Tuesday, September 30, 2008

Age of Conan servers merging, stock hits 2 year low

[reposted from Joystiq]

An MMOG's health is indicated by its server numbers, which means Age of Conan: Hyborian Adventures is currently ailing. Funcom's new Game Director for AoC, Craig Morrison, writes on the game's forums that server merging, in both Europe and North America, will soon occur.

At one point Funcom announced that AoC did have 700,000 players, but that was when the game first shipped and players had a free trial month with the purchase. It's not just the players leaving, Funcom investors also seem to be looking for the nearest exit. The company's stock is currently trading at $5, that's down $20 from when we checked in late July and down $50 from before AoC shipped.*

*The downward trend was already occuring prior to the current global economic crisis.

http://feeds.joystiq.com/~r/weblogsinc/joystiq/~3/407327244/

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Monday, September 29, 2008

Google Looking To Challenge Gaming's "Corporate Mentality"

Right now, Google Lively is a Second Life clone. And an unremarkable one at that. But that's now. In the future, they want it to be much, much more. Google's Kevin Hanna has told GI.biz that it's hoped that, somewhere down the line, Google Lively can become an "online games platform", in which people can just switch on a PC and enter a "creative space". And, once there, get away from what Hanna describes is a "corporate mentality" that's "sucking the life out of what should be the most creative and innovative medium out there". Basically, something like LittleBigPlanet or XNA. But courtesy of Google's corporate mentality. As opposed to Sony's or Microsoft's corporate mentality.

Google Lively to become online games platform [GI.biz]

http://feeds.gawker.com/~r/kotaku/full/~3/406266752/google-looking-to-challenge-gamings-corporate-mentality

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Sunday, September 28, 2008

EA: WAR "fastest-selling new MMO of all time"

500k register for MMO in one week.
Warhammer Online: Age of Reckoning has become the fastest-selling new MMO of all time, according to publisher EA and developer Mythic Entertainment.

Click here to read the full article

http://www.computerandvideogames.com/article.php?id=198025?cid=OTC-RSS&attr=CVG-General-RSS

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Jeffrey Steefel on LOTRO Expansion, MMO Culture [Lotro]

<p><img src="http://cache.gawker.com/assets/images/kotaku/2008/09/lotrosnowthumb.jpg" width="200" height="150" class="postimg left"/> Rock, Paper, Shotgun has a nice interview up with Turbine producer Jeffrey Steefel, mostly centered on the <i>Lord of the Rings Online</i> forthcoming Mines of Moria expansion &mdash; also discussed are things like how Steefel perceives <i>LOTRO</i>'s performance, expansion features, and issues of designing for a license. While <i>WoW</i> is wide open, not being tied to anything but itself, <i>LOTRO</i> has slightly more constraints in what can &mdash; or should &mdash; be done. Steefel doesn't see this as a problem, however:</p> <blockquote><p>It's actually more of an opportunity than a problem. It's rarely a problem. I've been a sort of creative person for a long time – in this business and then before that as a performer. And you always need some kind of boundary. Start with a blank canvas and say that you're going to make stuff up in this big empty vac cum… it's actually really hard to do. It's good to have boundaries. The beauty of Tolkein is that he's created these exquisitely detailed boundaries that have so much depth and richness inside them, and yet still have all kinds of things which are open for interpretation. I mean, we built Angmar basically from scratch, to our liking, based on very few clues… and yet it still feels as if it belongs in Middle Earth. There's certain things – I can't have flying cars or motorcycles or things like that. But I can have other things which are very exciting and it means, by definition, the world has a consistency, where it feels right. It all fits together. There's not things which just don't make sense.</p></blockquote> <p>Interesting interview with some great little tidbits, especially if you're interested in <i>LOTRO</i> specifically.</p> <p><a href="http://www.rockpapershotgun.com/2008/09/26/interview-jeffrey-steefel-on-lotro-mines-of-moria/">Jeffrey Steefel on LOTRO: Mines of Moria</a> [Rock, Paper, Shotgun]</p> <br style="clear: both;"/>
<img alt="" style="border: 0; height:1px; width:1px;" border="0" src="http://www.pheedo.com/img.phdo?i=c7ea5e7e41376d959be049029ce0f0b2" height="1" width="1"/>
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<p><a href="http://feeds.gawker.com/~a/kotaku/full?a=5qox0l"><img src="http://feeds.gawker.com/~a/kotaku/full?i=5qox0l" border="0"></img></a></p><div class="feedflare">
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</div><img src="http://feeds.gawker.com/~r/kotaku/full/~4/404891499" height="1" width="1"/>

http://feeds.gawker.com/~r/kotaku/full/~3/404891499/jeffrey-steefel-on-lotro-expansion-mmo-culture

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Friday, September 26, 2008

PerBlue Build A Parallel Kingdom For Mobile Gamers [Parallel Kingdom]

[reposted from Kotaku]

Parallel Kingdom is a Mobile Multiplayer Trans-Reality Game (That's MMTRG, acronym fans) for the iPhone (obviously) and phones running Android (ooh!).

