Domain: blogs.com
Stories and comments across the archive that link to blogs.com.
Stories · 155
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Third-World Sweatshops Producing Virtual Goods
prostoalex writes "MSNBC points to the court cases spawned by virtual worlds. Recently, Tom Loftus notes, a virtual island in one of the MMORPGs sold for $30,000, enough to attract commercial attention. Apparently, some businesses create third-world sweatshops, where low-wage laborers are being paid to play and accumulate enough virtual merchandise, so that an eBay sale of it makes the operation profitable. 'One such business, Blacksnow Interactive, actually sued a virtual world's creator in 2002 for attempting to crack down on the practice. The first of its kind to center on virtual goods, the case was eventually dropped,' MSNBC says." Update: 02/06 18:59 GMT by Z : We ran a story about the sale of the virtual island, and Terra Nova has a lot of commentary on the sale of virtual goods. For comparison, the economic impact of this phenomenon is roughly equal to that of Namibia or Macedonia. -
Third-World Sweatshops Producing Virtual Goods
prostoalex writes "MSNBC points to the court cases spawned by virtual worlds. Recently, Tom Loftus notes, a virtual island in one of the MMORPGs sold for $30,000, enough to attract commercial attention. Apparently, some businesses create third-world sweatshops, where low-wage laborers are being paid to play and accumulate enough virtual merchandise, so that an eBay sale of it makes the operation profitable. 'One such business, Blacksnow Interactive, actually sued a virtual world's creator in 2002 for attempting to crack down on the practice. The first of its kind to center on virtual goods, the case was eventually dropped,' MSNBC says." Update: 02/06 18:59 GMT by Z : We ran a story about the sale of the virtual island, and Terra Nova has a lot of commentary on the sale of virtual goods. For comparison, the economic impact of this phenomenon is roughly equal to that of Namibia or Macedonia. -
A Theory of Fun for Game Design
Despite a growing interest in the field, books on game design can be jargon-filled textbooks too intimidating for the average game player. Raph Koster's A Theory of Fun for Game Design takes an entertaining look at a subject that has, in some ways, been taken too seriously by other authors. The book is thoughtful as well, providing a groundwork for a discussion of games as learning tools, art, and societal shapers. Read on for my thoughts, and some commentary from the author, on this distillation of a designer's viewpoint. A Theory of Fun for Game Design author Raph Koster pages 244 publisher Paraglyph Press rating 9 reviewer Zonk ISBN 1932111972 summary Game design as examined by a skilled craftsman, with a unique look at the larger context of games. Raph Koster speaks often on the subjects of game design and interactive narratives. A Theory of Fun for Game Design is an approachable version of the larger body of writing and speaking Koster has produced in his years of design work. Its unusual accessibility is clear as soon as you open the book: while the left-hand page page contains text and observations, the right hand page makes (sometimes snide) commentary on design via comics drawn by the author.Mr. Koster kindly agreed to answer questions when I was preparing this review. When asked about the audience of the book, he said "The book was intended in large part as something I could give to my parents, or to other relatives, or to non-industry friends, as a way to explain what it is that my profession is all about." As such, the comics and plain-spoken writing bring design concepts into focus for readers who may not want to spend the rest of their lives on these topics.
The chapters of Theory of Fun are not organized formally, but the book seems to fall into three sections. The first section sets the stage by discussing what exactly a game is. "Games are puzzles to solve, just like everything else we encounter in life." Koster's thesis is, essentially, that games are learning puzzles. In his experience, simple games are created by children to teach themselves useful skills. More formal games have similar goals, but modern games exist almost entirely to provide the elusive substance of fun to the player. This assertion resulted in a brisk discussion on the site Terra Nova. Exactly what people want when they pick up a joystick is very much in debate even by industry professionals.
