Wednesday, March 18, 2009

Counter Strike does not teach teen violence

Intense debates are being held after the Winnenden tragedy over how acts of violence by teenagers could potentially be prevented.
Lower Saxony wants to inhibit the illegal sales of violent video games to minors. Experts believe this to be wrong.
The Public Attorney’s Office of Stuttgart has launched an investigation into the father of the 17-year-old Winnenden gunman for manslaughter. Tim K.’s father, a member of a shooting club, had 4,600 rounds of ammunition stored in the family home and the weapon used in the shooting spree was kept in the parents’ bedroom – against regulation – and not in the safe with the other 14 weapons he owned.
Tim K. took the unsecured weapon from the bedroom. The Public Attorney’s Office believes that Tim’s father should have recognized his son was proned to violence because of his diagnosed depression.
In the meantime, debates are running rampant about what measures could prevent future acts of violence by teenagers. Lower Saxony is demanding a major change in the manner in which the addiction of computer games in minors is dealt with. The underlying reason for this is a survey undertaken by the Kriminologischen Forschungsintituts Niedersachsen (KFN – the criminal research institute of Lower Saxony), through which it has been determined that 14,000 9th graders in Germany are addicted to video games, especially to computer role games such as World of Warcraft as well as so-called killer games like Counter Strike.
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The state government wants to contain the sales of violent games to minors through under cover test sales. According to investigators, Tim K. was playing a so-called killer game the night before the rampage.
These test sales are set to function in the same way as they do for uncovering the sales of alcohol to minors. If a game is illegally sold to a minor the shop owners or salesmen could face a fine of up to 50,000 euros.
In the survey, presented by KFN Director Christian Pfeiffer, 44,610 9th graders were questioned about their internet and computer game habit. The survey found that 4.3 percent of the girls and 15.8 percent of the boys had an “excessive” playing habits with more than 4.5 hours spent on the computer every day. 14,000 9th graders were classified as addicted to computer games with 23,000 more in serious danger of becoming addicted. The total number minors that have been classified as addicted to computer games, Pfeiffer said, was around 50,000 to 60,000.
Minister for Social Affairs Mechthild Ross-Luttmann said she would present her suggestion of the under cover test sales at the next national conference with other youth and social ministers. It is shocking, she said, how easily children have access to games that are not appropriate for their age.
Ross-Luttmann also aims to achieve a general age restriction for addictive computer games. World of Warcraft, for example – available to minors at the age of 12 – might in the near future only be sold to adults. In addition to this, parents need to be further sensibilized. “Parents must know what danger potential exists in their children’s bedrooms,” Ross-Luttmann said.
Computer game expert and author of „Digital Paradise“ Andreas Rosenfelder is rather skeptical about demands like this. “I don’t see a connection between digital role playing games like World of Warcraft and shooting sprees,” he said. World of Warcraft is a game set in medieval times in which the protagonists can take on the roles of dwarfs, elves and wizards. There is no shooting in this game.
“In heated debates there can easily be some confusion,“ Rosenfelder said. Games like Counter Strike – where the gamer plays through the eyes of a heavily armed character and kills as many enemies as possible – need to be kept an eye on. These types of games are called Ego Shooter. Rosenfelder says an excessive consumption of these games will have side effects.
A cultural pattern has come into existence because of the school shootings in the years gone by. Rosenberg says, though, that this pattern can not be stopped just because things are now to be forbidden. He believes that whoever has the potential to see the world through hateful eyes will find a way through which to get rid of the aggression – whether it be through computer games or something else. The behavior that could lead to a shooting spree, Rosenberg says, can not be learned through a game like Counter Strike.

Posted by JImmy at 01:20:02 | Permalink | No Comments »