The game overlays a simple 2D medieval RPG on a map of the real world - tracking your position via your phone's built-in GPS.

You can do all the usual RPG-type-stuff: PvP, trading, item crafting and building strongholds, competing against other players who wander too close to your personal space.

http://feeds.gawker.com/~r/kotaku/full/~3/403219225/perblue-build-a-parallel-kingdom-for-mobile-gamers

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Thursday, September 25, 2008

Global Agenda - The Georgia-Grown Action MMO [Hands On]

[reposted from Kotaku]

Living in Georgia, getting some hands-on time with a game still at a relatively early point in development generally means packing my bags, finding someone to watch the cats, assigning a backup person to check on that person, and plenty of time eating bad airport food. Not so for Global Agenda, a fast-paced action MMO being developed by the Atlanta-based Hi-Rez Studios (http://www.hirezstudios.com/). All that took was a quick shower, an application of some mostly clean clothing, and a fifteen-minute drive north. That kind of convenience is addictive. We need more developers in Georgia if only to keep me from running down the street every afternoon to stare into Hi-Rez's windows to see what they're doing - most likely testing out the gameplay in Global Agenda, which is exactly what they were doing when I showed up at their offices last week. See? Convenient.

So what is Global Agenda? Let's quote the official press information: "GLOBAL AGENDA is a fast-paced action MMO using Unreal® Engine 3 set in Earth's near future, a spy-fi world of advanced technology and player-driven conflict." The game is set in the 22nd century following a severe global disaster. Players created factions fight and scheme against each other while going up against totalitarian world government hell-bent on completely dominating the populace. Full scale wars have been replaced with covert operations taking place all over the planet between rival factions.

It's important to note that the game is at an extremely early state. Hi-Rez has been focusing completely on nailing the combat portion of the game above all else, and through the use of both random focus groups and a regular team of weekly testers are continuing to hone the experience. Factors such as world economy, social gathering spots, and the more persistent side of a persistent world game are still in the works.

http://feeds.gawker.com/~r/kotaku/full/~3/403109136/global-agenda-+-the-georgia+grown-action-mmo

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Wednesday, September 24, 2008

Video Games Equal Comfort In Troubled Economic TImes [Gaming Saves Society]

[Reposted from Kotaku]

In an article wittily titled, "In Tough Economic Times, Video Games Console", NPR writer Laura Sydell explores the similarities between the growing popularity of video games in mainstream culture with the movie boom that occurred during The Great Depression in the 1930's, at time when a weary nation turned to nickel theaters to escape the grim realities of the economic climate. She compares the relatively steady sales of movie tickets to the ever-expanding gaming market, with software sales up 43 percent from this time last year.

David Riley of the NPD Group says part of the reason video game sales are rising and movie ticket sales aren't is that a movie only lasts a couple of hours — it gives you less "bang for your buck. The difference, obviously, between a movie and a video game is the amount of time that you get," he says.

With gas prices rising and some of the nation's largest financial institutions in dire straits, more and more non-gamers are finding that video games are an excellent way to distract themselves from real-life issues. Anyone else find this slightly ironic? We're they just making fun of us for doing the same thing a couple years back?

http://www.npr.org/templates/story/story.php?storyId=94884967&ft=1&f=1006

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Lego MMO Being Worked On By Lego ZEALOTS ['Lego]

[Reposted from Kotaku]

NetDevil - the guys behind the upcoming Lego MMO Lego Universe - are taking the game seriously. Very seriously. So seriously that they've made some changes to the normal development process by making use of a team of die-hard, adult, "purist" Lego fans. Lead producer Ryan Seabury explains:
"We've been working with about 50 of them -- and now up to 68, and it's only going to keep expanding. We've brought them out to Denver twice... the first time, it was more about getting them up to speed on the concept and what was going on and hearing a lot of feedback and opening a dialogue, and the next time we brought them back out, they actually got hands-on with the tools and the technology."

