Thursday, December 25, 2008

World of Warcraft Players Need Not Apply

CLARIFICATION 12:50 PM — This post has been clarified to include information about the original conversation involving World of Warcraft Currency wow gold . It was not an interview, just a casual conversation.

Online gamers in the market for a new job may want to skip any mention of “guild master” on their resume.

A member on F13, a forum for game-related news, recounted a recent conversation with an Australian online media recruiter about his hobby of playing online games like World of Warcraft: “I happened to mention I’d spent way too much time in the early 2000s playing online game… He replied that employers specifically instruct him not to send them World of Warcraft players. He said there is a belief that WoW players cannot give 100 percent because their focus is elsewhere, their sleeping patterns are often not great, etc.”

Luckily, the recruiter happened to be a friend, but the exchange brings highlights a couple of interesting issues. On one hand, the recruiter may have a point: Massively multiplayer online games can require a high level of engagement — players must spend long hours playing to advance their characters and participate in game activities like raids. It’s not uncommon for subscribers to log as many as 30 hours per week.

But other online game enthusiasts, such as Joi Ito, a venture capitalist, have argued that online games can double as a training field for players to hone skills in leadership, teamwork and project management. Whether or not battling with a level 70 night elf hunter through dungeons in Outland translates to real-world talents is debatable, but with the popularity of multiplayer online games surging, it also may be unrealistic for employers to screen for applicants who participate in them. Blizzard, the game company behind World of Warcraft, announced in late October that the number of subscribers to the title had surpassed 11 million players worldwide.

The cult-like fascination with the game has even spawned a World of Warcraft-themed restaurant in
China, complete with dishes inspired by the game.

Some former hardcore gamers have turned their obsessions into full-time jobs. Felicia Day — an actress who has appeared in “Buffy the Vampire Slayer,” “House” and the direct-to-Web sci-fi thriller “Dr. Horrible’s Sing-Along Blog” — has used her gaming addiction to boost her career. Ms. Day, who writes and stars in “The Guild,” a Web series about a group of friends who obsessively play a Warcraft-like game, recently signed a deal with Microsoft to distribute her show across Xbox 360’s Live Marketplace, MSN and Zune.

Still, most of the readers in the F13 comment section shared a similar sentiment: When in doubt about the job compatibility of your gaming alter ego, the best policy might be to stay mum.

As one commenter put it rather bluntly, “It’s like telling them you’re into BDSM or something…once they know they’ll always look at you differently.”


 

Posted by JImmy in 07:33:48 | Permalink | No Comments »

URL redirects open scareware loophole at major sites

URL redirect notifications are often meant to serve as security measures, but at least one malware blackhat is exploiting these services and redirecting site visitors from the website they think they are about to visit to a spyware-infested haven. That’s bad enough on its own, but the as-yet-unknown assailant has also used search engine optimizations to push the polluted redirectors higher in Google’s search rankings.

Part of the problem—a significant part—is that many companies/websites use open redirects that will cheerfully redirect incoming traffic to whatever URL they’re asked to send it to, even if that traffic didn’t originate within the host site. When MySpace or Microsoft inform you that you’re about to be redirected off their site, they don’t perform any sort of check to see if that’s a good place for you to be going.

That lack of security is now turning out to be a problem. According to security researcher Gary Warner, an attacker can first seed infected links across a wide variety of blogs, guestbook entries, forum posts, and false stories. Since the links reference prominent websites that already hold high Google ranks, the false posts themselves are more likely to be presented as initial results.

The malware hook, in this case, is double-baited. By using a popular set of keywords (say, World of Warcraft) and attaching them to an IBM redirect, our spammer has built himself a nifty trap. If all goes well, misdirected search traffic begins to flow into whatever domain the blackhat has devoted to that purpose.

There’s a social aspect to the attack as well, though it doesn’t technically qualify as phishing. The open redirect pages of large companies or organizations aren’t just valuable for their Google rank; they’re also trusted locations. In my own example, a user might find it odd that a World of Warcraft link is apparently attached to an IBM website, but hey, it’s IBM.

Warner has more details on how the attack functions once you actually hit the offending website, but it’s essentially a variation on the scareware tactics we’ve seen before. The system attempts to convince you that you’re *gasp* infected and must install a new antivirus product rightnowthankyouverymuch. I don’t personally hold out much hope that the FTC will act swiftly enough to stop this problem from proliferating, but it shouldn’t be hard to alter redirects to only accept referrals from verified websites.

Posted by JImmy in 07:30:40 | Permalink | No Comments »

Tabula Rasa Goes Free, Still Taking New Players

Of course, the downside to the no-cost angle is the fact that the game will be shut down at the end of February. That news was actually made public on November 21, less than two weeks after it was revealed that Richard Garriott, the man behind the game, was leaving NCsoft to pursue “other interests,” and only two months after the publisher issued a statement denying that Tabula Rasa was at risk of being canceled.