The central portion of Koster's theory ruminates on the roles games play, why games are designed the way they are, and what matters in a game. The meat of the book is here, in discussions about why gamers cast aside the ethical quandaries brought up by games like Grand Theft Auto (they're playing the game mechanics, not the fiction surrounding the mechanics) and in the observation that the destiny of all games is to become boring. An amusingly astute statement about cheaters caps off a discussion of the tendencies players have to finding the optimal solution to a game: "When a player cheats in a game, they are choosing a battlefield that is broader in context than the game itself."
At the end of the midsection, the eternal discussion of games as art makes an appearance. Instead of equivocating, Mr. Koster makes his opinion very clear. "Art, to me, is just taking craft seriously. It's about communication (as I have said many times, in the book and elsewhere). Taking what we do seriously, *even if for frivolous ends,* just leads to better work. Considering what you are doing to be art tends to emphasize high standards, experimentation, expression, thoughtfulness, and discipline -- even if your goal is to make a gag-a-day newspaper strip or macrame hangings for your window."
To close his discussion on games and to provide a larger context against which to examine them, Mr. Koster steps outside the bounds of game design and makes some fairly dramatic statements about what games should be. While other media portrays the human condition almost as a matter of course, he argues, games rarely connect with the most basic aspects of our lives. To his mind, in order to truly achieve respect alongside the novel or the musical composition, games should "illuminate aspects of ourselves that we did not fully understand."
In his epilogue, Koster goes even further, arguing that -- as authors of art -- game designers should take responsibility for their creations. "I have little patience for those who hide behind the statement that 'it's just entertainment.' To deny our influence while simultaneously crowing about our financial success is at best naïve, and at worst irresponsible."
The book itself is well laid out, with the thoughtfully edited and often humorous text set amid plenty of whitespace on the right and the usually well-drawn comics on the left. The comics set the tone for the whole book, which in format resembles more of a collection of Far Side strips than it does a technical guide. The back of the book contains an extensive commentary section where offhand references and asides are explained in depth.
If you're planning on entering the field of game design, A Theory of Fun won't help you to storyboard a plot, model a texture, or develop a code base: if you're looking for the technical aspects of game design or deep academic consideration of the field, other titles will hold more for you. The intended audience of this book is quite wide, and Koster does an excellent job of making everyone feel included in the conversation that occurs between the pages. While game players and professionals new to the field alike can get a lot from what he discusses, the reader who may benefit the most from Theory of Fun is the seasoned game industry worker.
With the endless rehashing of game and design concepts currently in circulation and parent groups growing ever more shrill at the release of morally ambiguous titles, Raph Koster's book is a refreshing read. The book is an unpretentious examination of what it is that makes a game a game. He steps beyond the dehumanizing aspects of game mechanics to look at games and their designers in a broader societal context. If for no other reason that that, Theory of Fun is worth a look to read the opinion of someone who gives a damn.