Conceptually, think of them as developers helping us build the game...You never hear about a community being involved in an MMO besides coming in at the beta test at the end. Those people that can be the most influential... [are] heavily involved and tell us what their expectations are.

http://feeds.gawker.com/~r/kotaku/full/~3/401643802/lego-mmo-being-worked-on-by-lego-zealots

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Mythic banning WAR gold sellers "like crazy"

<b>Zero tolerance policy put into practice.</b><br />

Mythic president Mark Jacobs has said that the developer's &#34;zero tolerance policy&#34; saw around 400 gold sellers banned during Warhammer Online: Age of Reckoning's first few days.<br /><br /><a href="http://www.computerandvideogames.com/article.php?id=197703?cid=OTC-RSS&amp;attr=CVG-General-RSS">Click here to read the full article</a>

http://www.computerandvideogames.com/article.php?id=197703?cid=OTC-RSS&attr=CVG-General-RSS

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Tuesday, September 23, 2008

Atlantica Online Open Beta Launches Tomorrow [Atlantica]

<p><img src="http://kotaku.com/assets/images/kotaku/2008/09/img_interface01_01.jpg" align="left" hspace="4" vspace="2" width="494" height="369" style="display:block;float:none;" />The English translation of Korean MMO Atlantica Online has been in a <a href="http://kotaku.com/5018650/atlantica-online-beta-announced">closed Beta</a> for a couple of months now, but is due to throw open the doors for any interested parties to come and have a go.</p> <p>The game is set in alternate universe with a slightly steampunk bent and features a turn-based tactical combat system alongside real-time character movement and interaction.</p> <p>The beta goes live at 6 p.m. Pacific Daylight Saving Time (PDT). It is a whopping 2GB PC download, so best get cracking now.</p> <p><a href="http://www.playatlantica.com/">Atlantica Open Beta</a> [PlayAtlantica.com via <a href="http://www.gamershell.com/news_60748.html">GamersHell</a>]</p> <br style="clear: both;"/>
<img alt="" style="border: 0; height:1px; width:1px;" border="0" src="http://www.pheedo.com/img.phdo?i=815912bb07779ee6f0447a76f63f18d9" height="1" width="1"/>
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</div><img src="http://feeds.gawker.com/~r/kotaku/full/~4/401132934" height="1" width="1"/>

http://feeds.gawker.com/~r/kotaku/full/~3/401132934/atlantica-online-open-beta-launches-tomorrow

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Canceled Ensemble project was Halo MMO

<p>Filed under: <a href="http://www.joystiq.com/category/pc/" rel="tag">PC</a>, <a href="http://www.joystiq.com/category/xbox360/" rel="tag">Microsoft Xbox 360</a>, <a href="http://www.joystiq.com/category/firstpersonshooters/" rel="tag">First Person Shooters</a>, <a href="http://www.joystiq.com/category/online/" rel="tag">Online</a>, <a href="http://www.joystiq.com/category/mmo/" rel="tag">MMO</a></p><div align="center"><a href="http://www.gamasutra.com/php-bin/news_index.php?story=20153"><img vspace="4" hspace="0" border="0" src="http://www.blogsmithmedia.com/www.joystiq.com/media/2008/09/hallo-mmo-2.jpg" alt="" /></a></div>
With <a href="http://www.joystiq.com/2008/09/10/microsoft-exec-sends-breakup-letter-to-ensemble/">Ensemble now disbanded</a>, <a href="http://www.gamasutra.com/php-bin/news_index.php?story=20153">Gamasutra</a> reveals one of its big projects that never saw the light of day: a <em>Halo </em>MMO. According to various reports, it appears that the game was in development for some time during 2006 and 2007 before being canceled. Seen above, a shot of the UI and an action pose of a Spartan duel-wielding. The design, from what little we can see of it, borrows a lot from <em>World of Warcraft's </em>simplicity and (judging by the dual-wield screenshot) <em>hokeyness</em>.<br /><br />We understand there are reasons for cancellations, but this seems like a money printer on par with <em>Pok&eacute;mon</em> and Blizzard's aforementioned MMO, regardless of quality. As Microsoft's Phil Spencer recently mentioned to <a href="http://www.gamesindustry.biz/articles/phil-spencer-part-one">GamesIndustry.biz</a>, there are "more than two or three teams" working on <em>Halo </em>projects at the moment, so the MMO concept might not be entirely dead.<p style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;">&nbsp;</p><p><a href=http://www.gamasutra.com/php-bin/news_index.php?story=20153>Read</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2008/09/23/canceled-ensemble-project-was-halo-mmo/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/forward/1322027/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://www.technorati.com/cosmos/search.html?rank=&amp;fc=1&amp;url=http://www.joystiq.com/2008/09/23/canceled-ensemble-project-was-halo-mmo/" title="Linking Blogs">Linking&nbsp;Blogs</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2008/09/23/canceled-ensemble-project-was-halo-mmo/#comments" title="View reader comments on this entry">Comments</a></p><div class="feedflare">
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http://feeds.joystiq.com/~r/weblogsinc/joystiq/~3/400859570/

