Thursday, October 9, 2008

Virtual worlds carve out new path

If you are walking with orcs in the World of Warcraft ( Buy wow gold ) or setting up a business on planet Calypso, the real world is probably very far from your mind.
But for attendees at the Virtual Worlds Forum in
London this week, the question of how to bridge the gap with the real world is a very pertinent one.
As well as gaining an audience beyond the core teenage male gamer, virtual worlds with real world connections offer a whole new way to make money.
There is a sharp divide between so-called Massively Multi-player Online games (MMOs) which aspire to draw from the real world, such as Second Life, and those, like World of Warcraft, which proudly inhabit a land of pure fantasy.

Twinity is a virtual world from Metaversum with avatars that walk around real cities. Metaversum chief executive Jochen Hummel says people can feel as though they have been to a city.
Cityscape
Hoping to change that is Twinity, one of a growing number of games determined to make a link between the virtual world and the real.
Capturing the twin trends of social networking and fascination with 3D worlds, the Berlin-based firm is creating a backdrop that allows users to hang out in some of the world’s most famous cities.
So far it has launched virtual Berlin - a faithful replica of the real thing - to public trial.
Next year a virtual London will be available with online models of Singapore and New York joining at some point after that.
People can explore their city of choice, visit shops, art galleries and museums and build apartments.
“Fantasy worlds give you freedom and allow you to fly but the fantasy element limits them for the real world,” said Jochen Hummel, the chief executive of Metaversum, the company behind Twinity.
“Teenage boys are the biggest users but for adults there is a need to improve their real lives rather than escape from them,” he said.
Networking avatars

Jessica Mulligan is the chief operating officer of ImaginVenture, a Swedish business incubator interested in virtual worlds.
She can see how more direct links to the high street would offer new ways to monetise such worlds but she is ambivalent about how much actual gamers want to bring the two together.
“Virtual worlds are about experimenting and doing something different,” she said.
Closer ties with social networking are inevitable though, she thinks.
“They are two separate markets but you can bring things from each. For example it would make perfect sense for games to have links to social networks so people can put up pictures of their avatars alongside their real identities,” she said.
Going one step farther, Myrl has created a social network exclusively for avatars.
The web-based Myrl platform allows users to manage their virtual lives, seeing what is happening in a range of virtual worlds while keeping up to date with what their or friends’ avatars are doing.
“In virtual worlds you can be an alien one day, partying in New York another and laying on a beach the next and we felt that there was a need for a platform that integrated virtual worlds so that you could access these worlds from the web or the mobile as well as from a specific machine,” said founder Francesco D’Orazio.
Anonymity
It appeals particularly to gamers who have created avatars in a variety of worlds.
Some 30% of Myrl’s users have multiple avatars, on average they have three each, but one busy user is managing an impressive 16.
Among the 19 virtual worlds that are so far signed up are Twinity, Second Life, Habbo Hotel and Entropia
The avatars are linked from the virtual world they inhabit to the Myrl website via a badge which transmits data about what they are doing.
But the system cannot, as yet, link real people with their avatars.
“That’s not possible yet because too many people want to maintain anonymity and don’t want their avatar to be linked to their real identity,” said Mr D’Orazio.
Ordinary people
Some virtual worlds have incredibly loyal fan bases, who visit regularly and for long amounts of time but others are struggling to keep users engaged.
Figures for Second Life show that while 18 million people have downloaded the software, only 500,000 are still active users.
There are still big barriers to overcome before virtual gaming goes mainstream, thinks Ms Mulligan.
One of the big stumbling blocks for her is the way games are distributed.
Rather than have specialist software that has to be downloaded - a process which can be time-consuming and complicated - the web itself could increasingly be used as a platform, she thinks.
One of the firms experimenting with simpler virtual worlds is Areae, which has launched a free tool called Metaplace that allows anyone to create a virtual world.
The web-based program is the brainchild of Raph Koster, a man very keen to open virtual worlds up to the mass market.
“The first step is to have virtual worlds as a common medium for ordinary people. It has to become far more ubiquitous, more like a toaster than a DVR,” he told the BBC.
“Virtual worlds have a lot of strengths and the web has a lot of strengths but the two do not necessarily coincide,” he said.
Purposeful chat
What virtual worlds do well is contextualise social encounters in a way that social networking cannot do, he thinks.
“Without places it is hard to have activities. The bowling alley or the alcohol does not matter as much as the people but if you do not have the bowling alley or the alcohol it’s just an empty room and no-one comes,”
Michael Cassius is the managing director of Dubit, a marketing agency that creates virtual worlds.
It has been conducting research on what youngsters are doing in virtual worlds. Club Penguin and Habbo Hotel, both worlds with a big emphasis on social networking, are the most popular, according to its study.
With the younger generation growing up on social networks the connection between the two will have to get closer Mr Cassius thinks.
“Virtual worlds are social networks with a purpose. Games have always been a platform for engagement between people,” he said.
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Attend BlizzCon from the Comfort of Your Home