You can purchase A Theory of Fun for Game Design from bn.com. Slashdot welcomes readers' book reviews -- to see your own review here, read the book review guidelines, then visit the submission page. -
The Million-Gnome March
This past Friday a sea of Gnomish fury swept over the chilly vale of Dun Morogh. The reason? Their character class isn't balanced. AFK Gamer has details on this outpouring of tiny fury, with liveblogging from the event itself and pictures of the naked gnome march from later in the weekend. Despite GM crackdowns and general apathy towards the Warrior cause, they appear to have gotten some sort of response from a developer (even though the response has nothing to do with the march). Terra Nova has picked up the topic and poses it as a question about the right to assemble in virtual spaces. -
Confessions of an Ultima Online Gold Farmer
petbath writes "A long time UO player who is moving on makes some interesting confessions on how he managed to earn over 100k in real world money by setting up a bot farm." Commentary available on Terra Nova. From the post: " Between the pressures of my competition, the required maintenance work and the impending doom of on-line game markets, I decided to retire my bot farm in favor of other possibilities that required less work to maintain. Last May I sold off the last of my game assets and today I have posted my bot army for sale on Ebay. I don't want to part with these beasts of burden, but I do have to close this final chapter in the gold farming adventure." -
P2P Meets PSTN, With Bellster
flinderhans writes "Jeff Pulver, the guy who started Free World Dialup (free VoIP network) and had the germ of the idea that turned into Vonage, has launched a P2P network called Bellster that allows users to share their private lines to make calls anywhere on the public-switched telephone network. Interesting stuff, even if it doesn't look quite ready for prime-time." -
Marvel / NCSoft Litigation Update
TerraNova has linkage regarding an update to the Marvel vs. NCsoft case. The litigation, contesting the use of Marvel character facsimilies in NCSoft's City of Heroes, has been taken to a new level. NCSoft has retained the services of Cooley Godward LLP and filed a motion to dismiss the case. A lot of good rhetoric in the brief, including: "[City of Heroes] allows young and old to exercise their imaginations to create super-powered beings and send them off to interact with the creations of other individuals in a virtual world called Paragon City. If it should be banned, then so should the #2 pencil, the Lego block, modeling clay, and anything else that allows one to give form to ideas..." -
New Issue of the Daedalus Project
Nick Yee's seminal Daedalus Project has released a new issue. Topics covered in this release include MMORPG Hours vs. TV Hours, Transfers of Stereotypes into virtual worlds, and a look at the virtual police state. As always a new issue means a new round of tracking on the Daedalus Survey, so if you're a MMOGamer go answer some questions. From the Television article: "MMORPG gamers spend on average 21.0 hours per week playing the game (N = 1996), and spend on average 7.7 hours per week watching TV (N = 1996). The national average for TV watching per week is around 28, which is what the above averages add up to. In other words, this lends support to the claim that time that was spent watching TV has been displaced by MMORPG playing." Commentary on Terra Nova. -
Google's 20-Year Usenet Timeline
theRG writes "Google just released its 20-Year Usenet Timeline. Among the highlights: First Mac rumor, first 'me too' post, Tim Berners-Lee's announcement of the Web, and Linus' announcement of Linux." -
Nine Souls, One Body
Second Life blog/newspaper New World Notes reports on an interesting resident, wilde Cunningham. wilde is actually nine separate people on one account, all of them with physical handicaps that keep them in a care center. From the article: "We formed the man avatar first, because that day, we had more men in the group. We always wanted a female one, but we haven't taken the time to create her yet. Mary and Johanna would like that very much. We decided on how wilde would look first by starting with skin colors. We have both black and white in our real life group, and didn't want to have those because neither is better than the other. So we picked orange." -
Game Development in Second Life for 2004
Wagner James Au writes "Two shooters, two puzzles, one survival-horror, a *Uru Live* recreation, and a theme park featuring sword fights and cannon duels-- some of the highlights from "Gaming the System", a compilation of 2004's New World Notes entries on the state of game development in Second Life, the world-building MMO I cover as an embedded journalist." -
Player vs. Player Play Examined
aws910 writes "An interesting story at news.com.com tells of the various efforts employed by various MMOG companies to abate the problem of Griefers." From the article: "Social miscreants can do more than ruin the game for better-behaved competitors. They can hurt game companies' bottom line by driving away customers and burning up support lines. Problems related to grief players often account for 25 percent or more of customer service calls, according to game publishers." Commentary from the old men of MMOGdom available at Broken Toys and Terra Nova. -
World of Warcraft News
A week's worth of WoW news to share. Last weekend saw the first anti-Ebaying lawsuit as Blizzard makes good on it's claim. This week they've released a patch for the game, adding in new content and unleashing the Holidays on Azeroth. Blizzard has also put up an intriguing preview of PvP Battlegrounds. From that article: "Lower-level players who wanted to contribute in other ways to the battle could also do so by undertaking PvP-related quests, such as capturing wolves or rams to provide mounts for cavalry charges, claiming a nearby mine and ferrying resources back to the main base to upgrade allied troops, or capturing enemy graveyards to lengthen the run back to the frontlines for revived adversaries." -
Severe Everquest 2 Downtime Over the Weekend
thebostonblogger wrote in to alert us that Everquest 2 experienced almost 24 hours of downtime this weekend. The development team eventually resorted to hourly updates to keep the players informed and to reduce the number of overturned cars. According to John Smedly's note there will be a period of accelerated xp gain this week to offset the downtime this weekend. Commentary available from usual suspects Terra Nova and Grimwell Online. -
R.I.P Ultima Online ?