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Ensemble Were Working On A Halo MMO [Halo]

<p><img src="http://kotaku.com/assets/images/kotaku/2008/09/halommo.jpg" class="postimg center" width="494" height="309" style="display:block;float:none;" />Big news coming out of the Ensemble closure today, as Gamasutra are reporting that the Age of Empires developers were, at one stage, working on <a href="http://kotaku.com/5026574/would-you-play-a-halo-mmo">the long-rumoured Halo MMO</a>. Seems the game was in development from 2006 to 2007, before being quietly cancelled without, obviously, ever being announced by Microsoft. Some concept art for the game's also surfaced, with a mock-up screen above, and some small character art shots after the jump. Wonder why it was canned? And if that had anything to do with the decision to close Ensemble? And if the project <em>was</em> cancelled, is it now being worked on by someone else? Oh, the questions, the <em>questions</em>.</p> <p><img src="http://kotaku.com/assets/images/kotaku/2008/09/charart.jpg" class="postimg center" width="494" height="270" style="display:block;float:none;" /> <img src="http://kotaku.com/assets/images/kotaku/2008/09/warts.jpg" class="postimg center" width="494" height="236" style="display:block;float:none;" /> <a href="http://www.gamasutra.com/php-bin/news_index.php?story=20153"><br> Exclusive: Ensemble Studios' Canceled Project Was Halo MMO</a> [Gamasutra]</p> <br style="clear: both;"/>
<img alt="" style="border: 0; height:1px; width:1px;" border="0" src="http://www.pheedo.com/img.phdo?i=cc5c226833821c7cabccfa4eba8208de" height="1" width="1"/>
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</div><img src="http://feeds.gawker.com/~r/kotaku/full/~4/400826733" height="1" width="1"/>

http://feeds.gawker.com/~r/kotaku/full/~3/400826733/ensemble-were-working-on-a-halo-mmo

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Sunday, September 21, 2008

The Business of 'Avatar Rights' [Virtual Worlds]

[reposted from Kotaku]

The rights of 'avatars' - more to the point, the people who control them and their virtual assets - is an interesting and murky part of legal issues, EULAs, and player-company relations. Court cases have been tried over 'illegal' seizing of assets, and with the amount of time (and money) that people pour into their online characters and assets, we can expect to see more and more real-world legal problems related to virtual issues. But are companies on the ball?

The essential issue recognized by the "Avatar Rights" movement is that players ascribe substantial value to their game characters and virtual assets. The willful denial of this fact, in some sense, has helped enable the growth of gold farming and criminals who target online games. Because developers don't consider the value that players put in their virtual "stuff", customer service is often not responsive to player complaints about lost items. Also, the game systems are not built to easily log, track, remove, and restore these items in case of loss or theft.

In some sense this is ironic, the same game companies that argue vigorously that the virtual items have no value, at the same time are extraordinarily reluctant to restore players characters or virtual items after alleged theft. The argument is typically made that the players are abusing the system by allowing their items to be stolen (or, actually, selling them) and then making a complaint to the game operator. If the items have no value, then restore them.

Short, but interesting, musing - with references - on the 'avatar problem.'
The Quixotic Quest for Avatar Rights [PlayNoEvil]

http://feeds.gawker.com/~r/kotaku/full/~3/399205743/the-business-of-avatar-rights

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Geoff Johns to write story for DC Universe Online, new screenshots added

[reposted from Joystiq]

Writing the back story for a new MMO is a pretty thankless job, we'd imagine. Most of the players living in the virtual world whose mythos you've so meticulously constructed probably skip through the dialogue from important NPCs and quest-givers in order to return to their regularly scheduled redundancies. However, you can bet we'll be reading every word in Sony Online Entertainment's DC Universe Online, as it was recently announced that the plot of the game will be penned by DC Comics writer Geoff Johns.

Johns has worked on a number of major DC franchises, crafting the storylines of a number of Green Lantern, Action Comics and Justice Society of America series. In addition to the fantastic news that DC Universe's story is in qualified hands, a new salvo of screenshots for the title, each featuring a high-profile hero or villain, was recently released by SOE. Just don't get your hopes up for any Mister Myxzptlk action.

http://feeds.joystiq.com/~r/weblogsinc/joystiq/~3/399141869/

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Saturday, September 20, 2008

Solitary Versus Social: Play Styles of Gamers

[modified original post from Kotaku]

Multiplayer gamers (statistically speaking) tend to be challenge-oriented, and willing to be aroused to anger as this enhances their eventual reward in fiero when they attain victory. They are not only enjoying fiero, though, they are also enjoying the social element of multiplayer games such as the sense of belonging to a team, feelings of envy and gratitude, and the feeling of naches – the satisfaction of seeing someone you taught to play perform well.

