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Posts Tagged ‘guildwars’

A Quick Peek at Guild Wars 2

April 28, 2012 1 comment

There are a lot of MMORPGs out there.  Three new major ones are coming out this summer Guild Wars 2, The Secret World, and TERA.  They all claim to be very different from the MMORPGs that came before.  I cannot tell you if that is true of the latter two, but with Guild Wars 2, it is very true.

I’m a long time player of Guild Wars, and have written about it some on this blog.  I wasn’t sure what to expect with GW2. I heard it was radically different from Guild Wars and it is.  Except for the lore, the beautiful scenery, and the fact you are only limited to a few powers at a time,  GW1 and GW2 have very little in common.  There are too many differences to discuss, and other people have already.  So I’ll just focus on my own experience.

This beta weekend, they only had 3 of the 5 races to choose from.  Humans (which is the only playable race in GW1), Narns (which are just taller and more tattooed versions of Humans), and Charr.  Looking for something completely different, the first character I created was a Charr.  The character creator part seems to be broken for the Charr, but I rolled a female Engineer. After a brief introductory cut scene, I was handed a pistol and thrown out on a mission with dozens of other players fighting off dozens of bad guys.  No wandering around looking for NPCs to give you tutorials before you finally get to kill some lowly level one skale, like the first few minutes of GW1.  In GW2, you are handed a weapon then thrown into a battle.

The thing I least like about most MMORPGs is the repetitive button pushing:  Push button 1 then 2 then 3 then 4, then back to 1 then 2 then 3 then 5 because 4 is still recharging, then heal yourself by pushing button 6, then repeat.  GW1 has a lot less of that because once a bad guy is targeted, your character will continue to fire the weapon until the creature is dead, or until you stop it. You only push buttons for additional skills.  GW2 does the same thing, only you push the 1 button instead of the space bar to fire (the space bar is now the jump button, there was no jumping in GW1).  Not only that GW2 allows you to fight while moving.  No more just standing there and firing like in some 19th century battlefield, you get to use guerrilla tactics, if you can figure out how.

Also gone are the old “Go to NPC, get mission, run a long ways to mission, do it, run along ways back to NPC” time sinks.  The mission giving NPCs are right where the mission takes place, and you get credit and rewarded upon completion immediately.  But that is not all.  As you travel from place to place, there are “event” missions randomly starting up around you.  These have big rewards, involve a lot of players in the area, and are usually a lot of fun.  Even though GW2 is mostly played in an open environment, things like kill stealing and reward grabbing do not happen. Everyone who helps in a kill or a mission gets credit and is similarly rewarded.

The level at which you play at also varies by where you are.  I was doing a neglected low level mission, and noticed my hard earned 700 hit points were reduced to around 500.  Because I was playing a level 3 mission, my character was lowered temporarily to a level 3 player.  That might seem bad, but it means you play all missions at the level they were designed for and everyone in the area who is doing the same mission is on a level playing field.  No more taking your level 20 Krytan character to Ascalon to do The Northern Wall mission designed for level 5 and having it feel way too easy.

Underwater combat is fun, though this weekend did not have much of it.  When the full game comes out there is supposed to be a whole continents of underwater content.  When I discovered the underwater stuff, I was playing a ranger with a cat for a companion.  The cat was not very happy with the underwater swimming, but I found an amphibious drake to train.  When I’m above ground, I can use my trusty bow and cat companion.  Underwater I have a harpoon and drake companion, and a breather so I can stay down as long as I don’t take too much damage.

Probably the biggest change between GW1 and GW2 is character development.  Like GW1, there are multiple professions, each with their own unique talents.  In GW2, there are no secondary professions.  Instead, character variation is done by choice of weapons.  I always liked the longbow, which is a Ranger weapon.  In GW1, any character could wield a longbow by taking ranger as a second profession, but they usually weren’t very good at it.  In GW2, Warriors can use longbows natively, and they have a unique skill set when they do.  I’m not a fan of melee combat, but now that I can build a Warrior with strong armor and give the Warrior a longbow (or a Rifle) and have it do ranged combat, well that is just awesome.  A thief can act like an assassin with two daggers, or like Lara Croft with two pistols.  However you want to play.