The First Real MMO

For my part, I saw Ultima Online as a logical next step from the MUDs I played in college in the early 90s. I was pretty far gone into a couple of TinyMUCKs back then. (I just checked and I do, in fact, still have my wiz bit on PegasusMuck.) When called on to date the start of the MMO I usually give two answers: UO was the first commercial success.
This morning I read a post by Dusty Monk where he described the forces that were working to push the Halo MMO toward “WoW in Space”:
“For me personally, this was probably one of the most conflicting parts of working on Titan. Don’t get me wrong — I’d wanted to work on an MMO for as long as long as I’ve been in games, and this was the dream game of a lifetime. But while there were a few of us that had played MMO’s before WoW, by far and large, as the team grew, most of the people on the team had never played a single MMO before WoW. This led to a dilemma that the entire team struggled with throughout the lifetime of the project. And it’s a dilemma I think every team out there that’s designing an MMO today has to struggle with, and the actual point of this post, which I’m only just now actually getting around to: How much do you copy the genre leader?
Dusty’s actual question is a good one, but that isn’t what really caught my eye. You see, while we were building Pirates of the
Burning Sea we had a similar dynamic to our team. World of Warcraft came out two years after we started, so nobody had played it.
Instead we had one designer who figured that the MMO genre started with EverQuest where most of the rest of us pegged that event at some earlier game. This guy refused to acknowledge Ultima Online as a “real” MMO despite its hundreds of thousands of subscribers and massive success. He thought even less of the games that came before it: The Realm, Meridian 59, and the thousands of MUDs.
MUDs (starting with MUD1, I guess) were the origin of the design genre. To me the distinction is important because of all the ways that MUDs break when your playerbase is counted in the tens of thousands instead of hundreds. UO was really the first game to deal with that kind of scale in the design, so it was the first “real” MMO.
It shouldn’t surprise me that there are people working on MMOs today that consider World of Warcraft the first real example of this kind of game. It has thirty or fourty times the number of subscribers that EverQuest had at its peak.
That increase changed the dynamics of the game just as much as the previous 30-40x jump made EverQuest and Ultima Online different from the games that preceeded them. My only fear is that this will drive more companies into direct competition with WoW (and the $40 million plus games that are intended to compete with it) instead of toward building a nice tidy business aimed at a niche of 100,000 to 300,000 players who are craving something different.
What is your answer when you are trying to come up with the first real MMO?

Posted by JImmy at 01:16:20 | Permalink | No Comments »

A Look At The World of Warcraft Profession Engineering

Engineering is a very playful and fanciful profession. You can produce all sorts of insane things that are fun to use and also amuse and bewilder other players.If you are planning on becoming an engineer, you should likely already be a miner. Miners gather ore and smelt ore into bars to make the bulk of engineering items. Engineer recipes frequently include jewels, which are encountered in a variety of places. Typically, most engineers purchase or are given rare jewels from other players.Engineering is used to assemble metal and stones into components necessary to build explosives, guns, scopes, bullets, mechanical dragons, aquatic helmets, and much more. More than any other profession, engineering products demands several steps to be finished. Buy cheapest wow gold here !
The engineering trainer has some very cool engineering plans. Nevertheless, there are many more interesting and desirable plans out there to find from monster drops.Trainers are located at springspindle fizzlegear found in ironforge, tinkertown for the alliance. For the horde, roxxik is located in orgrimmar.After you think you have mastered engineering, you are offered a chance to specialize in either gnomish or goblin Engineering. You must first reach 200 skill and level 35.
Alliance players can then speak to lilliam sparkspindle in stormwind city. Horde players can talk to tinkerwiz in ratchet. Then you will be offered some quests to open new recipes for that school of engineering.
Engineering is a very playful and fanciful profession. You can produce all sorts of insane things that are fun to use and also amuse and bewilder other players.If you are planning on becoming an engineer, you should likely already be a miner. Miners gather ore and smelt ore into bars to make the bulk of engineering items. Engineer recipes frequently include jewels, which are encountered in a variety of places. Typically, most engineers purchase or are given rare jewels from other players.Engineering is used to assemble metal and stones into components necessary to build explosives, guns, scopes, bullets, mechanical dragons, aquatic helmets, and much more. More than any other profession, engineering products demands several steps to be finished. Buy wow gold here !
The engineering trainer has some very cool engineering plans. Nevertheless, there are many more interesting and desirable plans out there to find from monster drops.Trainers are located at springspindle fizzlegear found in ironforge, tinkertown for the alliance. For the horde, roxxik is located in orgrimmar.After you think you have mastered engineering, you are offered a chance to specialize in either gnomish or goblin Engineering. You must first reach 200 skill and level 35. Alliance players can then speak to lilliam sparkspindle in stormwind city. Horde players can talk to tinkerwiz in ratchet. Then you will be offered some quests to open new recipes for that school of engineering.

Posted by JImmy at 01:15:34 | Permalink | No Comments »

Spectral Safari Tournament Results, World of Warcraft Miniatures

Saturday, March 14, 2009, Battlezone Comics hosted a World of Warcraft Miniatures tournament called Spectral Safari. The first place prize was the coveted and highly prized, Spectral Tiger loot card, which gives one character a spectral tiger mount.