Conversely, single player gamers (statistically speaking) are showing greater interest in having control over the space of their play. This is one way to interpret the lower interest in random elements – these add variety to play, but they also mean the player has less direct control over outcomes. The higher interest in sandbox play can also be interpreted as an increased interest in having complete control over the play space, although undoubtedly other interpretations are possible.

Which do you prefer?

http://feeds.gawker.com/~r/kotaku/full/~3/398303183/solitary-versus-social-play-styles-of-gamers

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THQ Bringing 'Dragonica' to North America [Dragonica]

[reposted from Kotaku]

The flow of free to plays coming from Asia to Western markets doesn't seem like it's going to stop any time soon; THQ has announced plans to bring Dragonica, a Korean-developed casual MMO, to North America next year in partnership with Chinese game operator ICE. Dragonica will be free to play, supported by pay-for-content and microtransactions, and is a 3D side scrolling game. From what I've seen of it, it looks sickeningly cute. Will we have another MapleStory-esque sleeper hit on our hands? Full release after the jump.

THQ Announces Joint Venture with China Online Operator ICE Entertainment to Bring Casual MMO Title Dragonica to North America in 2009

New Joint Venture Provides North American Platform for THQ Online Games

AGOURA HILLS, Calif., Sep 16, 2008 (BUSINESS WIRE) -- THQ Inc. today announced that it has formed a joint venture with ICE Entertainment ("ICE"), an operator of online games located in Shanghai, China, to launch Dragonica, a free-to-play, micro-transaction-based massively multiplayer online ("MMO") casual game scheduled for release in North America in 2009. ICE's Chief Executive Officer Sun Tao is the former Chief Technology Officer of The9, a leading operator of online games including World of Warcraft(R). The new joint venture combines ICE's online operating experience with THQ's product development and retail publishing expertise to create a new platform for online games in the North American market.

"We are extremely excited to be working with ICE Entertainment to bring this free-to-play, micro-transaction-based online game to the robust yet largely untapped market for online casual gaming in North America," said Doug Clemmer, president of THQ's casual gaming subsidiary. "We are even more pleased to be building a strong and mutually beneficial relationship, which we hope will lead to additional opportunities to deliver online gaming content globally."

"We are looking forward to combining THQ's extensive marketing and retail expertise with our advanced technology and proven online game operating know-how to deliver a great new casual gaming experience for North American consumers," said Sun Tao, chief executive officer, ICE Entertainment. "We also look forward to working with THQ more closely to develop new games and explore future publishing opportunities in both markets."

The market opportunity for online casual gaming in North America is estimated to be $2.2 billion by 2013 (Source: DFC Intelligence). China's fast growing online games market was valued at US$1.7 billion in 2007 and reached more than 42 million online gamers. The market is expected to grow to US$4.2 billion by 2010. (Source: Niko Partners).

About Dragonica

Dragonica is a massively multiplayer online casual game developed by Barunson Interactive Co, based in Korea. Dragonica is free-to-play and players may choose to pay for additional content and features on a micro-transaction basis. Barunson Interactive spent seven years developing Dragonica, which brings cartoon side-scrolling action online games to a new peak. The game's totally 3D rendering design, fresh cartoon characters and scenery modeling, create a new visual perception of side-scrolling games. Dragonica skillfully mixes the elements of action and arcade, and creates various ultimate skills to enhance playability. ICE currently has the rights to operate the game in China and plans to commence its closed beta for that market in late 2008.

About ICE Entertainment

Founded in 2006, ICE is an online game operator based in Shanghai, China, with an established online technology platform and proven management team, including CEO Sun Tao, former vice president and chief technical officer of leading Chinese operator The9, among others, with many years of experience in the online game field. ICE is focused on the development and operation of massively multiplayer online games. More information about ICE Entertainment may be found at www.icee.cn.

About THQ

THQ Inc. is a leading worldwide developer and publisher of interactive entertainment software. The company develops its products for all popular game systems, personal computers and wireless devices. Headquartered in Los Angeles County, California, THQ sells product through its global network of offices located throughout North America, Europe and Asia Pacific. More information about THQ and its products may be found at www.thq.com. THQ and its respective logo is a trademark and/or registered trademark of THQ Inc.

http://feeds.gawker.com/~r/kotaku/full/~3/398230811/thq-bringing-dragonica-to-north-america

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Bejeweled Coming to Warcraft. Yes, Really

[Reposted from Wired via Kotaku]

"Bejeweled, Warcraft Combine to Form World's Most Addictive Game." No, it's not April Fool's. The puzzle game will be added into WoW next Thursday, allowing players to kill time when they're on long, tedious tasks, like waiting for a raid or gold/item-farming.