But whereas most doomed MMOGs typically refuse to take on new customers, Tabula Rasa has thrown in a twist by continuing to accept new players while it plays out the string. Just go to the PlayNC website, create a new account (if you don’t already have one) and then request a serial number from the NCsoft support site. The game’s client is available via a public FTP server. A credit card is required for identification when setting up the account, but no charges will be billed to it.

It’s unfortunate that Tabula Rasa ended up like this, because it did bring some new ideas to an MMOG genre that’s drowning in World of Warcraft Buy wow gold clones. There’s no question the game was overhyped and promised far more than it delivered, and I can’t help but think that it might have fared better if it was simply Tabula Rasa, rather than * Richard Garriott’s * Tabula Rasa. But the bottom line for any game is that it isn’t enough to just be different: Not sucking is important, too.

And for the conspiracy-minded: NCsoft seems to be going to a lot of trouble to attract new players to a game that’s being closed in two months. A news post on the game’s site provided detailed (and awfully upbeat) instructions for both returning and brand-new players, not the sort of thing you’d normally see from a game that’s facing imminent shutdown. NCsoft has been pretty clear that this is the end, but they were also clear in September that it was not the end. Is it possible the company has something in mind for the property beyond the end of February?


 

 

Posted by JImmy in 07:26:51 | Permalink | No Comments »

Interview: Red 5’s Stealthy Plans, Upcoming MMO

Formed by ex-Blizzard and World of Warcraft ( Buy  wow gold )alums in 2005, Red 5 Studios has spent the past three years working on a massive multiplayer online game that’s so far been kept completely shrouded, without a single screenshot or even its title released to the public.

As speculation continues to grow over whether or not Red 5 will ever come out of “stealth mode,” the studio recently announced a surprise shuffle in management — former president and CEO Mark Kern, who served as WoW’s team lead while at Blizzard, stepped down from his positions and is now Red 5’s Board chairman and chief creative officer.

Michael Weingartner, previously the company’s Engineering VP, took over as president and CEO. He joined the company in March of this year, his résumé including executive positions at Oracle, HP, and Talking Blocks.

Kern and Weingartner recently talked with Gamasutra about their new roles, the company’s global plans, and the advantages and challenges of using a microtransactions-based revenue model.

Could you talk about what led to Red 5’s recent changes in management?

Michael Weingartner: Well, more and more, as the company grew, we got into what I would call an operational phase, where we’re really focused on production and planning across the team for a production schedule.

The business and operational sides were taking a lot of Mark’s time. Most importantly, they were taking Mark’s time away from the game and the design of the game, which, is not only were he’s happiest, but that’s where we get a huge value out of him.

It’s been in my background, from years at Oracle and HP and other companies, to really do large, complex operational tasks. So, it became kind of an obvious step for us to just have me run the operational side while Mark focused on the creative side.

That makes sense. You hear this a lot everywhere, different ways. It seems that it becomes impossible to be creative and run the business side at the same time. And different people end up having different solutions to that problem, whether it’s leaving companies, founding their own studios, or stuff like this.

Mark Kern: I’ll add that I’ve been in this industry a long time. It used to be that game studios were seven to 15 people when I started. When you’re doing a next-gen game, and especially when you’re doing an online game, those numbers quickly balloon.

We have two facilities — one in
Shanghai and one here. These are serious businesses with a lot of operational needs and a lot of money behind them. And you’re right, you can’t be in both. I don’t even think that founding a small independent studio these days is the way to do it, because you will quickly find that you’re going to have these scale issues in order to be competitive in the marketplace.

I wanted to ask about your background at Oracle and other companies — it’s not a game background, but how much of that expertise in overseeing software development on that sort of scope maps to the sort of project management of a creative endeavor like games?

MW: When you talk about the complexity of the server side of the stack and the complexity of the asset pipeline, it maps very nicely. Creative content, art content, and the design process have some significant differences. Fortunately, I have also had a strong love of gaming in my background since childhood.

I’ve played a lot of the games that the designers, producers, engineers, and artists here created over the years, so it was a nice fit to come here and be able to work with them, take advantage of my past skill set, and learn something new in the process.

Have you guys talked, publicly, about what your staffing level is at right now?

MW: We’re at just over 100.

Is that in both locations, total?

MW: Roughly split, about two-thirds in U.S., the rest in China.

Is the Chinese studio essentially an outsourcing studio?

MW: No. They’re very integral to the company, the team, the business model. We have predominantly artists there. We also have some engineering there.

Is your intention to take this product global, launching it in Asian markets simultaneously with Western markets? What’s the market target?

MK: We built this company to be a global company from day one. We do intend to have a game that appeals as much to the East as it does to the West. And in terms of the timing of these launches, as you know, it’s very complicated with an online game. We are looking at [releasing to] some markets simultaneously, and some on a very quick roll-out schedule.

We know that you’ve got a lot of talent, and you’ve got some exciting ideas. But it’s all been very under wraps. So, where is Red 5 at right now?

MK: [laughs] Well, I think you’re right. We’re kind of known as being just under stealth mode; we’re kind of famous for it. I think it’s because we’ve got a really dedicated bunch of people here that are working really hard on some new ideas that we’re pretty excited about.