There were 32 contestants with a multi-layer elimination grid. The competition was fierce, especially because no one was able to bring in their tried and true teams from previous competitions. Each player received a single booster pack and had to make a team with two of the minis from that pack.

The competition started at 12:00 p.m. and lasted until around 7:00 p.m. that night. After many games, a winner was declared. Derek Campbell won the tournament of 32 contestants, with a record of seven wins and one loss. The miniatures he used were Thangal, a Tauren druid, and Ji’lan, a Troll rogue.

This was the only tournament in the city, in the state, and the first of such tournaments at Battlezone Comics. This was also Derek’s first win in a tournament of such magnitude.

To protect the card, it will be shipped to Derek directly from the company. The first 25 contestants to sign up received a special edition Ashenvale map. And there was a drawing for a Red Bearon Loot Card, which is also a mount card. The winner of this drawing was Christopher Burns.

Chris said he was going to take the card to his home, log into the game and add it to his main’s list of mounts. He intended to raid with the mount and show his guild what he had won.

Derek, though he really wanted to keep the card, has decided to offer it for sale and make an investment into a family business.

On a personal note, not as an Examiner, but as a parent, I am proud to announce that Derek is my son and it is my own business that he will be investing in. He has made the entire family proud, not only with his decision, but because he was able to play a game he really enjoys and win at it. We wish him the best of luck in all future tournaments and will support him in his future attempts.

Congratulations, Derek!

Posted by JImmy at 01:14:43 | Permalink | No Comments »

Gazillion’s quest: A killer Lego online game, World of Warcraft-style

Nirvana for the video game industry looks a lot like World of Warcraft, except without the arcane rules that mystify the average player.
That vision is the driving force behind Lego Universe, a new online game based on the building bricks franchise that’s scheduled for release in 2010. Developed by a
San Mateo company called Gazillion Entertainment, the game is designed so even your 5-year-old and his grandfather can play together. Gazillion, which has been operating in stealth since 2005, is also working on an online superhero game based on its license with Marvel Entertainment.
The goal is to make virtual world games that anyone can play. It’s a financially hazardous terrain, previously explored by many companies before Gazillion, including NC Soft, whose Tabula Rasa game, designed by Ultima Online creator Richard Garriott, shut down March 1. These types of games are difficult and expensive to build. They’re even more arduous to maintain once tens of thousands of players pile in, uncovering and exploiting every bug in the game.
The potential payoff is a glittering pot of wow gold Consider World of Warcraft, a game …
… developed by Blizzard Entertainment in Irvine. It has 11.5 million subscribers, each paying about $15 a month to play. That’s $172.5 million a month, more than $2 billion a year, in fees alone. The game disc, which makes a regular appearance on the weekly list of top-10 best-selling PC games, brings in another $20 a copy. Not bad for a title that’s more than 4 years old.
It’s no surprise that the game genre, known as Massively Multiplayer Online games, or MMOs, is a hotbed of development. MMORPG.com lists 253 such games, many of which are in development. With such a crowded field, one way to cut through the noise is a well-known license. Both LEGO and Marvel fit that bill, said Ted Pollak, senior analyst with Jon Peddie Research in San Francisco.
“I think there is a big opportunity for mass-market MMO’s, especially when they are connected to recognized brands,” Pollak said. But, he warned, “the quality of the game must be top notch, which is not an easy undertaking.”
Gazillion Chief Executive Rob Hutter said his company has recruited 300 developers, many of whom have worked for Sony Online Entertainment, Blizzard, NC Soft, Walt Disney and other seasoned MMO studios.
“We worked hard to create a game experience that is easy to learn, but also offers depth for even the hardest-core players,” said Hutter, who said his developers spent some time figuring out why Nintendo’s Mario franchise continues to pull in new players while maintaining its base of serious gamers.
Among the changes Gazillion made: shorter game sessions so players can jump in and out in five or 10 minutes, easier ways to move around the virtual world, more intuitive menus and fun ways for old-timers to interact with newbies.
“When you look at World of Warcraft, it’s largely a hard-core gamer phenomenon,” Hutter said. “We think there’s an enormous opportunity for an MMO that can penetrate the mass market.”
A worthy quest.

Posted by JImmy at 01:13:42 | Permalink | No Comments »