Beta weekend is all about trying stuff out and enjoying the beautiful scenery.  Knowing full well that any characters I create will just get erased after this weekend, I did not concentrate on building any up.  I’d play the early levels, then roll a new character, trying all the professions and races.  At the early levels, Ranger is the most fun, but I suspect that will change at the later levels.  Engineers are kind of boring until they get turret access, light armored professions are a bit squishy.

Death in GW2 still needs work.  You can try to revive yourself, but if you succeed, you are often one shot killed rather quickly.  Players can all revive each other, so if you do die where other players are, hopefully they will help you up.  If you don’t want to wait, you can teleport to any wayport you have been to before, but that costs in game gold.  Death penalty, like many other games, involves armor damage which costs game gold to repair (and if you don’t repair it, eventually your character will start running around in their underwear). In other words, dying will cost you.  The death penalty in GW1 was a reduction in max health and energy that went away at the next village you went to.  I kind of like the GW1 version better, but it will not work in GW2 because towns do not work the same way.

Beta bugs aside, Guild Wars 2 is an awesome new MMORPG that is perfect for the MMORPG fan who is tired of the same recycled D&D/WoW model of game play.  Looking forward to the full release.

Metaverse in Transition

August 16, 2011 4 comments

I have not written anything in a couple of weeks because I have been busy working on the sequel.

Meanwhile…  There are many little things going on in metaverse land worth bringing up.

First, is the fast decline of Worlds of Warcraft. They are losing net subscribers at a rate of about 100,000 a month.  Currently they sit at 11.1 million and falling.  They are still the number one MMORPG out there by a long shot, but the declining numbers indicates a change in the market I figured would eventually come.

Let’s just say it: World of Warcraft is getting old.  It’s “look” is dated, and people are more attracted to the much better looking new releases like Rift and Aion.  Competition from the “free to play” games is getting tighter too.  At this point, adding new content will boost numbers some, but each “expansion” will be less and less effective.  Developing new content is expensive and time consuming, and at some point you just have to say,  “Time for a new game.”

Speaking of which, I’m getting excited for Guild Wars 2, which unfortunately still has a “sometime in 2011″ release date.  November is packed for new game releases, and I hope it does not get lost in the mix.  GW2 and Skyrim are the two games I am most looking forward to.

And speaking of “dated”, There.com is now taking preregistration for their re-release.  Right now they are opening the ThereIM client “by invitation”, and you can reclaim your old account if you remember the login and password, you are over 18, and willing to pay $10 a month.  As nostalgic as I am about my There days, I am not feeling enough desire to go back in.  I wish them good luck in their re-release, but I think I’ll be watching from the outside.

Meanwhile in Second Life, the very long awaited release of mesh is getting close.  They released a “beta” viewer dubbed 3.0, which is the same as 2.0 but with mesh integrated in it.  Second Life has been growing a bit stale lately.  Many older great builds, stores, designer, etc. have been leaving.  I believe the “mesh” age will be a renaissance of sorts, and I am definitely looking forward to new builds and new stuff to see on the main grid when it finally goes live.  Be warned that only paying members will be allowed to upload mesh objects, and the prim cost of having mesh objects in world is higher than expected too, so those will be limiting factors.  I totally understand the first restriction as it is necessary to prevent a rash of copyrighted mesh objects from other games flooding Second Life.  The second restriction can change in the future.

Still, mesh has yet to reach the main grid.  Open Sim already has it, as long as you are using a mesh enabled viewer.  The sooner it gets to the main grid, the better.