That said, we anticipate that the next thing you’re going to hear from us is an announcement, and that’s what we’re planning on right now. We’re kind of in the meeting stages, planning that out, and we’re pretty excited because it’s going to be the first time that we get to show everyone what we’ve been working towards.

There’s a certain expectation that you guys, at the very least, are working on a fantasy MMO project. Is that a fair characterization of what’s going on right now? Are you still resisting classification, or..?

MK: Well, we’ve said before that … we’re not trying to be a sequel to WoW. Even though [we've] got some heritage there with the studio, you should recognize that we’ve got a lot of talented people from a lot of different game studios and a lot of different reputations. And we’re not exactly interested in recreating the experience of our former heritage.

I think that we’re very interested in what types of new online experiences we can bring to the gamer. And yet, at this point — kind of saving it for the announcement — we’re not categorizing it in any particular way.

Looking at the MMO business that you see right now, some of the launches and closures that have taken place over the course of this year — notably Age of Conan, which had a strong launch, but is not performing as well any more; Warhammer launched strongly; and Tabula Rasa is closing — how do you see the landscape out there right now?

MW: We always think there is a market for a strong, triple-A title. I don’t think that any of the titles you just listed really fall into where we’re going, where our interests are. So, that said, I don’t think the current trend that you’ve seen worries us too much.

Clearly, you must see an opportunity out there to fulfill something that can coexist in the market, that can fill a niche. Do you think people overestimate the market, more in the sense that they think they can put out a game that has essentially good qualities and stay successful? That doesn’t seem to be the case anymore?

MK: It’s always the case that you have to be an exceptional product. And I don’t think that differs in the MMO world, even in what we call the boxed-game market, right? Things like console and PC boxed-game sales — in both cases, only the top games ever really break even or make money.

And I think that it’s just so heightened in the MMO field because there’s so much fewer titles in the area. But, at the same time, I’m encouraged by the fact that you don’t have a top-10 list of MMOs, where every top-10 game is making money. So, in that sense, using that sort of logic, we think there’s lots of room in the West to grow.

You can look to Asia and see that they’ve got plenty of games in the top-10 category that are making money, and see that that’s actually going to come over here. There’s probably going to be a lot of blending. You see boxed games getting a lot of online features. You see online games moving towards the production values and the quality, more consistently, of boxed games. So, I think that it’s going to be a very interesting future for gamers and game companies ahead.

MW: Yeah, the financial models are an interesting thing, because I think [the subscription model] almost lends itself towards an a Boolean all-or-nothing. Whereas, you look at the Asian models, they definitely allow for the opportunity for a scale of success more readily.

You’ve pretty much prefigured my next question. Your thoughts on business models that should be adopted — subscription versus microtransaction, free-to-play? Do you have a preference? Is it something that you’re willing to talk about as a company right now, what you favor and why?

MK: It’s very interesting to watch how these models work, because I don’t think there’s any one answer. I think you have to look at the type of game that you’re making, and even the market that you’re in.

For example, in Asia, there are very few subscription-based games left, aside from WoW and Lineage, for example. And just culturally, there’s a very different expectation there for how you monetize these games. So, we’re paying a lot of attention to that.

On the other hand, in the West, you have an expectation of a level playing field, and if there are going to be things like microtransactions, they shouldn’t affect that balance. We’re very cognizant of that as well.

That said, there are plenty of companies paving the way for the idea of a microtransaction basis, especially in the console world, where you have a lot of downloadable content.

It’s going to be an interesting future out there. We haven’t selected a business model yet. You can expect it to be competitive with what other triple-A games are doing out there, but it’s a very fluid situation right now.

What’s interesting is maybe even asking ourselves, “Hey, how does the economy figure into this? What about the current financial situation that all these homes are going through? Are games really immune, or are people going to be saying, ‘Listen, I don’t want to pay a huge monthly fee. I want some other way to pay for my game?’” That’s another factor that we have to pay attention to.

MW: Which all ties back to the whole design process of the game. And we’ve been very careful in the design process to accommodate the revenue model.

That’s absolutely crucial, and especially going back to what was said about Western players expecting no unfair advantage. They want a work-based economy, rather than getting to the top through purchases made with money. And that’s something that some developers, even, are very strongly against. It’s something that has to be treated with a lot of care, especially if you’re trying to appeal to a traditional audience of fantasy-MMO gamers.

MW: Yep, we’ve seen that duality.

Who is your audience for your product? Is it the same audience that might be playing any one of these other fantasy MMOs right now, or are you hoping to attract some people who are not quite the same audience?

MK: Well, by saying that we’re not trying to make a sequel to WoW, that automatically sets us apart from targeting the exact same audience, right? And that’s not to say that there isn’t a significant set of the WoW audience that we’re interested in. I think that we’re interested in those WoW gamers that have, perhaps, broader play experience, that have a large palette of games that they enjoy, and we’re trying to pick experiences that target them.

So, you could say it’s a subset of WoW, and something else — something else that we feel we’ve identified in the core gamer audience.