petrus4 writes "Terra Nova has posted my article about the possible impending death of Ultima Online. In it, I talk about why I think UO is in serious long-term trouble, and what can be done to possibly reverse the trend and rescue the game." From the article: "Admittedly when something is very large, its demise often takes a considerable period of time...The Titanic took something like four hours to sink after initially striking the iceberg. But there are a couple of reasons why I believe that from a long term market share perspective, the game could be in trouble." -
MMOG Economies Examined
Overanalyzed.com has an interesting (short) piece up on the Economy of World of Warcraft, discussing the way that goods and money flow into and out of player's hands. Commentary is available at Terra Nova. From the article: "Let me preface this by saying that I personally approach MMOs in a different way than most people. While most play for personal enjoyment, I come to them looking to make money. Obviously, while I do still enjoy the time I spend playing the games, I'm much more interested in crossing the boundary and selling my expertise and services in game for real life money." -
Blizzard Cracks Down on World of Warcraft Ebaying
Last Friday Blizzard put up a message on the World of Warcraft site stating that Ebaying of in-game items would not be tolerated. This is the first time a MMOG developer has come out of the gate with so strong a policy, and combined with their tough policy on hacking is a heartening sign that community infractions will be taken seriously. TerraNova has commentary on the development as well. From the article: "If they do [succeed], we might have to start thinking of World of Warcraft as the first of a new generation of virtual worlds. It may not seem all that different in terms of some design aspects, but if its war against eBayers succeeds, it will end up being very different in terms of atmosphere." -
Neverland Theme Park Opens in Second Life
The blog New World Notes, which chronicles events in the Online World Second Life, has several features up about the recent opening of a Peter-Pan themed Amusement park. Features include a review of the concept, an interview with the creators, and details on how the park was constructed. From the blog: "Neverland [is] a three-sim tribute to the world and wonders of J.M. Barrie, creator of the Peter Pan novels. Spellbound's efforts were assisted by Linden Lab, which loaned them use of three servers, for Neverland; some Lindens contributed their technical and creative assistance in the production, as well." -
Neverland Theme Park Opens in Second Life
The blog New World Notes, which chronicles events in the Online World Second Life, has several features up about the recent opening of a Peter-Pan themed Amusement park. Features include a review of the concept, an interview with the creators, and details on how the park was constructed. From the blog: "Neverland [is] a three-sim tribute to the world and wonders of J.M. Barrie, creator of the Peter Pan novels. Spellbound's efforts were assisted by Linden Lab, which loaned them use of three servers, for Neverland; some Lindens contributed their technical and creative assistance in the production, as well." -
Neverland Theme Park Opens in Second Life
The blog New World Notes, which chronicles events in the Online World Second Life, has several features up about the recent opening of a Peter-Pan themed Amusement park. Features include a review of the concept, an interview with the creators, and details on how the park was constructed. From the blog: "Neverland [is] a three-sim tribute to the world and wonders of J.M. Barrie, creator of the Peter Pan novels. Spellbound's efforts were assisted by Linden Lab, which loaned them use of three servers, for Neverland; some Lindens contributed their technical and creative assistance in the production, as well." -
