greatest film in cinematic history?

 

 

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