With Tabula Rasa, it just wasn’t finished. It had a bad beta, and then, when it came out, it wasn’t there, despite the fact that it had a very lengthy development cycle. And with Conan, it sounds more like the problem is the high-level content’s lacking once you get through the beginning of the game.

These are major problems for MMO titles. How you can you address them, moving forward, with the complexity of these games increasing and the development costs becoming more and more expensive?

MW: Have faith that we look very closely at what other companies are doing and how they succeed or fail. That said, I don’t think it’s our place to comment on other games, other than to say we pay close attention to where we could do better in our design.

Something that was discussed in a prior interview we had with some of your designers was the fact that the players will have an impact on the world from a gameplay standpoint.

MK: It kind of sounds like a somewhat oblique question about user-generated content. Is that true?

The interview that we conducted previously talks a lot about tabletop RPGs and what effect it has.

MK: Yeah, but you’re tying it back into the content question, right?

Yeah. What is that in your game?

MK: So, it sounds to me like part of your question is really: what are we doing differently in the game to create more of a..?

Yeah. What are you doing, I guess, and what is your aim with it?

MK: It’s pretty much on the face. We want players to actually change the state of the game over time. Time is a very important concept to our game. We play with it in any number of ways. It is probably our key form of persistence, more than, say, geography, which kind of ties back into your content question. It’s more about how this world evolves over time, versus how big your world might be. I think, it’s all about what you do with it.

In that way, it’s a little bit more information about what we’re talking about, but we really can’t be more specific until the announcement.

That is kind of a new way of looking at things, in the sense that most MMOs do spend a great deal of resources on building worlds. And that’s expensive. Content creation is a relatively expensive resource in game development, versus creating sort of a different paradigm that’s based on “for the game, for the players.” It could have a lot of potential.

MK: Yeah, you could see that as the fundamental way that we’re looking to shift some things around and, like you said, change the paradigm.

Do you have a time frame for the game announcement?

MK: No. We’re currently in discussions about that. [laughs] In the coming months.

Fair enough. You have to be looking at not just the competition in terms of what’s out or what’s on the market already, but also in terms of upcoming titles. Some major titles that I’m looking at are Trion World, who has an unnamed fantasy MMO. There’s Star Wars, from BioWare, and 38 Studios has a title. Do you have any thoughts on your position against upcoming titles, as well as current market titles?

MW: To the extent that there’s information available, we’re always trying to make ourselves aware of the landscape. And again, I think Mark managed to do a very great thing early on; he chose a niche that’s still, we believe, wide open for us.

MK: I’ll also add that, while we do scout out the other titles in development, we’re not too concerned about it. We kind of think about it as running like a sleigh race or a marathon, where it’s really important to keep your eyes on the finish line of what’s going to make your game really fun to play, and not be looking over your shoulder too much. That could really be distracting from reaching the end there.

MW: Yeah, we’ve taken great steps to identify the game aspects that make this a game people will want to play and that will keep people playing it over an extended length of time. And those are very central to how we designed the game.

Do you find that any of the discussions about the morality of MMOs, from the developer standpoint, of creating games that encourage devotion — I hesitate to use the word addiction, but devotion. Where do you see that as relevant to your efforts?

MK: We provide fun experiences. It’s up to parents and individuals to moderate their time in fun experiences. I think, we don’t have any qualities that differ from any of the other, usual hobbies out there.

MW: I don’t think there’s anything inherently negative about the social aspects of MMOs, if you approach it maturely. I think the social aspects are very important to us, and we believe it’s a central part of what we’re doing as well.


 

Posted by JImmy in 07:25:26 | Permalink | No Comments »

World of Warcraft adds another half million subscribers

The Wrath of the Lich King, Blizzard’s recently-released expansion pack for the game, has sold more than 4 million copies since its release on November 13, 2008. 2.8 million of those were sold in the first 24 hours of availability, according to Blizzard.

World of Warcraft (Currency:  wow gold)  has been available for the Mac and PC since 2004, and has spawned two expansion packs. The game—played entirely online—requires players to pay a monthly subscription fee in order to play. In October, Blizzard announced that it had hit the 11 million subscriber mark.

The last time Macworld reported on World of Warcraft subscriber statistics, forum commenters voiced some questions about how that number is tabulated. So without revision, here is Blizzard’s definition:

“World of Warcraft subscribers include individuals who have paid a subscription fee or have an active prepaid card to play World of Warcraft, as well as those who have purchased the game and are within their free month of access. Internet Game Room players who have accessed the game over the last thirty days are also counted as subscribers. The above definition excludes all players under free promotional subscriptions, expired or cancelled subscriptions, and expired prepaid cards. Subscribers in licensees’ territories are defined along the same rules.”

Posted by JImmy in 07:24:00 | Permalink | No Comments »

Employers Shun MMO, FPS Gamers

Believe it or not, some employers frown on gamers, especially those who play FPS titles and MMORPGs.

At least, that was the initial thought of this news piece before returning to the source and discovering that most media outlets covering the same topic - even the New York Times, G4TV, and Kotaku - got the whole thing wrong. While the heading is indeed true to some degree, the purpose behind this blog was not to cause waves in the gaming industry, pointing fingers at employers and possible discrimination against a World of Warcraft Buy wow gold player, but merely an excerpt from a longer conversation that somehow became blown out of proportion.