Segway vs. Roomba
Jerry23 writes "We all knew it would happen. We just didn't know when. But Second Life's Cory Ondrejka has just blogged The Encounter: At last weekend's Accelerating Change Conference, Dean Kamen's demon seed, the Segway personal transporter, met Helen Greiner's lovechild, the Roomba robotic vacuum cleaner, in a climactic crash that will echo through the ages. And I quote: "That night also had what was, for me, the highlight of the conference. I refer, of course, to the ultimate convergence of technology. The perfect connection of human and robot. The consumate collision of 21st century geek products. I am referring, of course, to the moment that a Segway ran over Roomba." " -
Videoblog Revolution
mr_don't writes "Not too long ago Slashdot featured a post about photoblogs. It claimed that photoblogging is the next big thing, but really it has been around a while (notice how lots of folks posted a link to their photoblogs!). I think the next big thing will be VideoBlogging. Many have seen Peter Jackson's cool King Kong Video Blog, but you don't need whole a camera crew to blog using video. My made-on-linux video blog." -
Linden Labs Raises 8 Million Dollars in Capital
TerraNova is reporting that cooperative Virtual World creator Linden Labs has raised US$8 Million from a venture capital group. The Official Press Release is also available on the Second Life site. -
Star Wars Galaxies: Jump to Lightspeed Launches
If you already play the Massively Multiplayer Game Star Wars Galaxies, you're undoubtedly already aware that the Jump to Lightspeed space expansion officially launched today. For the rest of us, there are some details on the developer side regarding the ramp up to release available on the official site. Details on the experience of the new expansion is available at Gamespot and PC.IGN. More ... colourful analysis can be found on Grimwell's boards, and N3rfed has a post discussing the fact that the rest of the world has to wait until November 5th for their space-goodies. -
Online Game Event Sparks Player Riot
Grimwell Online is carrying a story entitled When does an Online Game go too far?. It details a post to a news group about a world event in the newly released A Tale in the Desert 2. The online game, which simulates an ancient Egyptian culture, was full of angry players after a developer-run event used openly discriminatory language against the female gender. Details on the event can be found at the ATITD2 Wiki, and commentary can be found on TerraNova. -
China to Invest Heavily in 'Healthy' Games
In the wake of a new body in the Chinese government set to determine the healthiness of video games, China has pledged to invest 240 million dollars in healthier online games. The "PCBang" phenomenon so popular in South Korea is spreading into China as well, making this a big industry for the government to be subsidizing. Commentary on the social implications of online games is available at TerraNova as well. -
Women in Gaming White Papers
Many thanks to GameJournalism.com for the heads up on two white papers put out last month by the Women in Gaming Special Interest Group. The two papers (both excellent reads) are Chicks with Joysticks: An exploration of women in Gaming, and Why are there so few Women in Games? In a related topic, TerraNova has a piece on the Women 's Game Conference and MMOGs. -
New Daedalus Project Results Up
Thanks to TerraNova for the news that Nick Yee's Daedalus Project has new results and a new quiz available. This ongoing research project into Massively Multiplayer Gamers and their habits is probably the most comprehensive one out there. The new data is interesting as always. If you're interested, you can participate in the next portion of the survey. -
Warhammer Online Resurrection?