Fun With Fantasy Roleplay

March 9, 2011 2 comments

It seems there is a recent convergence of cool Fantasy Roleplay games all coming out now, and older ones making updates just to remind us they are still around.  The current FOTM in the MMORPG category is Rift, which finally got out of beta and available in stores.  For you non MMO fantasy fans, today is the release date for Dragon Age 2, which is the game I’m most looking forward to.   I will most likely be splurging for it this weekend.  More on that below.

Meanwhile, a surprising update arrived this weekend in Guild Wars.  It allows you to play with a full team of customizable Heroes instead of the usual, 3 Heroes and 4 henchies.  This part of the update is free, but for an additional price, you can turn your player characters into heroes, which will give you a supply of heroes available at any level, so you never have to use henchies again.  I splurged, and got the 8 pack, and turned all my characters into “mercenary heroes”.

This makes it possible to do group shots like the picture above.  From left to right is Ariane Brodie – Krytan Ranger, Ariane Bane – Tyrian Ranger, Ariane Divina – Krytan Ritualist, Aria Dawn – Tyrian Mesmer (my first character approaching 6 years old), Ariane Blade – Krytan Warrior, Dahlia Tam – Tyrian Monk, Aria Night – Krytan Necromancer, and Ariane Fire – Elonian Elementalist.  I’m planning to take the whole gang through a campaign.  I loved playing them all, and its fun having the whole gang together as a group.

Its nice to see ArenaNet continue to improve Guild Wars after 6 years, though I’m sure these releases are designed to hide the fact that  Guild Wars 2 is now in its 3rd year of development, with still no sign of an official release date.

Replayability: The secret to RPG success.

The thing I enjoy about fantasy RPGs is after I play a game through, I like to make my own variations, doing things differently just for the heck of it.  It adds to the replay value of a game. So many games are fun once through, but not so interesting the second time through.  Some games however allow flexibility and experimentation, and these are the ones I most enjoy, especially over and over.

Oddly, the two best ways to add flexibility are cheat codes and mod tools.  You are highly unlikely to see either in MMOs or console games, but for PC gaming they are becoming mandatory for long term success.  I know some of you purists out there do not believe in cheat codes or game modding, because it undermines the integrity of a game.  Whats the point of winning if you can just cheat?  Where is the fun in that?

The fun comes in creating your own scenarios, missions, and original character play.  In Dragon Age Origins, I invented a new character prototype called the “Arcane Rogue”.  This was an Arcane Warrior mage who (through cheat codes) accessed rogue powers, in particular the stealth line, and the dual weapon mastery line allowing the Arcane Rogue to wield two long swords which use the magic stats. The final skill in the arcane warrior line makes your character look partly invisible, and stealth makes her completely invisible.  Tradition dictates that invisible people are only truly invisible when they are naked, hence my character tends to be naked when playing on maps filled with enemies.  She wears clothes in all towns and settlements where she has to deal with NPCs, but does not use stealth.  To avoid instant death due to lack of armor, I created an “Arcade Rogue Ring” which she wears in lieu of armor. The ring has the properties of “+10 Armor” (typical armor level of cloth robes), “+30 Defense” (the stat that determines hit or miss, I figure if you are invisible, bad guys are going to miss you a lot), and “Reduce Hostility” (if they cant see you, they are less likely to attack you).

Yes, I know this is all really geeky sillyness, but its my geeky sillyness.

Which comes back to Dragon Age 2.  Bioware has stated that the focus of DA2 will be on the console versions, and while they have not said “absolutely not” there do not seem to be plans to release modding tools for DA2.  That being said, people have already figured out how to mod the free demo for DA2, so the likelihood of there being custom mods for the PC version of DA2 is 100%, even without the support of Bioware.

Mod-ability extends the life of PC games.  People are still playing Neverwinter Nights, All three versions of The Sims, and Oblivion years after their release thanks to a never ending parade of free player created mods.  I hope the makers of DA2 remember that.  If not, I’m pretty sure Skyrim (from the makers of Oblivion, coming in November) will definitely be releasing mod tools.