A blogger, identified by the name of Tale, re-quotes a conversation clip he wrote in a previous post:

“I met with a recruiter


 

recently (online media industry) and in conversation I happened to mention I’d spent way too much time in the early 2000s playing online games, which I described as “the ones before World of Warcraft” (I went nuts for EQ1, SWG and the start of WoW, but since 2006 I have only put a handful of days into MMOG playing - as opposed to discussing them - I’ve obsessed over bicycles and cycling instead).

“He replied that employers specifically instruct him not to send them World of Warcraft players. He said there is a belief that WoW players cannot give 100 percent because their focus is elsewhere, their sleeping patterns are often not great, etc. I mentioned that some people have written about MMOG leadership experience as a career positive or a way to learn project management skills, and he shook his head. He has been specifically asked to avoid WoW players.”

Although the comment comes from one Australian recruiter during a conversation over lunch, the underlying message is still perfectly clear whether it’s from one person or an handful of company executives: gamers, especially those that dump hours upon hours into MMOGs, tend to be unreliable and unable to put 100 percent into their job–no not the job of leading a raid. One respondent to the blog claimed to conduct interviews and hire/fire employees “all the time,” saying that as long as the games don’t impact performance, he doesn’t really care. The respondent even commented that MMO players were no worse than those that pick up hookers, smoke pot, or sing on the church choir.

“Actually the choir guy was the worst, because the @#$%! kept asking to leave early to make rehearsals. I liked the whoremonger and pothead while the churchmonkey, umm, decided to quit,” added the respondent. He also went on to say that he would rather avoid hiring married people with young children. “If it weren’t illegal, I’d hire the unkempt surly gamer with a neckbeard over the married professional guy with a lovely wife and infant at home any day of the week.”

Another source outside this particular blog recently spoke out about threats from his employer because of gaming during his lunch hour. In fact, he claimed that not only was he banned from the Internet, but could no longer bring his Blackberry Curve into the building “because it too has an Internet connection.” Apparently, gaming used to be big in the company years ago, with the employers and employees playing a high-profile PC golf game from Electronic Arts. Eventually the employers moved on to other things, but a handful began to play other titles including the Doom, Half-Life and Unreal series. The source said that eventually he was the sole “hard core” game player save for employees who played Solitaire and other casual games, and was threatened to be fired if his game playing didn’t cease.

“It didn’t make sense,” claims the unnamed source. “All of a sudden the policy changed without notice despite the fact that I only played the games during my lunch hour. My activities were never secret. But ever since the Columbine incident, one company owner in particular started treating me different even though he was one of the bosses who kicked off the gaming-at-work incentive in the first place. Next thing I know, I’m slapped with a warning, and my collection of games had to be uninstalled and removed from the premises. What’s really messed up is that other employees are seen playing card games during working hours, but nothing is said to them.”

Do recruiters and employers discriminate against certain gamers? It’s certainly possible, especially when a lack of sleep and a lack of focus come into play. There’s an imaginary level of immaturity that comes with game playing, a less-than-serious aura more identifiable with kids and older teens. Many gamers realize this, and would rather not reveal their game playing habits just as porn addicts wouldn’t want to admit their sins to fellow church members. “If I were playing an MMO, I would never let a potential employer or recruiter know about it,” says another respondent to the forum post. “It’s a good red flag for employers, like the GED.”

Could MMO gaming be considered as an addiction? That’s quite possible as well, and if employed gamers show that the only thing on their minds is the next mob raid, and they’re spending valuable time trolling game-related forums, employers will consider the “addiction” as a conflict of priority.

 

Posted by JImmy in 07:22:56 | Permalink | No Comments »

Wednesday, December 24, 2008

ON COMPUTERS : FigurePrints creates 3-D models of favorite avatars

What does every video game addict need? A 3-D figure of their favorite game avatar, that’s what.

An avatar in video game talk is a character that stands in for the player. They can be pulled from a selection in the game or created by the user. The avatar can be a fairly normal looking figure in an online world like Second Life, or a fearsome fantastic warrior in World of Warcraft ( Buy wow gold ).

For $129, FigurePrints.com will use a 3-D printing machine to re-create that avatar as an action figure. At first they are concentrating on figures for World of Warcraft. This is an MMORPG, which, as you probably already know, stands for “Massively Multiplayer Online Role-Playing Game.” FigurePrints is starting with World of Warcraft because the game has more than 11 million players and the avatars always look great. If you go to worldofwarcraft.com you can see many of these avatars displayed in the game’s “Armory.” Awesome.

The finished figure is delivered in full color in a bell jar. The so-called “printing” is done with a machine the size of a photocopier. It squirts layers of plastic in precise amounts to replicate a figure, or any shape, in three dimensions. These solid modeling machines have been in use in industry for a few years but their cost of several hundred thousand dollars each made them too expensive for all but aerospace, auto and defense work. Recently, however, their price has fallen to about $20,000.