Not everyone can make it out to
Anaheim for BlizzCon 2008, Blizzard Entertainment’s sold-out gaming convention, but you can enjoy it from the comfort of your own home in high definition. Anyone with DIRECTV can get two full days of programming on October 10 and 11 and find out the latest about World of Warcraft ( Buy wow gold ) , a behind-the-scenes tour of Blizzard Entertainment and 16 hours of exclusive access to the Anaheim Convention Center extravaganza. The pay-per-view is $40.
DIRECTV is currently running a special promotion — available through the BlizzCon website (http://www.blizzcon.com/dtv) – offering the pay per view event free to new customers who sign up for DIRECTV by Sept. 30, 2008. Current DIRECTV customers will be able to order the event beginning Sept. 28 for $39.95. In addition, DIRECTV customers who purchase the pay per view event or get it as part of the special promotion will also receive an exclusive in-game polar bear mount, complete with a BlizzCon-flag-waving murloc, for the World of Warcraft character they play.
The hosts for this show include Geoff Keighley from SpikeTV’s GameTrailers show, Becky Young from the Girls Entertainment Network and Kat Hunter, general manager of the Championship Gaming Series San Francisco Optx. They’l offer coverage of tournaments, access to celebrities like Jay Mohr and Patton Oswalt and interviews with some of the best World of Warcraft gamers in the world. Top Blizzard game creators will also be on hand for the event.With World of Warcraft: Wrath of the Lich King shipping November 13, this is the perfect way to get an inside look on the new game. DirecTV has been active in the game business since they launched the Championship Gaming Series last year. With that live pro gaming season now a mainstay, the company is making original gaming programming a part of their business. Expect more exclusive coverage from hard-to-access gaming events in the future.

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Blizzard updates Wrath of the Lich King system requirements

Blizzard Entertainment’s forthcoming Wrath of the Lich King expansion pack for World of Warcraft will hit store shelves in November. The company has updated system requirements for the new game expansion, and they’re higher than previous releases.
Blizzard’s updated system requirements for Wrath of the Lich King now call for Mac OS X
10.4.11 or later, a G5/1.6GHz or faster Mac with 1GB RAM, and ATI Radeon 9600 or Nvidia GeForce Ti 4600 or better 3D graphics with at least 64MB VRAM.
Wrath of the Lich King is the second official expansion set for World of Warcraft.( Buy wow gold )
Those system requirements are higher than the game currently demands; if your hardware is currently capable of playing World of Warcraft but it doesn’t meet those specific criteria, don’t panic. The game will continue to work with the new expansion pack, but chances are it will run slowly in detailed, heavily populated environments.
Wrath of the Lich King is the second expansion pack to be released for World of Warcraft, which first saw the light of day in late 2004. The massively multiplayer online game is Blizzard’s biggest hit, garnering millions of users around the world, and it’s available for both Mac OS X and Windows. Players share an online experience in the fantasy world of Azeroth, populated by humans, Orcs, Night Elves and other mysterious and fantastical creatures.
Blizzard released The Burning Crusade, the first expansion pack for the game, in early 2007. It enabled World of Warcraft ( Currency: wow gold ) users to expand their characters’ experience points, visit a new continent, go on new quests and engage in new challenges. Wrath of the Lich King continues that experience, opening up a new continent for exploration and lifting the level cap from 70 to 80.
A new hero class, the Death Knight, has also been added to the game, a new twists have been added to player versus player combat, such as siege weapons and destructible buildings. New quests, dungeons, monsters, items and recipes have been added, along with a new profession called inscription.
Wrath of the Lich King is being released both in a standard version for $39.99 and a Collector’s Edition, bundled with additional content like an art book, soundtrack CD, making of DVD and more, priced at $69.99. As with all previous World of Warcraft releases, Wrath of the Lich King ships on the same disc for Mac and PC.
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Loyal fan of world of warcraft

