Friday, March 13, 2009

Free Realms introduces not-so-free subscription option

Reposted from Kotaku

Looks like man cannot live on microtransactions alone. Sony Online Entertainment is expanding the earning potential of Free Realms by reintroducing a very familiar MMO tactic: monthly subscription fees. Yes, the game is still technically free, but there's a new premium-tier level to the service.

For $5 a month, premium members of Free Realms will be able to access 5 extra jobs, ranking on Free Realms leaderboards, three character slots and 400 extra items and quests. It appears most of the content in Free Realms will be, er, free for all -- however, we wonder how much content SOE will continue to provide for those that decide to play, but not pay.

The PC open beta for Free Realms is due next month. A PS3 version is also in the works.

[Via Massively]

Free Realms introduces not-so-free subscription option originally appeared on Joystiq on Fri, 13 Mar 2009 04:00:00 EST. Please see our terms for use of feeds.

http://feeds.joystiq.com/~r/weblogsinc/joystiq/~3/FWRxkJKVB1g/

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Thursday, January 15, 2009

FusionFall: Cartoon Network's browser-based MMO launches

Reposted from Joystiq

Turner and Cartoon Network today launched FusionFall, the network's first foray into the MMO world. The game, which features re-imagined characters from CN shows including Ben 10, Dexter's Laboratory, Powepuff Girls, Samurai Jack and others, is browser-based and developed by Korean studio Grigon Entertainment.

FusionFall offers a free-to-play area for users to get a taste of the action before deciding if the monthly subscription (which starts at $5.95) is worth it or not. In our admittedly brief time with the game's beta last year, we found the combination of Phantasy Star Online style combat and platform game elements surprisingly appealing. (Especially considering that the game is primarily aimed at kids and those in their early teens, i.e. not us.)

For a deeper glimpse into FusionFall, our friendly neighborhood MMO gurus at Massively have put together a really swell guided tour of the game, which you can toon into by clicking here.

FusionFall: Cartoon Network's browser-based MMO launches originally appeared on Joystiq on Wed, 14 Jan 2009 19:27:00 EST. Please see our terms for use of feeds.

http://feeds.joystiq.com/~r/weblogsinc/joystiq/~3/TbnbGVbu9KI/

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Force Unleashed producer lands at casual MMO dev

Reposted from Joystiq

No matter your opinion of the game, there was no doubting that some very talented and passionate people worked on Star Wars: The Force Unleashed. Unfortunately, a large number of them were let go by LucasArts before it even shipped, including producer Isa Anne Stamos.

While we don't know where everyone landed (and we hope they did safely), Stamos has been found at MMO dev Mindfuse. There she will oversee design and production of the studio's "advanced-casual" MMO, Gathryn, along with "all future MindFuse titles." Good luck, Isa ... and may the (ahem) ... ForceTM be with you.

Force Unleashed producer lands at casual MMO dev originally appeared on Joystiq on Wed, 14 Jan 2009 17:59:00 EST. Please see our terms for use of feeds.

http://feeds.joystiq.com/~r/weblogsinc/joystiq/~3/JL6oo4D5OTU/

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Friday, December 19, 2008

Beyond Facebook Gifts: Virtual Currencies 101

Reposted from Mashable

Anu Shukla is the Founder and CEO of Offerpal Media, the leading monetization solution for social applications and online communities.

The word on the street is that social networks, as popular as they are, can't make any real money. After all, who's going to click on an ad while they're in the midst of socializing with their friends?

While there's a grain of truth to this rumor, it's fast becoming an out-of-date perception. What's changed? A new economy based on social web properties that use virtual currency to capture users' imaginations.

By creating a demand for premium content such as virtual gifts or upgraded features, savvy social publishers are finding that at least a portion of their users will gladly fork over real cash in order to pay for, say, a pretend peony on (Lil) Green Patch or to buy the latest toys for their virtual babies on Make A Baby. Even better, plenty are willing to wade into the world of online surveys and advertising offers in exchange for these "must have" items in their games.