These action figures are likely to prove popular with game players, just as they have with players of the board game Dungeons and Dragons. Recent surveys have found that 81 percent of people in the age group 18-29 play video games on a regular basis. Not only is this a lot of people, but it is also the age group most sought by advertisers. This is the group that spends the largest portion of their income on consumer goods. The game playing numbers for all adults are also high, about 50 percent.

Another company entering this personal figure field is Fabjectory.com, which will re-create a three-dimensional figure of your favorite Wii game machine figure, your Second Life avatar or Google SketchUp. These figures did not look as good to us as the ones from FigurePrints.

TWITTER-SQUATTING

Remember cyber-squatters? These were people who years ago registered domain names like CocaCola.com, or Sony. com, and sat on them, hoping that those companies would have to buy the names back from them. They were the hip, fast-moving and aware players. We were not among them. Some of those early domain names were later resold for millions of dollars.

Now we have Twitter-squatters. There are an estimated 5 million users of Twitter.com, a number that is increasing by around a million a month. It turns out that a lot of companies are using Twitter to keep the world updated with frequent 140-character news blasts. The new squatters have already taken up site names like twitter. com/cocacola and there are lots of names still up for grabs.

You can sign up for any Twitter name that isn’t already taken, but you can only have one name per e-mail address. A lot of Internet Service Providers let you have five to 10 e-mail addresses, however. Yahoo.com lets you have an unlimited number of e-mail addresses.

GREEN OR CHROME?

An alert reader wrote to mention that the “Zone Alarm Force-Field,” we wrote about recently looks and acts like the “GreenBorder,” we wrote about a few years ago. Both programs create a protective shield when you browse the Web.

ForceField puts a giant shield around you as you surf the Web, protecting you from bad guys. It costs $50 from ZoneAlarm.com. GreenBorder also used to cost $50 but was taken over by Google Inc. and is now free as part of Google’s new Web browser, Chrome. If you opt to use Chrome, you get a protective browsing shield with it. Google software writers say the shield makes it impossible for anyone to view the credit card numbers you’re typing, read your tax returns, or start running a program without your permission.

Since one costs $50 and the other is free, what’s the difference? We put that very question to the folks at Zone Alarm and they made a couple of good points. Google’s Chrome browser, they pointed out, protects you from known phishing sites - Web sites that look legitimate but are not. ForceField flags these and potential phishing sites that haven’t been identified yet. ForceField also protects plugins, programs like QuickTime, that let you watch movies inside a browser. Chrome developers are still working on that.

We like Chrome for other reasons. For one, it guesses what you’re looking for. Start typing a few letters into its combination address field and search bar and it fills out the rest with the most likely Web address. Click the plus sign to open a new page and you’ll see a collection of thumbnail images representing sites you’ve visited before. You can do stealth browsing if you wish, leaving no trace of where you’ve been.

We recently read a poll at CNET.com showing that more CNET users use Chrome than the browser Opera, which has been around much longer. These are “early adopters,” and they are often the edge of the wedge in finding what later become popular products. You can read more about Chrome at Google.com/ chrome.

OUTDOOR NETWORKS

These days it’s common to find restaurants, libraries and schools with wireless connections to the Internet. But if you want to cover a wide area, like a business district, park or resort, you need signal repeaters.

Meraki Solar claims to have the world’s first solar-powered Wi-Fi repeater. Its purpose is to provide high-speed Internet service for large areas, indoors or out. One of the first users is the area of shops and businesses known as
Harvard Square, adjacent to Harvard University. Several Meraki repeaters were installed on the roofs of local businesses and poles outdoors. The cost was around $10,000 and wireless Internet coverage is provided over 24 acres.

The cost can be much less for any school or business willing to do the installation work. Each unit weighs about 2 pounds and costs $848 to $1,497, depending on size of the solar panel. The bigger the panel is, the greater the range. More information at Meraki. com.

Tags: wow goldworld of warcraft gold

Posted by JImmy in 08:22:01 | Permalink | No Comments »

World of Warcraft Gold Farming Arcanum

World of Warcraft Gold farming arcanum is here with you. If you are in urgent need of WoW Gold,I think it is a good guide for you to make lots of wow gold. See the details.

If the World of Warcraft economy had a slogan to describe it, that slogan would be “gold is king”. As a player, you’re almost constantly finding yourself in a position of spending more and more wow gold. Whether it be on crucial tools like weapons and armor, or on staples like food and water, or on valuable commodities like potions and mounts, building and maintaining a good supply of world of warcraft gold is an ongoing and seemingly never-ending struggle.

Gold is so important in WoW that a gigantic market developed for the sale of in-game WoW Gold for real-world dollars.

So what does the Warcraft economy and the premium on gold mean for the average player? How do you keep your wow gold supply strong? The smart Warcraft player doesn’t just go out and buy gold, they accumulate it for themselves through gold farming. Simply put, wow gold farming is the surest way to accumulate in-game gold, and WoW gold farming — for the successful World of Warcraft player — is the key to power-leveling your character as quickly as you can.