I have played net games for several years. As a fan of net game, I like world of warcraft most. With the curious mood, I buy wow cd key in official website. At that time, I have heard my friend said that, many people would buy a false cd key from illegal channels, I hate that things so making a test in that website. I think my choice is right. I bought world of warcraft cd key from an office website. I have said that I love net games, so I never bought one so called black cd key. That is so shaming. Am I right?At first, choosing character make me puzzled! For any of them is so charming. I like them very much. Under the institution of my guys I choose a character as my favorite .At the time that firstly I got the world of warcraft cd key , for I have longed for world of warcraft ( Buy wow gold ) for a long time, I don’t know how to express my feeling about it. In a word, I love it very much.I don’t know why I have a special mood with net game! Especially when I met world of warcraft, my mind reminded me of buying wow cd key and went on the game .That’s so exciting .And then I teamed up with my guys. We all hit the monster together. What a beautiful memory! Some times I think that I love it more than my life. Maybe I am lost in the virtual world.Frankly speaking, I was full of curiosity with world of warcraft. There were lot of vivid roles and races in it. When I was about to play it, I feel my fingers were shivering. It is similar to get into a glorious virtual world.Until now, from buying the wow cd key to present, I never lose the curiosity about it. I will go on the net games forever. World of warcraft is waiting for me.
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The 10th Site of World of Warcraft to be Launched on October 9, 2008