Thanks to TerraNova for the heads up about the possible resurrection of Warhammer Online. The game was cancelled back in June, after several years of work on the project and rumors that it was close to completion. GamesIndustry.biz has the story as well: "Cancelled massively multiplayer title Warhammer Online is back in development, according to comments attributed to Karl Jeffery, CEO of developer Climax, and could be released in around 18 months time." -
EQ2 Voiced By Hollywood Actors
An anonymous reader writes "Sony is going to have well known actors voicing major roles in its upcoming Massively Multiplayer Online Game. Christopher Lee is doing the voice for the Evil Lord Sir Lucan D'Lere, leader of the city of Freeport, and Heather Graham is doing the voice for Antonia Bale of the good city of Qeynos. An interview with Christopher Lee is also available on the Sony site." It will be interesting to see how this affects the fight between EQ2 and World of Warcraft, which are rumored to be coming out on the same day. -
Austin Game Conference Reflections
Early in September, some of the luminaries of the mobile gaming and mmog industries got together for the Austin Game Conference, an event organized by the Austin Game Initiative. Running concurrently with the Game Conference was the Women's Game Conference, a get-together focused on women in gaming. Over the past two weeks there have been a number of good reflections and observations put forth on the experience of both conferences. Show Director Chris Sherman sat down for an interview with Gamespot. Gamedevnet has a wrap-up of the whole event, as does the Guardian. TerraNova has observations on The BigWorld Middlewear suite, and a mmog specific wrap-up. For those interested in wireless, IBM has an article about mobile gaming. There are discussions of the Women's Gaming Conference as well, from MemoryCard's parting thoughts and the Guardian's one day overview. -
Austin Game Conference Reflections
Early in September, some of the luminaries of the mobile gaming and mmog industries got together for the Austin Game Conference, an event organized by the Austin Game Initiative. Running concurrently with the Game Conference was the Women's Game Conference, a get-together focused on women in gaming. Over the past two weeks there have been a number of good reflections and observations put forth on the experience of both conferences. Show Director Chris Sherman sat down for an interview with Gamespot. Gamedevnet has a wrap-up of the whole event, as does the Guardian. TerraNova has observations on The BigWorld Middlewear suite, and a mmog specific wrap-up. For those interested in wireless, IBM has an article about mobile gaming. There are discussions of the Women's Gaming Conference as well, from MemoryCard's parting thoughts and the Guardian's one day overview. -
Austin Game Conference Reflections
Early in September, some of the luminaries of the mobile gaming and mmog industries got together for the Austin Game Conference, an event organized by the Austin Game Initiative. Running concurrently with the Game Conference was the Women's Game Conference, a get-together focused on women in gaming. Over the past two weeks there have been a number of good reflections and observations put forth on the experience of both conferences. Show Director Chris Sherman sat down for an interview with Gamespot. Gamedevnet has a wrap-up of the whole event, as does the Guardian. TerraNova has observations on The BigWorld Middlewear suite, and a mmog specific wrap-up. For those interested in wireless, IBM has an article about mobile gaming. There are discussions of the Women's Gaming Conference as well, from MemoryCard's parting thoughts and the Guardian's one day overview. -
Death of the Auteur?
Thanks to TerraNova, and specifically Timothy Burke, for the article entitled Death of the Auteur. In it, Burke examines the modern reality that games are no longer made by a single person and ponders the meaning of game authorship. "Who is the author of a game? How should we speak of authorship?" What kind of weight does a personal and public apology have when a games authorship is up in the air? -
First Wave of Project Massive Study Complete
Project Massive, a Carnegie Mellon University study into the habits and tendencies of Massively Multiplayer Gamers, has completed research into their first wave of questions. The results are available on their site, and include some interesting observations (nearly 30% of players spend time in a MMOG to interact with real-life friends). If you're interested in participating, their second wave of questions is available. Similar projects include Nick Yee's The Daedalus Project, the TerraNova Blog, and Constance Steinkuehler's Selected Papers. Thanks to clampe for the submission. -
Labyrinthine 'EVE Online' Scam Recounted
