Wednesday, February 25, 2009

Nerd Showdown: Second Life vs. World of Warcraft

A long, long time ago, in a time when Mountain Dew only came in one flavour and Bawls was just a sparkle in some guy’s eye, there were nerds. I’m talking traditional, long before ThinkGeek and J!nx: all-male, coke-bottle-glasses, acne-and-suspenders-type nerds. The nerds that get shoved into lockers, wedgied and were an eyesore to all they met. Then, through the magic of contacts and Proactiv, these nerds evolved into a more socially acceptable breed, some of this new breed even included … women.

Now, we see nerds as highly camouflaged, hiding out in the back of Web forums, disguising themselves as someone who has kissed someone other than their great aunt Marg, when in actuality they are still nerds. Some nerds even have boyfriends or girlfriends … or both (who am I to judge, really?). The point is that nerds have evolved once more to good-looking men and women of all living conditions (parent’s basement or their own), and quite possibly with a social life of sorts and even a job or two.

With the onslaught of nerd games available, even someone as cool and good looking as YOU can be one. Now I know what you’re thinking, “that would never be me”… Or would it??!!11@1? I know some of you have thought about it. It’s ok, I won’t tell anybody. Everyone goes through an experimental period in their life. But if you do decide to get your feet wet into the cool, sweet embrace of nerdom, I wanted to make sure you’re educated, get the right information and make the decision for YOU not for anyone else, you smooth operator, you. I’ll be pitting up two of the most infamous nerd games ever: Second Life by Linden Labs, and World of Warcraft by Blizzard Entertainment.

The first game we will look at is Second Life … Oops, I just called it a game. That’s your first mistake, call this a game, and you will be virtually beaten by SL fanatics who will explain to you that Second Life is a whole other life. A … second life, if you will. It’s basically a huge world that is created, maintained and policed by other nerds like you. They spend eight hours making a virtual guitar, three hours searching for one outfit and 15 hours trying to get the hell off of the newbie orientation tutorial island. Get this; they have their own fake currency, kind of like
Canada, only it’s worth more in real life. They’re called Linden dollars, and a bunch of them are equal to one real American dollar, which means you can buy Linden dollars with real money to buy fake crap in the world. Confused? Tell me about it. People can collect Linden dollars in Second Life and trade them in for cold, hard, American cash. There are no goals, no score and no winning; in essence it’s Pee Wee hockey only for nerds. You can buy houses, own land, and make your avatar just as hot as you would want to look in real life, but don’t.

Posted by JImmy at 02:04:22 | Permalink | Comments (1) »

Web-based game portal promises InstantAction

Game developers looking for a new way to get their work in front of large audiences may soon have a new tool that could allow them to bypass the restrictive and risk-averse world of retailers.

A new service, known as InstantAction, is set to officially launch Tuesday. It aims to free developers, both inside and outside big publishers, from the traditional distribution constraints of selling PC- or console-based games.

The idea behind InstantAction is to provide developers with an end-to-end process for putting their games online, making them browser-based and making it possible for players to easily join their friends’ games at any time, without the need for a proprietary service like Microsoft’s Xbox Live.

And unlike the growing number of casual games, 2D virtual worlds, and Flash-based virtual-world platforms, InstantAction promises to support complete versions of just about any full-scale, or AAA, game a publisher wants to make available online. Brett Sayler, vice president of technology for InstantAction, said the service offers the first high-quality 3D games on the Web.

While the service’s technology could, in theory, support a game like “World of Warcraft” or any number of titles from a publisher like Electronic Arts, it’s more likely that, in the early going, at least, the service would be utilized by less-established publishers.

“The people this would likely appeal to are major publishers and game developers who,” said Sayler, “are unsatisfied with the gaming-(distribution) options available right now.”

Good match for Atari?
As a hypothetical example, Sayler pointed to Atari, which, in its current iteration–wholly owned by Infogrames, it is not the high-flying company it once was–has struggled to find substantial traction with retailers and consumers.

“Atari is a well-known brand with good (titles),” Sayler said, “fighting a losing battle at retail.”