What's interesting on top of packing one world-class timesuck inside of another (in real world terms, this would be like snorting bacon-flavored meth), is how it all came to pass. Michael Fromwiller, a student at San Jose State, wrote an add-on he called Besharded, which came reasonably close to mimicking PopCap's hit. But it didn't come close enough for PopCap, which instead of sending out a C&D letter, reached out to Blizzard and offered the real thing. And Blizzard accepted. Wired has the word straight from PopCap itself, but a no-comment from Blizzard.

http://blog.wired.com/games/2008/09/bejeweled-comin.html

http://feeds.gawker.com/~r/kotaku/full/~3/398207774/bejeweled-coming-to-warcraft-yes-really

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Law of the Game on Joystiq: Rare footage of the DRM in its natural habitat

Filed under: FeaturesEach week Mark Methenitis contributes Law of the Game on Joystiq, a column on legal issues as they relate to video games:

Digital Rights Management (or "DRM" for short) is back in the news in a big way with the recent Spore fiasco. DRM, much like a Spore creature, is a quirky animal, with legs of technology, a torso of law, and arms of business, but it doesn't always have a head on its shoulders. But like so many other things that potentially put consumers and producers at odds, the viewpoints on DRM are extremely polarized with almost no middle ground. So this week I wanted to take a look at DRM, why it exists from a legal and economic viewpoint, and most importantly, try to get hold of that slippery middle ground.

Thinking back to the days of the floppy disk, piracy wasn't yet an overwhelming concern. Yes, it was easy to bypass the write protection on a floppy, but without an internet, you had to find someone who had an existing copy in real life. For the majority of the population, this wasn't an option. Then we entered the initial CD-ROM phase, and at the time, the CD-ROM was a pretty secure media. The idea of a low cost home CD burner and blank CDs were years off, and the Internet was still in its infancy, so CDs were pretty safe from piracy well into the 1990s. It was the proliferation of CD burners, high speed internet connections, and peer to peer file sharing (Hi Napster!) that made software license security a big issue for all software companies in the late 1990s, and things haven't slowed down since.

Continue reading Law of the Game on Joystiq: Rare footage of the DRM in its natural habitat

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http://feeds.joystiq.com/~r/weblogsinc/joystiq/~3/397639275/

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Friday, September 19, 2008

Phantasy Star Online Zero & Shining Force Feather Confirmed For DS [News]

SEGA Japan confirms a range of titles heading to the Nintendo DS...

http://www.totalvideogames.com/news/Phantasy_Star_Online_Zero__Shining_Force_Feather_Confirmed_For_DS_13768_7787_0.htm

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Friday, September 12, 2008

Warhammer: Age of Reckoning goes gold

EA firing up servers on September 18.

Warhammer Online: Age of Reckoning is all finished and on course for the big September kick-off. Click here to read the full article

http://www.computerandvideogames.com/article.php?id=196008?cid=OTC-RSS&attr=CVG-General-RSS

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Monday, September 08, 2008

WoW is a Dirty Word

Most of the Rock, Paper, Shotgun guys recently posted their thoughts on the Warhammer Online closed beta; they were descended upon by WAR supporters (some rabid, some a little more even-tempered) for drawing more comparisons between WoW and WAR. After this little display of MMO chest thumping, Alec Meer put up a thoughtful piece on why it is that WoW has become a dirty word, both in and out of the industry, and why people are so quick to leap to vociferous defense of their games:

MMOs aren't like other games. They're closer to a lifestyle choice, for a lot of people defining how their spare time is spent, how their lives are lived. So if you criticise the game, you criticise the player. God knows there are plenty of non-MMO games that people treat as though they're bound to their very souls - witness the pile-on for Eurogamer's MGS4 review, or even the outrage about various RPS writers being down on Stalker: Clear Sky - but it's even worse with MMOs. Telling a WAR player that his game is similar to WoW is like telling a goth that he's emo. No-one wants to be told they're not unique and interesting, to be dismissed as a stereotype they're not.

WAR is not WoW. But it is a lot like it in a number of crucial ways, and for one essential reason: money. I suspect Mythic and EA aren't too concerned about the comparison themselves - they might disagree with the sweeping generalisation, but if they didn't want to be compared they would have gone for an entirely different interface and art approach. Saying WAR is like WoW is not the same as saying it's a bad or a lazy game, but unfortunately there are guys who do intentionally make the comparison unfavourably, and that's perhaps understandably made a lot of WAR fans very touchy.