Thanks to Terra Nova for its post discussing "a lengthy, but intensely fascinating and well-written account of an EVE Online [PC MMO] player who brokered a large investment scam by creating a puppet corporation." Terra Nova mentions that the account's nefarious author "does an incredible job of explaining the complexity of MMORPG worlds, the emotional salience of interactions, and how play transforms into work", concluding: "It's a lot of reading, but it's well worth it." -
Sony U-70 Micro PC Reviewed
Anonymous Coward writes "jkendrick has posted a detailed of review of Sony's dream handheld, the U-70. Slightly bigger than a PDA, with a SVGA screen, 20Gb hard drive, and 1GHz Pentium-M processor, this device could replace your PDA, laptop and desktop. The price is high, though. Oh to be rich (or at least richer than I am...)" -
Horizons Tries Playvault, Artifact Files Chapter 11
StanTheHand writes "Horizons, the Artifact Entertainment PC MMORPG, has joined forces with PlayVault to 'migrate' users from a bunch of other MMO games - it works by 'fetching your old game currency so [Horizons] can provide you with the proper amount of currency on your new game', meaning you can go from being rich on Ultima Online to rich on Horizons seamlessly." In related news, as noted by Terra Nova, Artifact Entertainment "has now filed for Chapter 11 protection from creditors in a move to keep operations alive", although "game play will not be interrupted at all by this decision." -
New MMO Survey Discusses Addiction, Perspective
Thanks to Terra Nova for its post pointing to new results from the 'Daedalus Project' MMO survey, since, "over the past 4 years, the study has surveyed over 30,000 MMORPG players." Some of the findings include MMO player's opinions on addiction ("About 40% of users would consider themselves addicted to the game. This percentage is quite striking given the social desirability bias built into the question"), and preferences for first or third-person MMO gameplay, with male players strikingly more likely to want third-person play (surveyor Nick Yee suggests: "In very broad strokes, female players are more drawn to relationship-oriented activities while male players are more drawn to achievement-oriented activities... goal-oriented users may be more likely to treat avatars as tools/pawns to achieve goals, thereby encouraging a preference for [third-person play] that objectifies and externalizes the avatar.") We've previously covered other Daedalus Project results. -
There Inc. Stops Consumer 'Virtual World' Updates
Thanks to Terra Nova for its story discussing a major refocusing at PC 'virtual world' company There Inc., as an official statement mirrored on ThereUniverse.com explains the company is "changing its strategic direction to focus on our technology platform", and "we will no longer be making regular updates to the [There 'virtual world' consumer] software, and we will not be fixing bugs", some claim due to plateauing interest in the game. Terra Nova points out: "Presumably There will be continuing their work with organizations like the US Army. Though they make it clear that this isn't a shut-down of the consumer world, it can't be good news for the development of virtual worlds beyond the typical D&D-inspired MMOGs", a category which also includes PC 'virtual world' title Second Life. -
FFXI's Vana'diel Gets Census, Re-Confirms 500,000 Players
Thanks to SirBruce for pointing to Square Enix's official Final Fantasy XI census survey, recently revealed since "May 16, 2004 marks the second anniversary of Final Fantasy XI's Japanese launch." The piece re-confirms that "the number of active Final Fantasy XI players (or, the number of paying customers with at least one character) has topped 500,000", and goes on to look at log-in distribution ("Japanese logins peak at around 11 p.m [but] the North American peak time occurs on a relatively smooth spread of 10 or 12 hours [largely due to] the 3-hour time difference that exists between North America's two coasts"), and job type distribution ("the warrior dominates the charts.") In a related story, Terra Nova discusses an economic research paper on Final Fantasy XI, which notes: "There is a pricing differential in exactly the same object depending on the time of day. This corresponds with the times that Japanese and North American users log on." -
Evoting in the News
key45 writes "Just a few days after California rejects Diebold E-Voting machines, and Ireland bans e-voting too, the Information Technology Association of America (which represents election equipment makers and other technology companies) released a poll showing that the majority of Americans trust those machines. The war for public opinion is on!" Reader theRG writes "The U.S. Election Assistance Commission held hearings on May 5 about the pros and cons of electronic voting machines. They debated whether or not machines should have paper trails, and what standards should be set. Meanwhile, NPR reports on California's recent decertification of Diebold machines and on one Ohio county's switch from punchcards to electronic voting." And finally, our own OSDN has a report from the election commission meeting: Joe Barr writes "Thom Wysong has a report at NewsForge this morning on the first public meeting of the new U.S. Election Assistance Commission. Questions like whether or not a voter verifiable audit trail and open source should be mandated for e-voting solutions were the order of the day." -