Working with InstantAction, Sayler said, still speaking hypothetically, Atari could make some or all of its games available to consumers via the Web in a matter of months, bypassing big-box retailers and game-centric franchises in the process and, therefore, being able to concentrate more on building its games.

Another advantage that InstantAction offers its partners, Sayler said, is browser-based. Because the games are played–and authenticated–through a Web browser, they are intended to be much harder, if not impossible, to pirate, meaning that publishers can stop worrying about digital rights management. That, said Sayler, is something that has bedeviled PC game makers.

Proof of concept
For now, InstantAction is trying to prove its model by providing nine games its users can play right away–free of charge. And because the games are all streaming, they don’t require players to download client software or look for patches. Instead, they get the very latest versions of games each time they boot them up.

To Sayler, InstantAction could be a boon to developers who want to test gaming concepts right away, rather than worry about whether a retailer–or even a publisher–deems the title strong enough to invest the money to put in front of players.

“They get to try out new gaming concepts and (intellectual properties),” he said, “long before investing the kinds of money that is usually needed. It’s a dream for game developers and allows them to take creative risks.”

To be sure, just putting a game on InstantAction doesn’t guarantee in any way that players, or revenue, will come. That will still take marketing effort, which publishers or developers can do on their own sites–or in any other way they choose. But because the distribution of the game is taken care of, a big cost in the traditional model is removed.

And while plenty of PC games are already played online, most require a downloadable client. That means that the games are not portable, in the sense of allowing players to pick up where they left off on any machine. A browser-based game, however, would be playable on any machine with an Internet connection.

Party sessions
Another advantage of the InstantAction system is that any game session has a unique URL, which can be taken with players as they go, and can be shared among friends. That means that a group that enjoys playing together can form a “party,” said Andy Yang, general manager of InstantAction, and anyone who clicks on the URL joins the session in progress. This system can support up to 32 players at a time.

For now, InstantAction is solely browser-based, but the company is looking at adding Facebook and iPhone integration, Andy said. In that case, players would be able to battle against or with each other, regardless of which platform they were on.

InstantAction has been in beta for several months and, with its Tuesday launch, it is hoping to lure large numbers of new players, and with them, more publishers interested in making their games available via the Web. But this obviously presents a chicken-and-egg proposition, so InstantAction definitely has an uphill climb to prove that it can last.

InstantAction is free, but the company expects to make money with ads, premium services such as game customization and modification, and microtransactions. It also hopes to bring in revenue with licensing and revenue share, in the case of publishers or developers using the service on a white-label basis.


 

Posted by JImmy at 02:03:27 | Permalink | Comments (1) »

Greening the World of Warcraft?

A researcher details the ways in which online multiplayer games can reflect and reward real-world eco-friendly behavior
Online gaming has a real-life environmental impact, whether through a computer’s energy usage or the power-hungry server farms owned by game companies. But a media expert at the University of Stanford has suggested harnessing the allure of online multiplayer games such as World of Warcraft for the greener good.
Byron Reeves sketched a scenario where a player might get in-game feedback from a smart meter which records energy usage in the house. Turn off the lights, and the game takes note and rewards you accordingly.
“If I’m using less electricity, my team might do well; I get goal pieces and points, whatever the game designers think is fun,” Reeves told Living on Earth. “In other words, you get feedback in an entertainment game about what you’re doing in the real world.”
Granted, games such as the Wii Fit already encourage people to make real-life changes to their bodies. But it’s one matter to design a game around a real-world goal such as physical fitness, and another to latch energy conservation onto an entertainment juggernaut such as World of Warcraft.
It could work. People already invest massive amounts of time and money into earning virtual rewards, even if it’s just an in-game title to wear.
Case in point: I’m far behind other World of Warcraft players, thanks to meeting RL (real life) writing deadlines. Still, I took recently precious time from my work in order to run around slaying 15 virtual turkeys in three minutes, and all for an in-game achievement named “Friend or Fowl?”.
So, bring on the eco-friendly multiplayer games of the future. I personally look forward to having new achievements that reward real-life gaming – er, greening – and don’t earn me kill-on-sight status among D.E.H.T.A.
Posted by JImmy at 02:02:29 | Permalink | Comments (1) »