Though no one knows yet the exact size or potential of the market for virtual goods and services, conservative estimates put it at over $2 billion for this year alone. Not bad for a marketplace that barely existed a couple years ago. Even better, all signs indicate that the growth is just beginning.

As more and more social web publishers catch on to virtual currency as an incredibly effective way to not only monetize their traffic but also engage and motivate their users, the trend will only pick up steam. And as advertisers understand the channel better and realize that it is ideal for both performance-based campaigns as well as branding efforts, don't be surprised if virtual currency becomes the most sought-after ad channel on the web.

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What is virtual currency?
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Virtual currency, as you might imagine, is what you use to buy virtual goods or virtual services. It is essentially as good as real currency. The only difference is that it only applies within the realm in which it was issued. This currency has all kinds of names in the online world: it may be called "bucks," "coins," "points," "dollars," "tokens," "jewels," "rewards," "chips," "treats," "vouchers," "boosts," or "credits" (all of which we've seen), but whatever their name, virtual currencies have a definite value and can be redeemed in a number of ways.

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What are virtual goods and services?
---------------

Ever noticed the little gift icons on Facebook lately that urge you to send a present to a friend? Virtual gifting is a reportedly $50 - $60 million a year business for the company, and that doesn't include any of the gifting that takes place on third party applications. But beyond Facebook's own virtual gifting, it's also built into a number of applications, offering revenue opportunities for the developers of these games.

Virtual worlds and avatar-based communities have been charging people for decorative types of goods like fancy upgrades for their avatars or special backgrounds for their profile pages for some time now. At WeeWorld, for example, where you can create your own personalized WeeMee and take it with you around the web, you can spend WeePoints to pimp out your avatar with just the right hair, right clothes and right accessories.

Virtual goods can also be more functional than decorative, such as the case when virtual currency is redeemed to unlock hidden features or advance within a gaming scenario. This type of virtual good is especially prevalent in MMOGs or other types of social games. For example, at Mobsters, the number one app on MySpace, users can redeem virtual currency to help them grow their mob and level up faster towards the top of this underground world.

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How is virtual currency earned?
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We've already mentioned that virtual currency can be earned by either buying it with real currency or by taking part in ads, but there are several other ways that publishers can allow their users to earn virtual currency. One is by inviting other people to the property, a tactic that also encourages viral success and growth. Another way is by simply coming back and logging in every day, which helps increase stickiness and loyalty. And yet another way is by rewarding them for completing certain tasks or quests, thereby helping build engagement and activity.

But the most monetizable way to let users earn virtual currency, by far, is for completing ad offers.

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How can advertisers tap into virtual economies?
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As advertisers know only too well, so-called "banner blindness" has become an increasing fact of life, but especially so on social networks. Wise application developers know to integrate advertising offers into their app in a way that contributes to, rather than distracts from, the overall user experience.

For example, participants in the (Lil) Green Patch application need what are called "GreenBucks" in order to choose the types of plants they want to send to friends. By signing up for Blockbuster, for example, or by participating in any number of advertising offers such as completing surveys, requesting insurance quotes, downloading ringtones, etc., they can get a hold of that foxglove they planned to give to their aunt Agatha, or a lily they hoped would brighten the day of a friend.

By tapping into the user's social activities and motivations—in this case, sending a virtual gift—advertisers' offers essentially provide the fuel that enables consumers to interact with each other within an application. The key to success, from the advertiser's point of view, is using all of the juicy demographic and behavioral data on hand in order to target their audience strategically. Do that, and they will generate new customers far more effectively than through any other channel.

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Anu Shukla is the Founder and CEO of Offerpal Media, the leading monetization solution for social applications and online communities. A serial entrepreneur, Anu is also the founder of Mybuys Inc., a venture-backed company in the eCommerce personalization market. Prior to Mybuys, Anu pioneered the category of Internet Marketing Automation as founder and CEO of Rubric, Inc. Rubric was acquired in 2000 for $366 million. Prior to Rubric, Anu held a variety of executive roles including Vice President of Worldwide Marketing and Product Management at Compuware/Uniface Corporation (CPWR).