Real MMO Item Profits From 'Play Money'
V_M_Smith writes "Showing it's possible to make real profits from 'play money' - Julian Dibbell set out to make a mint selling virtual goods on Ebay and elsewhere - and (at least for the last month) he succeeded. There's a story about the feat over at The UK Guardian and another over at Terra Nova, which explains Dibbell's 'year-long experiment in virtual item trading from the fantasy world of Ultima Online netted him, in its final month, a tidy profit of $3,917. Over the course of a year, that would be $47,000'." -
EA's Earth and Beyond MMOG To Shut Down
Zonk writes "The announcement came down yesterday that Electronic Arts' space-based massively multiplayer online game Earth and Beyond is to close this September. There is a detailed official FAQ page regarding the transition to 'Sunset', including dates, content additions, and information about billing. Commentary can be found via Terra Nova and over on Waterthread. Sigh... another one bites the dust." -
Mike Oldfield's Online Game Makes Like A Maestro
Thanks to Terra Nova for pointing to information about Maestro, a game billed as 'Mike Oldfield's Virtual Reality Online Quest'. The title, created by the composer of the multi-million selling '70s album Tubular Bells, goes on to promise "a free form world offering a refreshing alternative to the typical, task-orientated 'in-your-face' computer game", although the gameplay seems somewhat less 'free form': "Your job is to find the Gravitars, bring them home to the mothership and put them in their pen." The demo is available from Mike Oldfield's website, and the full game is available next month for around UKP15 (USD28). -
One Man's Check From The RIAA
c0rk writes "I received my $13.86 check today. This was my claim in the Compact Disk Minimum Advertised Price Antitrust Litigation. I wrote in detail about the letter/check I received here in my blog and posted a readable image of said documentation (not the check though...sorry). Score 1 for the consumer!" -
One Man's Check From The RIAA
c0rk writes "I received my $13.86 check today. This was my claim in the Compact Disk Minimum Advertised Price Antitrust Litigation. I wrote in detail about the letter/check I received here in my blog and posted a readable image of said documentation (not the check though...sorry). Score 1 for the consumer!" -
One Man's Check From The RIAA
c0rk writes "I received my $13.86 check today. This was my claim in the Compact Disk Minimum Advertised Price Antitrust Litigation. I wrote in detail about the letter/check I received here in my blog and posted a readable image of said documentation (not the check though...sorry). Score 1 for the consumer!" -
Second Life MMO Attracts Commercial Land-Buyers
Thanks to Terra Nova for its discussion of PC 'virtual world' Second Life's auctioning of an in-game continent, and its purchase by a possible commercial interest. The piece explains: "Second Life began auctioning its virtual land for $US in December.. [the winner was willing to] pay 2L $1200 plus $200 monthly in perpetuity, in order to make software objects that would live only in the virtual world. It turns out that [island auction winner] 'Fizik' is [related to] a marketing agency with clientele in the fashion industry. Not everyone was happy at their arrival." The piece also links to a Second Life forum thread with user opinions, from the positive ("I've never had an problem with a small-scale commercial interest getting involved"), to more guarded ("It is my hope that my in-world experience will never be ruined by corporations trying to make a buck off me.") -
Second Life MMO To Let Players Make Money In-Game
Thanks to Terra Nova for its post revealing that MMO 'virtual world' Second Life will allow virtual money made in-game to be converted to real cash, as part of a complicated new scheme which reduces subscription fees for many, but makes players pay for the amount of virtual land they rent. The post explains: "Anyone who pays [the monthly subscription] fee can now use the object-creation tools within the world to make content... charge Linden dollars for that content, and eventually turn some of those virtual dollars into real ones through a cash Developer Incentive program." The official announcement and discussion follow-up have more information on changes for this MMO, which recently announced it recognizes the IP of objects created in its virtual world.