The benchmark for US virtual worlds comes from Asia, where worlds with more than a million subscribers are common. Two years ago, anyone working in this area would have picked three or more forthcoming titles as candidates for the first to reach this level. Some of those candidates have failed even to cover their development costs; others are probably profitable; but none has reached the Golden 1M. The MMORPG glut, now more than a year old, certainly played a role. Another factor is the failure of US demand to ramp up as quickly as it has in Korea, Japan, and especially China. True, the space as a whole continues to expand, judging from the most recent numbers. But we still await the first American superstar.
By adding some fuzzy logic, the areas where the young dragons settle could be varied (as in nature), as could the intervals – e.g. as a figure of the time of year – and thus camping becomes not viable. Players would have to walk around a bit to find a dragon, work out any migration routes, or maybe rumours would spread when it was known where a flock of the young dragons had settled. This takes a bit more programming than the spawning solution, but might it be worth the effort?
Pranks, parties and college social interactions add to the excitement while your Sims explore campus locations such as college lounges, pool halls, gyms and coffee houses. As in real life, if your Sims start running low on funds, they can earn Simoleans by picking up a part time job, like tutoring, or engaging in riskier affairs like printing money as a member of the "secret society." After our "high energy" presentation, the questions were even stranger. Someone asked why humanities research got left out, and we had to say that we couldn't find it to be directly relevant on our top 10 list of bulleted points. Ian made the point, and I agreed, that doing the research for this panel made us think differently about academic research. While I'm not going to say that what we've done personally has no value, it was a definite challenge to try and make it *directly relevant* in a BULLETED POINT for developers.
Brad King (EEG News) asks "Sim Simulations: Can Games Teach?" He cites a great post by Jamais Cascio ("The Map is not the Terrain; the Sim is not the City") that worries from an urban planner's perspective: After our "high energy" presentation, the questions were even stranger. Someone asked why humanities research got left out, and we had to say that we couldn't find it to be directly relevant on our top 10 list of bulleted points. Ian made the point, and I agreed, that doing the research for this panel made us think differently about academic research.
I've played many MMOs over the past few years (EQ, DAoC, SWG, RO, CoH), but I've never felt compelled to take screenshots of anything in them. But since I started playing WoW last week, I found myself constantly taking screenshots because of how gorgeous the scenes were. I've put the screenshots up (3 pages of thumbnails) and just wanted to share them. After our "high energy" presentation, the questions were even stranger. Someone asked why humanities research got left out, and we had to say that we couldn't find it to be directly relevant on our top 10 list of bulleted points. Ian made the point, and I agreed, that doing the research for this panel made us think differently about academic research. While I'm not going to say that what we've done personally has no value, it was a definite challenge to try and make it *directly relevant* in a BULLETED POINT for developers.
Why? Because Marks wants to tell a story about a few individuals who "made" Everquest, a broader story about individuals shuffling between corporate structures (EQ's move from Sony to Verant to Sony) and a still broader story about community that he seems to claim is at the heart of Everquest. After our "high energy" presentation, the questions were even stranger. Someone asked why humanities research got left out, and we had to say that we couldn't find it to be directly relevant on our top 10 list of bulleted points. Ian made the point, and I agreed, that doing the research for this panel made us think differently about academic research. While I'm not going to say that what we've done personally has no value, it was a definite challenge to try and make it *directly relevant* in a BULLETED POINT for developers.
The original idea had come from a player who had submitted some lore, along with a quest progression, and the first person to complete the quest, Xanthe, had an earring named after him in the game. After our "high energy" presentation, the questions were even stranger. Someone asked why humanities research got left out, and we had to say that we couldn't find it to be directly relevant on our top 10 list of bulleted points. Ian made the point, and I agreed, that doing the research for this panel made us think differently about academic research. While I'm not going to say that what we've done personally has no value, it was a definite challenge to try and make it *directly relevant* in a BULLETED POINT for developers.
Not long ago, some folks were cheering Sony Online's embrace of real-money trades (RMT) as a fatal blow to third-party RMT brokers like IGE. Well, if you believe today's rumors, we should all be so fatally, um, blown. Says Galrahn over at UO Powergamers.com: "My sources out of Florida have confirmed that IGE has completed negotiations for limited license agreements for at least 5 North American MMOGs. The official announcement is expected at E3." I submit for your comments the idea that the reason many developers have a hard time finding anything of value not only from researchers, but often from their own players, is that they are, in effect, seeing a different world, all the time.
Wouldn't a world that compresses play to a single moment and fills a lifetime with a complete tale be the more self-assured *alternative* virtual partner? I submit for your comments the idea that the reason many developers have a hard time finding anything of value not only from researchers, but often from their own players, is that they are, in effect, seeing a different world, all the time. They looked friendly enough--at least, no one had fruit ready to throw at us. It was simply kind of surreal, after reading the comments on TN this past week and hearing other things at the conference about the problems with game studies and developer/academic relations.
Leap to now. I submit for your comments the idea that the reason many developers have a hard time finding anything of value not only from researchers, but often from their own players, is that they are, in effect, seeing a different world, all the time. They looked friendly enough--at least, no one had fruit ready to throw at us. It was simply kind of surreal, after reading the comments on TN this past week and hearing other things at the conference about the problems with game studies and developer/academic relations.