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Tuesday, December 02, 2008

Petroglyph Takes Strategy Online With Mytheon [Mytheon]

Reposted from Kotaku

Real-time strategy developer Petroglyph and True Games have just announced Mytheon, which promises to combine the best elements of action, strategy, and RPG gameplay into one massive online game.

Mytheon is an online game that lets players explore a fantasy universe based on real-world mythology, beginning with ancient Greece and expanding into other mythologies via planned expansions. The game will feature real-time combat, extensive PVP, and a collectible element in the form of Power Stones, which players can gather and customize to cast spells or summon minions. The game will be free to play, supported by micro-transactions.

And that's really as much as we know so far. The release goes on and on about how they are creating an entirely new genre, so I suppose being vague can't be helped. It's like trying to describe a flavor no one has tasted before. Hit the jump for the official release.

TRUE GAMES AND PETROGLYPH ANNOUNCE MYTHEON - AN INNOVATIVE NEW ONLINE ACTION STRATEGY GAME

Mytheon Breaks New Ground, Combining Action-Strategy and Role-Playing Into an Online Micro Transaction Game

ORANGE COUNTY, Calif., (December 2, 2008) - True Games Interactive, an international multi-player online game publisher, in conjunction with renowned game developer, Petroglyph, today announced their new online action strategy game, Mytheon. Developed by the team best known for the award winning Star Wars: Empire At War and Universe at War real-time strategy games, Mytheon is Petroglyph's first online micro-transaction game. Several members of this prestigious developer also played a key role in creating the original Command and Conquer series while at Westwood Studios. Mytheon will launch in Fall 2009. For more information, and to register for news updates on the game, visit www.Mytheongame.com.

Mytheon is an online micro transaction game that uniquely combines the best elements of action, strategy and RPG game-play with a heavy emphasis on collectability and combat. This visually stunning title is set within a fantasy universe steeped in unique mythologies from across the globe. Players will first embark on a rousing journey through the extensive lore of ancient Greece; with ongoing expansions to follow that will delve into exotic mythologies from the far-flung corners of history. With real-time combat and extensive customization features, Mytheon will offer infinite replayability through group, PVP and solo play as well as an integrated social networking feature set.

"There really isn't a game on the market today that someone could compare to Mytheon," said Jeff Lujan, Founder and Chairman of True Games Interactive. "The game truly creates an entirely new genre offering a combination of features that gamers would normally have to play several different games to get. There is no doubt it is an ambitious project, but Petroglyph has routinely delivered AAA quality, genre-defining games and Mytheon continues that pedigree."

In the game, players will collect and customize a vast assortment of "Power Stones" which are used to conjure devastating spells and summon faithful minions in climactic battles against monsters and other players. Mytheon will offer three distinct character classes, each specializing in a specific "Power Stone" type, such as summoning or healing.

"The passion and energy behind Mytheon has been tremendous at Petroglyph. This is exciting new territory for Petroglyph to explore" said Chuck Kroegel, CEO and General Manager of Petroglyph. "We are making a compelling and addictive new genre that will have you fully immersed and entertained. We couldn't have asked for a better partner than True Games to take this journey with us and I'm certain that together we'll deliver a long-lasting new franchise."

For additional details on Mytheon and for continuous updates on the game, please visit: http://www.Mytheongame.com

http://feeds.gawker.com/~r/kotaku/full/~3/_uLqTSFdNms/petroglyph-takes-strategy-online-with-mytheon

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Tuesday, October 07, 2008

All future SOE MMOs to release on consoles

Plan to be dominant players in the MMO space on consoles, says Sony Online Entertainment.
Sony Online Entertainment president John Smedley has said that the developer is keen to become one of the dominant players in the growing MMO space on consoles.

Click here to read the full article

http://www.computerandvideogames.com/article.php?id=198705?cid=OTC-RSS&attr=CVG-General-RSS

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Friday, October 03, 2008

Stargate Worlds Beta Launches October 15th [Beta Watch]

[Reposted from Kotaku]

In less than two weeks the Stargate will open, allowing the first group of closed beta testers into the world of the hit Sci-Fi Channel television program. The Stargate Worlds closed beta kicks off on October 15th, and the developers are confident that the game is entering the home stretch.