In a moment I’m going to talk about a very important and sometimes overlooked aspect of world of warcraft gold farming, but you should understand that this is not an exhaustive discussion of the subject. For those of you are truly serious about WOW gold farming, I very highly recommend you obtain one of the outstanding WoW gold farming guides available. Two of the absolute best WoW gold farming guides are “Derek’s Gold Mastery Guide by Derek Beachler or “Warcraft Millionaire” by Brad Johnson. These guides make wow gold farming much, much easier, and will be truly indispensable to your success.

One of the major keys to WoW gold farming success is preparation. Too often, novice World of Warcraft gold farmers leap in without thinking and end up finding themselves short on one of the most crucial gold farming requirements: bag space. It sounds simple on the surface, of course. Common sense tells us that a player needs plenty of bag space before he plunges into accumulating massive world of warcraft gold, but there is nothing worse than running out of bag space at the most inopportune time.

If you’ve got 16 bag slots, I highly recommend that you upgrade your bag space to 18 or 20 slot bags. Some players don’t consider adding four slots that significant, but four more bag slots means you have the opportunity to carry an additional 25%. If you’re serious about WoW gold farming, then I think the benefit to being able to carry 25% more at any one time should be obvious.

And when it comes to bag space, remember to keep it uncluttered. You should constantly monitor what’s in your bag and in your bank, and remove anything at all that you don’t need. As a WoW player I know that you like to keep some items around for purely sentimental purposes, but those things are doing nothing more than keeping you from farming as much wow gold as you possibly can.

WoW gold farming is the method of choice for many players. It’s a proven method that can help you throughout the game, but remember to make sure you’re ready before you get started. Upgrade your bag space and keep down the clutter. Those two tips are the first two steps to making your World of Warcraft gold farming a success.

Tags: wow goldworld of warcraft gold

Posted by JImmy in 08:20:38 | Permalink | No Comments »

Storytelling in World of Warcraft: Wrath of the Lich King

When I originally learned that Blizzard’s World of Warcraft: Wrath of the Lich King would feature a greater emphasis on narrative storytelling, I couldn’t help but have concerns. While its predecessor The Burning Crusade came through with promises of fatter purples, flying mounts, and more, more, more, one of its weaknesses was the impact of the storyline. Meeting a bunch of fellows from Warcraft II: Beyond the Dark Portal in The Burning Crusade was kind of neat, but I never really felt as if I belonged fighting Illidan. It was difficult to see how helping sick children and mending blue space-alien rejects helped liberate a people from Illidan’s tyranny, and despite the fact that my character was supposedly a hero, I didn’t feel all that heroic. In The Burning Crusade, I was a hero without friends or a real cause. Wrath of the Lich King changes all that.

From the beginning, there is a clearly defined goal that the story revolves around: you’re traveling to Northrend to battle the Lich King. Large chunks of the quests address this storyline, in which you’re not merely shuffling through dung looking for quest items but rather undergoing some task that will deny the Lich King allies, or bolster your own faction’s forces.

What’s more, some of these quest-givers aren’t just your run of the mill NPCs. If you paid attention during the original World of Warcraft ( Buy wow gold ) you should know them quite well. They know you, acknowledging your pre-expansion blood, sweat, and tears before asking you to help them again.

Touches like this add to the believability of the plot and the sense that your character is actually a hero. This idea gets ratcheted up with a mid-expansion cut scene that kept me glued to my monitor in spite of the fact that my character remained uninvolved. In the aftermath, the cherry on top of Blizzard’s storytelling sundae is revealed, as NPCs that die in the storyline stay dead from your character’s perspective.

Another serious storytelling event whisks your character off into another event, this time one in which you boldly charge off with NPC heroes for truth, justice, and the Azerothian way. Unfortunately, though this type of one-shot real-time quest seemed like a great avenue for storytelling in Wrath of the Lich King, the event ran on a timer that some other player had tripped just before I arrived. Because of this I flailed around wildly trying to find the NPCs, irrevocably missing part of the storyline.

Though the permanency in this case was annoying, I’m convinced that without it Wrath of the Lich King’s storytelling would go down quicker than Hogger goes down to a level 10 player character. The permanency helps promote the feel that what your character does matters. It definitely beats watching a certain NPC from the original World of Warcraft ( Buy wow gold )die over and over and over. Because of this permanency, Wrath of the Lich King feels less like a never-ending quest for loot, and more like a single-player RPG.

NPC dialogue, cut scenes and real-time storyline events are implemented well enough that they add to rather than detract from the storyline, which is Wrath of the Lich King’s real triumph over its predecessors. It doesn’t have the storytelling depth of a Final Fantasy or Metal Gear Solid title, but it comes closer then most and definitely tops the previous expansion and original game.

Tags: wow goldworld of warcraft gold

Posted by JImmy in 08:19:08 | Permalink | No Comments »

Tuesday, December 23, 2008

ON COMPUTERS : FigurePrints creates 3-D models of favorite avatars

What does every video game addict need? A 3-D figure of their favorite game avatar, that’s what.