Personally, I'm fascinated by the fan communities generated by MMOs, popular ones and not -- not being much of an MMO player, I find 'people watching' to be more entertaining than the game in a lot of cases. I don't have the patience to wade through the original comment thread, but I'm pretty sure I could rattle off the general reaction with little prompting. Meer's thoughts, however, are deserving of a read.

http://feeds.gawker.com/~r/kotaku/full/~3/385290879/wow-is-a-dirty-word

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Sunday, September 07, 2008

Can’t Survive The World Of Warcraft? Get A Private Game Tutor

[reposted from TechCrunch]

There are few things more hilariously hopeless than watching someone play a modern video game for the first time: their targeting cursors wobble aimlessly across the screen, unleashing a stream of bullets that manage to hit everything but their target. And amid their cries of frustration and accusations of cheating, they seem to inevitably come to one conclusion: "this game sucks".

Unfortunately, this phenomenon is bad for the industry, as a bad experience can turn off a fledgling gamer from gaming entirely. And while developers do everything they can to make their games as accessible as possible to novices (or newbies, as they're often called), nothing can make up for the years of experience many of today's gamers have under their belts. At least, until now.

Meet GamerTrainer, a new startup that offers in-game tutoring sessions online across a variety of today's most popular games. For $30 an hour (or less if purchased in bulk), you can have a private lesson with one of the site's official GamerTrainers, all of whom have years of experience in the games they're teaching.

At launch supported games include:

• Battlefield: Bad Company™
• Call of Duty 4®: Modern Combat™
• Guitar Hero® III and Rock Band™
• Halo® 2 and 3
• Madden NFL 09
• Rainbow Six® Vegas 1 and 2
• Super Smash Bros.® Brawl
• World of Warcraft

GamerTrainer has a great idea, and could easily be a hit if it can get enough exposure - in fact, it is a business model that the industry may want to consider embracing. In the days before the internet, gaming systems offered dedicated phone "hint lines", which gamers could call whenever they ran into trouble (for only a few dollars a minute). Since then, games have become far more complex - written tips no longer suffice, and the barrier to entry has been raised. It's in the industry's best interest to help prospective gamers as much as possible, and private tutorials could easily be very lucrative way to increase a game's user base.

http://feedproxy.google.com/~r/Techcrunch/~3/gcK5LB0Y60g/

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Saturday, September 06, 2008

MMORPG Gamers and Social Media Junkies More Alike Than You’d Think

[reposted from Mashable]

There are two major pursuits that lead people to plant their butts in front of computer screens and pound on keyboards for hours without pay. One group of people loves social media in all forms, shapes, and sizes: Facebook, MySpace, Twitter, FriendFeed, blogging, etc. The other group loves to play around in massively multiplayer fantasy worlds based in magic and technology. These two groups are more alike than unlike, with one key difference. The second group usually realizes that they are playing a game; the first group usually doesn't.

Massively Multiplayer Online Role Playing Games (MMORPGs) are a popular pastime where people immerse themselves in fantasy worlds. Players spend many hours in games like World of Warcraft (WoW), amassing gold, experience, and property while making an uber-powerful character. Other online games like Everquest, Entropia Universe, and EVE Online project the same allure as WoW, while simpler brethren like Kingdom of Loathing, Gothador, and Adventure Quest have their own loyal players. This isn't a new phenomenon either: MUDs (Multi-User Dimensions) and MOOs (MUD Object Oriented), earlier forms of online games with a heavy reliance on text have been around since the late 1970's.

It's pretty clear that you're in a different world when you're playing a MMORPG. You can explore that world on your own, but it's often profitable to partner with other players to help beat down your foes and become stronger. Sometimes your foes are just products of the game. In other cases you battle other players like yourself in order earn wealth, fame, and bragging rights.

Do you see some parallels with social media?

Social media sites are normally grounded in reality (The Sims and Second Life straddle both pursuits), but everyone's playing a character when they join these communities. Most of the time people try to be themselves, but they may use an alias or avatar to represent themselves. Goal attainment can be a big part of social media as it is part of MMORPGs. Socialization and communities flourish, in different forms, in games and social media.

Let's compare these two pursuits:

Friends/Contacts vs. Allies – some social media users have army-size followings. A number of social media users have attracted thousands of followers, particularly on sites like Twitter, Facebook, and FriendFeed. Similarly, MMORPG players try to build alliances with some of their fellow players. The more famous players may gain followings similar in size to Twitter followings. They're fan clubs by other names. The likelihood of direct interaction with someone with that many followers: minute, unless you already have some kind of connection to them.