"From now until launch, everything we do is about polish and fun," said Stargate Worlds Studio Head Dan Elggren. "We've laid a great foundation for the beta testers and their feedback is a vital part of the game development process."

They'll be adding more testers as time goes on, so don't be shy about signing up for the beta over at register.stargateworlds.com/Registration/.



STARGATE WORLDS NEEDS NEW RECRUITS FOR CLOSED BETA

New Worlds Await Play Testers in MMO Based on Stargate License

MESA, Ariz. – Oct. 2, 2008 – The wait is almost over for the legions of Stargate and MMO fans waiting to experience the Stargate Worlds Closed Beta test. The gate opens Oct. 15 for the first group of testers.

Stargate fans can pick up their assault rifles and join Op-CORE as they take their first steps in Stargate Worlds. Beta sign ups are live at register.stargateworlds.com/Registration/. More testers will be invited to sign up over time, so it's not too late to put your name in the selection pool.

"From now until launch, everything we do is about polish and fun," said Stargate Worlds Studio Head Dan Elggren. "We've laid a great foundation for the beta testers and their feedback is a vital part of the game development process."

http://feeds.gawker.com/~r/kotaku/full/~3/410316739/stargate-worlds-beta-launches-october-15th

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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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Sunday, September 21, 2008

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

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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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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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’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,

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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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Monday, August 11, 2008

Preserving MMOs

[reposted from Kotaku]

Preservation of 'new media' has gotten some attention in recent months — a lot of venerable collections are moving to figure out the best ways to preserve games and gaming media in an archival setting, while building useful collections for the future. The University of Texas at Austin was recently awarded over $250,000 to study the collection and preservation of MMOs. In addition to the obvious bits of preservation problems — software and the like — the project is also pretty broad in scope, including an oral history component, as the project head Megan Winget explained:

"I'd like to conduct in-depth interviews with all types of people involved in the creation process, from programmers and testers to visual artists and music composers, as well as game developers, producers and visionaries ....
Another part of my research is to collect oral histories from gamers and game developers regarding their experiences playing games, specifically during "epochal" moments, like when Lord British was assassinated in Ultima Online. Some people also happened to record those moments, and it would be very interesting to collect those artifacts for the cultural record."

I'll be curious to see how this project develops, since it could potentially be very influential in how other collections begin organizing and preserving new media and video games more specifically. The idea of oral history is a particularly good one - the historian in me is glad people are working on things like this now, as opposed to scrambling when it's almost too late.

http://feeds.gawker.com/~r/kotaku/full/~3/361264565/preserving-mmos-an-archivists-challenge

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Sunday, August 10, 2008

Associated Press reveals new Star Trek Online details

[reposter form Joystiq]

We're just hours away from Cryptic's world reveal of Star Trek Online during the Star Trek Experience event in Las Vegas, but those wishing to jump the phaser on all the hubbub would be wise to read http://ap.google.com/article/ALeqM5ikj6V-CYYWISldz8cmkiJ9avC11QD92E92UG0.

In said interview, a number of intriguing details about the MMO are revealed -- chief among these include word that players will be able to choose an alien species to play as, or create their own, in an uncharacteristic show of disregard for Star Trek canon. New players will then captain their own Starfleet or Klingon ship, the size and crew of which will grow as the player progresses. Players will also be able to leave their ships to explore planets in true Trek fashion.

Don't expect to see many familiar, pointy-eared faces on your travels, however -- Emmert explained that the game takes place "a few generations" after the last Star Trek film. It seems your best bet of running into Shatner in an MMO is to continue searching World of Warcraft for a shaman with unusual vocalized pauses.

http://feeds.joystiq.com/~r/weblogsinc/joystiq/~3/361223267/

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Saturday, August 09, 2008

Cryptic Exec: What's In/Not In Star Trek Online [Star Trek Online]

[reposted from Kotaku]

Cryptic flacked its upcoming gameplay debut (and webcast) to the Associated Press, and the wire was a taker. Yesterday, the AP moved an interview with Jack Emmert, Cryptic's chief creative officer, and he gives gamers an idea of what to expect, what not to expect, and a little of how the deal went down when they acquired the title from Perpetual Entertainment.