An avatar in video game talk is a character that stands in for the player. They can be pulled from a selection in the game or created by the user. The avatar can be a fairly normal looking figure in an online world like Second Life, or a fearsome fantastic warrior in World of Warcraft ( Buy wow gold ).

For $129, FigurePrints.com will use a 3-D printing machine to re-create that avatar as an action figure. At first they are concentrating on figures for World of Warcraft. This is an MMORPG, which, as you probably already know, stands for “Massively Multiplayer Online Role-Playing Game.” FigurePrints is starting with World of Warcraft because the game has more than 11 million players and the avatars always look great. If you go to worldofwarcraft.com you can see many of these avatars displayed in the game’s “Armory.” Awesome.

The finished figure is delivered in full color in a bell jar. The so-called “printing” is done with a machine the size of a photocopier. It squirts layers of plastic in precise amounts to replicate a figure, or any shape, in three dimensions. These solid modeling machines have been in use in industry for a few years but their cost of several hundred thousand dollars each made them too expensive for all but aerospace, auto and defense work. Recently, however, their price has fallen to about $20,000.

These action figures are likely to prove popular with game players, just as they have with players of the board game Dungeons and Dragons. Recent surveys have found that 81 percent of people in the age group 18-29 play video games on a regular basis. Not only is this a lot of people, but it is also the age group most sought by advertisers. This is the group that spends the largest portion of their income on consumer goods. The game playing numbers for all adults are also high, about 50 percent.

Another company entering this personal figure field is Fabjectory.com, which will re-create a three-dimensional figure of your favorite Wii game machine figure, your Second Life avatar or Google SketchUp. These figures did not look as good to us as the ones from FigurePrints.

TWITTER-SQUATTING

Remember cyber-squatters? These were people who years ago registered domain names like CocaCola.com, or Sony. com, and sat on them, hoping that those companies would have to buy the names back from them. They were the hip, fast-moving and aware players. We were not among them. Some of those early domain names were later resold for millions of dollars.

Now we have Twitter-squatters. There are an estimated 5 million users of Twitter.com, a number that is increasing by around a million a month. It turns out that a lot of companies are using Twitter to keep the world updated with frequent 140-character news blasts. The new squatters have already taken up site names like twitter. com/cocacola and there are lots of names still up for grabs.

You can sign up for any Twitter name that isn’t already taken, but you can only have one name per e-mail address. A lot of Internet Service Providers let you have five to 10 e-mail addresses, however. Yahoo.com lets you have an unlimited number of e-mail addresses.

GREEN OR CHROME?

An alert reader wrote to mention that the “Zone Alarm Force-Field,” we wrote about recently looks and acts like the “GreenBorder,” we wrote about a few years ago. Both programs create a protective shield when you browse the Web.

ForceField puts a giant shield around you as you surf the Web, protecting you from bad guys. It costs $50 from ZoneAlarm.com. GreenBorder also used to cost $50 but was taken over by Google Inc. and is now free as part of Google’s new Web browser, Chrome. If you opt to use Chrome, you get a protective browsing shield with it. Google software writers say the shield makes it impossible for anyone to view the credit card numbers you’re typing, read your tax returns, or start running a program without your permission.

Since one costs $50 and the other is free, what’s the difference? We put that very question to the folks at Zone Alarm and they made a couple of good points. Google’s Chrome browser, they pointed out, protects you from known phishing sites - Web sites that look legitimate but are not. ForceField flags these and potential phishing sites that haven’t been identified yet. ForceField also protects plugins, programs like QuickTime, that let you watch movies inside a browser. Chrome developers are still working on that.

We like Chrome for other reasons. For one, it guesses what you’re looking for. Start typing a few letters into its combination address field and search bar and it fills out the rest with the most likely Web address. Click the plus sign to open a new page and you’ll see a collection of thumbnail images representing sites you’ve visited before. You can do stealth browsing if you wish, leaving no trace of where you’ve been.

We recently read a poll at CNET.com showing that more CNET users use Chrome than the browser Opera, which has been around much longer. These are “early adopters,” and they are often the edge of the wedge in finding what later become popular products. You can read more about Chrome at Google.com/ chrome.

OUTDOOR NETWORKS

These days it’s common to find restaurants, libraries and schools with wireless connections to the Internet. But if you want to cover a wide area, like a business district, park or resort, you need signal repeaters.

Meraki Solar claims to have the world’s first solar-powered Wi-Fi repeater. Its purpose is to provide high-speed Internet service for large areas, indoors or out. One of the first users is the area of shops and businesses known as
Harvard Square, adjacent to Harvard University. Several Meraki repeaters were installed on the roofs of local businesses and poles outdoors. The cost was around $10,000 and wireless Internet coverage is provided over 24 acres.

The cost can be much less for any school or business willing to do the installation work. Each unit weighs about 2 pounds and costs $848 to $1,497, depending on size of the solar panel. The bigger the panel is, the greater the range. More information at Meraki. com.

Tags: wow goldworld of warcraft gold

Posted by JImmy in 02:57:47 | Permalink | No Comments »