Stats and Skills/Experience; – MMORPG players want to make their characters stronger, smarter, tougher, and faster, so they play often to gain skills, while using equipment and performance enhancing stuff to make themselves even stronger. The social media user works on increasing comparable stats. If they are a blogger, they want to increase page views, subscribers, comments, and inbound links. They want to get recommendations and endorsements, get added to blogrolls, or otherwise gain social proof. Followers in social networking is another statistic that seems to show one's strength.

Quests/Deeds vs. Accomplishments - games often require characters to complete a series of tasks in order to win some prize, e.g. go kill fifty goblins to get a pouch of gold, a potion, and a new sword. Similarly, social media users may participate in contests to win social credibility by doing things like:

* Hitting the front page of social news and bookmarking sites
* Winning awards from peers or authority figures
* Compete against other social media users for recognition

Property/Territory vs. Publications – some people like to personalize their stomping grounds in MMORPGs to show ownership. They buy land, put dwellings up, and add distinctive furnishings. Similarly, websites, books, eBooks, articles, online courses, consulting gigs, and more are the ways that social media users can make a more lasting mark on the Web.

Entrepreneurism - both MMORPG players and social media experts can sell their skills to help other users with their goals. They often bend the rules while doing this, but there's as much a market for getting uber-skilled characters and MMORPG wealth as there is to getting Digg front pages and high exposure in other social news and bookmarking sites. Gamers sometimes sell their characters and equipment at a profit while some people sell blogs, websites, and applications to make money.

You might think that these are superficial comparisons that cast both pursuits in negative lights. That's quite understandable, because I've focused on the selfish and materialistic aspects of these games. Both MMORPGs and social media sites do have a number of positive characteristics that they share.

Both pursuits have a social component. They allow people from different cities, countries, ethnic backgrounds, and other demographic categories to interact. You learn a lot by interacting with people, even if it's over the Web. Good friendships have been made through both pursuits, sometimes culminating in real-life friendships and romantic relationships whether it's via Facebook, Twitter, or a Ning group – the same can happen in games. Both games and social media sites also allow us to maintain existing relationships when friends move away. Social media sites have a professional networking and career building component. I can't say for certain that MMORPGs have the same, but who knows? You can also use both types of applications to explore worlds, real or imagined, as a way to satisfy creative, recreational, and social needs.

The bottom line is that MMORPGs and social media site are far more alike than unalike. They can both be used for serious pursuits, but they have a huge recreational component. When taken to competitive extremes, the pursuit of social media goals and MMORPG character power can have damaging effects on the user&#8217;s personal life. Moderation is a key survival skill. In both pursuits, if things get too intense or obsessive, it's best to remember that they are mostly recreational pursuits.

In other words, don't forget that they are just games.

Mark Dykeman is a former Everquest, Entropia Universe, Kingdom of Loathing, and Gothador player who (mostly) switched his addictions to social media. You can find him building up his social media character at Broadcasting Brain, on Twitter, and at FriendFeed,

http://feedproxy.google.com/~r/Mashable/~3/MTOpTJ-s6RY/

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Debunking the Stereotypical Gamer Profile

Via Terra Nova comes word that a new series of academic articles centered around Everquest II has just kicked off, starting with an article on 'who plays, how much, and why' (with a couple of 'oddball' gems scattered throughout the data). The results weren't always what researchers -- or the general public -- would expect. While there have been other studies done in MMOs, this group was the first that took place in the game engine had the full cooperation of a company like SOE. What are they going to be looking at over the course of the study?:

Are these findings representative of all virtual worlds, or all MMOs, or all fantasy titles? I have my own speculations (pretty solid for fantasy diku games), and I welcome yours. Of course, until other developers open their doors in a similar fashion, it'll all remain speculation.

What can you expect from future reports? Our subsequent papers will involve research on gender differences, role players, economic modeling, social networks, group success and failure, raiding, detailed player behavior metrics, trust and community, and many others currently in the hopper. As we develop more and more metrics from the player behavior data, we will be merging these with the psychological, demographic, and attitude data from the survey. In other words, for the first time we will know who they are, what they think, and what they do on a truly systematic level.

The article itself is a quick read, and the data is condensed in charts if you're too lazy to read the full article. I'm looking forward to 'future installments' -- what other oddball stats will crop up?

"Who plays, how much, and why? A player census of a virtual world" [Wiley InterScience via Terra Nova]

http://feeds.gawker.com/~r/kotaku/full/~3/385169196/debunking-the-stereotypical-gamer-profile

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