Or, well, the license, because there is nothing developed by Perpetual that's going into the game. "We took no assets," Emmert said. "There was nothing to be had, to be honest. We're building everything from the ground up."

Emmert also assures us Sunday will be a bonafide gameplay reveal. "You're going to see the actual game working and functioning," said Emmert. "This isn't renders. This isn't concept art. Everything that people will see on Sunday is going to be taken right from 'Star Trek Online' as it stands today, so hardened people should know that a release date might be closer than they think."

If you don't want to read the whole thing, here are the high points:
• The game will be set a few generations following the last Star Trek film, so no Kirk, Picard or other familiar faces in the game.
• "There might be a ship called Enterprise flying around, but it's probably not the same ship anymore," Emmert said. Worlds and galactic locations familiar to fans will also be in the game.
• Characters can be created from existing Star Trek races, or new alien species can be invented altogether.
• "There's going to be tons of space to investigate," says Emmert "We have a great system for exploration, which will allow for almost infinite possibilities."

Star Trek Online is Ready to Beam Up [Associated Press, via Blue's News

http://feeds.gawker.com/~r/kotaku/full/~3/360551148/cryptic-exec-whats-innot-in-star-trek-online

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Star Trek Online Debut Webcast This Sunday [Star Trek Online]

[reposted from Kotaku]

The big gameplay reveal of Cryptic's Star Trek Online is taking place this Sunday in Las Vegas, with a special guest appearance from Spock, who portrays Leonard Nimoy in real life. If you, like me, have spent several hours sitting in the corner curled up in a ball crying because you couldn't be there, dry those tears! The Star Trek Online website has updated today with info on the simultaneous live webcast of the event. It kicks off at 1:30 PM Pacific on Sunday afternoon, so you might want to pencil that stardate down on your...starcalendars?

Sure, it'll be in a small window and you won't be able to physically touch Mr. Spock, but think how much nicer your house smells compared to the event! Come to think of it, if I wanted to smell unwashed Trek fans I just wouldn't shower for a couple days. Bad smells are better when they're yours.

http://feeds.gawker.com/~r/kotaku/full/~3/359638342/star-trek-online-debut-webcast-this-sunday

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Thursday, August 07, 2008

Wizard101 Enters Open Beta

[reposted from Kotaku]

KingIsle entertainment has announced the launch of the open beta for their family-friendly MMO Wizard101, which combines magical adventures with card-based spellcasting battles to create something that seems to have attracted a larger following than they originally expected. Never underestimate the power of rabid card-game fans.

"We more than doubled our anticipated beta audience for Wizard101," said KingsIsle CEO Elie Akilian. "It turns out that the solid game mechanics and whimsical fantasy environment appeal even beyond the tween audience. We've had a great response from testers that included everyone from grandmas who play with a grandchild sitting in their lap to twenty-something traditional gamers." Not to mention thirty-something traditional gamers! Anyone and everyone can head over to www.wizard101.com right now, download the client, and start getting completely thrashed by children half your age. It'll be awesome.

http://feeds.gawker.com/~r/kotaku/full/~3/357736194/wizard101-enters-open-beta

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Wednesday, August 06, 2008

Spock to unveil Star Trek Online

Nimoy to show off first gameplay footage at convention.
Leonard I am Spock / I am not Spock Nimoy will present the first footage of the new Star Trek Online game at the Official Star Trek Convention this year.

Click here to read the full article

http://www.computerandvideogames.com/article.php?id=194717?cid=OTC-RSS&attr=CVG-General-RSS

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Wednesday, July 30, 2008

Xbox 360 MMO washouts

True Fantasy Live Online. Marvel Universe Online. They're two formerly high-profile games that were to be big MMOs on Xbox platforms, but they never came to fruition.

Click here to read the full article:

http://www.computerandvideogames.com/article.php?id=194177?cid=OTC-RSS&attr=CVG-General-RSS

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