SHANGHAI, China, Oct. 8 /Xinhua-PRNewswire/ — The9 Limited (Nasdaq: NCTY), a leading online game operator in China, today announced that the 10th site of World of Warcraft(R): The Burning Crusade(TM), the Massive Multiplayer Online Role-Playing Game (MMORPG), will be launched on October 9, 2008 to provide more servers and high-quality services for game plays in China.The upcoming World Of Warcraft ( Buy wow gold ) 10th site marks a major advance after the 9th site opened in April, 2008. There will be 8 servers opened at the 10th site as the first batch of new site launching. Game account registration and activation have started at the same time. To attract more players, a Free-Trial Program will be available online at the 10th Site so that any player under Level 15 can play the game for free up to 30 hours within a 7 day-period.”World Of Warcraft(R): The Burning Crusade(TM)” has many players in
China, and once set a record of over 1 million peak concurrent users (PCCU). Existing and new gamers are more than welcome to this exciting Crusade and enjoy the epic game experience in the World of Warcraft(R).About The9 LimitedThe9 Limited is a leading online game operator and developer in China. The9’s business is primarily focused on operating and developing high-quality games for the Chinese online game market. The9 directly or through affiliates operates licensed MMORPGs, consisting of MU(R), Blizzard Entertainment(R)’s World of Warcraft ( Currency: wow gold ) , Soul of The Ultimate Nation(TM), Granado Espada, and its first proprietary MMORPG, Joyful Journey West(TM), in mainland China. It has also obtained exclusive licenses to operate additional MMORPGs and advanced casual games in mainland China, including Hellgate: London, Ragnarok Online 2, Emil Chronicle Online, Huxley(TM), EA SPORTS FIFA Online 2, Audition 2, Field of Honor and Atlantica. In addition, The9 is also developing various proprietary games, including Warriors of Fate Online(TM) and others.Safe Harbor StatementThis announcement contains forward-looking statements. These statements are made under the “safe harbor” provisions of the U.S. Private Securities Litigation Reform Act of 1995. These forward-looking statements can be identified by terminology such as “will,” “expects,” “anticipates,” “future,” “intends,” “plans,” “believes,” “estimates” and similar statements. Among other things, the business outlook and quotations from management in this press release contain forward-looking statements. The9 may also make written or oral forward-looking statements in its periodic reports to the U.S. Securities and Exchange Commission on Forms 20-F and 6-K, etc., in its annual report to shareholders, in press releases and other written materials and in oral statements made by its officers, directors or employees to third parties. Statements that are not historical facts, including statements about The9’s beliefs and expectations, are forward-looking statements. Forward-looking statements involve inherent risks and uncertainties. A number of important factors could cause actual results to differ materially from those contained in any forward-looking statement. Potential risks and uncertainties include, but are not limited to, The9’s limited operating history as an online game operator, political and economic policies of the Chinese government, the laws and regulations governing the online game industry, information disseminated over the Internet and Internet content providers in China, intensified government regulation of Internet cafes, The9’s ability to retain existing players and attract new players, license, develop or acquire additional online games that are appealing to users, anticipate and adapt to changing consumer preferences and respond to competitive market conditions, and other risks and uncertainties outlined in The9’s filings with the U.S. Securities and Exchange Commission, including its annual reports on Form 20-F. The9 does not undertake any obligation to update any forward-looking statement, except as required under applicable law.
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The art of war

Online giant World of Warcraft ( Buy wow gold ) meets its latest rival, writes Jason Hill.
The 10 million World of Warcraft players around the world will tell you they have no room in their lives for another game. But that hasn’t stopped competitors trying to capture a slice of the burgeoning massively multiplayer online role playing game (MMORPG) market.
After Age of Conan’s failure to attract big subscriber numbers earlier this year, Warhammer Online: Age of Reckoning last month got off to a much more promising start.
“In just one week we have half a million people playing WAR online, and the ranks of Order and Destruction are growing at a record-breaking pace for a new MMORPG,” says Mark Jacobs, co-founder and general manager of developer Mythic Entertainment. “We spent years working to provide players with the most stable, epic and polished online world we could but it is the players that have truly brought Age of Reckoning to life.”
Associate producer Josh Drescher says Mythic’s experience with online games such as Dark Age of Camelot was crucial. “We understood well in advance just how critical stability was to a launch,” MrDrescher says. “If your players can’t log in on day one, you’ve dropped the ball.”
Based on the popular fantasy universe created by the Games Workshop, Warhammer Online has player-versus-player combat on a grand scale. It borrows many World of Warcraft
Currency: wow gold conventions but MrDrescher describes it as a game that’s “competitive and social”, with players having a “measurable impact” on the world. “You get together with your friends and play. Half of you are on one side, co-operating, the other half are on the other side, competing against you.”
Players invade enemy lands, besiege fortresses and sack sprawling cities for the glory of their realm using deadly weapons and magic.
World of Warcraft “widows” know the demands of some MMOs but MrDrescher says in Warhammer “you can have fun and accomplish things in 30minutes or less anywhere in the game”. “If you have a job or a family or friends, you don’t need to abandon them for a video game.”
Mythic has implemented features to encourage social play, including “public quests” in which nearby players share the spoils. Grinding away at complete quests alone will not get you far but there are thankfully no queues.
“Nothing ruins the sense that you’re an epic hero quite like having to wait in a line to fight the dragon,” he says.
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