New Years Eve in the Metaverse: Live Blog

January 1, 2011 3 comments

Its New Years Eve, and temps are in the 30s tonight, and the local gigantic New Years concert has Ben Folds playing (yuck!).  So I’m staying in, and party hopping in the metaverse wherever I can find a good party.  I’m cruising multiple virtual worlds, and this may require some update breaks throughout the night.  Also I’m going in blind, not knowing in advance where the good parties are, but here goes.

First up, IMVU.  Haven’t been in here since the last time I blogged about it. First thing I notice is that I am an IMVU Millionaire somehow. Last time I was in game I only had half a million.  It pays to not play apparently.  OK, go to the chat room search, type “New Years” and see what comes up.  Ahh, a New Years Ball…

Decent crowd like the atmo.  Wow its a formal, I seem a little under dressed.  Lets try another scene…

Trying an Adult Pass event. Looks like a boat with fireworks.  Some girl from Britain is here, its 3AM in the UK right now.  What a way to party. Just turned New Years day in Bermuda, off to another virtual world.

And here we are in Inworldz.  The problem with Open Sims is that I have no wardrobe here.  They are playing 80s music, time to duck out.

Decent Crowd at the OSGrid greeting center, so how does one go about finding New Years Eve parties in OSGrid anyways?  Another problem with Open Sims, no event search capabilities.  So where to now?  I haven’t been to Blue Mars in a while.  Twinity either. I’ll probably need new clients for both, so I’m downloading both at the same time, lets see who wins… Twinity by a long shot.

Yay! New Years in Virtual New York City!  6 people, and this is the most crowded place in Twinity right now.  OK Atlantic Time Zone has just had their New Year.  Next up is Eastern Time Zone.  Lets see, has Blue Mars finished downloading yet?

Wow even fewer people for the big New Years bash than Twinity.  OK this place is dead tonight, I need some place that is alive and kicking for my Eastern Timezone celebration.

Hmm, time for an old standby…

There is always a big holiday gathering in Guild Wars!

OK ran out of different worlds, time to check out Second Life.  I found some scheduled New Years events on the SLU board, so I’m going to check them out blind without looking at a map to see if they might be lame.

First Stop New Toulouse.   Nice crowd. Very formal. Good opportunity to dress in my hot red dress.

I checked out a few others, but the New Toulouse party seemed to be the best, so I stayed there for the Central and Mountain Time zone parties.

But for the Pacific I had to check out a nude beach party at SDI

Happy New Years Everybody!!!

Second Life and Guild Wars 2.0

August 21, 2009 1 comment

Video

Two of the games I spend a lot of time on both recently announced major upgrades.

Second Life 2.0

The recent Second Life Community Convention (SLCC) had some presentations from Linden Labs with demonstrations of upcoming upgrades. Among them a much better organized viewer, much requested mesh imports (not till 2010), reflective surfaces (also not till 2010), and a bunch of other features.

More info on the new viewer can be found here. Here is a video.  We could see the new viewer later this fall.

Guild Wars 2

There are new MMORPG’s coming out that have tempted me to get back into online role play games. Aion, Champions Online, and Fallen Earth are three new ones for fantasy, comic book, and post apocalypse fans.

But now word comes that Guild Wars 2 is coming out maybe as early as the end of this year. Which is surprising, since I was hearing possibly 2011 before. This is the one I am most looking forward to. In Guild Wars 1 you always played as a human. In Guild Wars 2, there are five races to choose from, and I plan to have characters in all five.

More info on Guild Wars 2 can be found in an interview with the devs here.

Random Notes from the Metaverse

June 8, 2009 2 comments

Notes from the Metaverse:

- I’ve been in a Guild Wars state of mind lately, which makes it hard to blog. Whenever you see months of no blogging, it is usually when I am playing Guild Wars.

- The Sims 3 is out now.  Have not gotten it yet, but the reviews look good. In the past I have gotten obsessive with The Sims:  1, 2, and Sims Online. Got burned out really bad at one point, not sure I’m over that.  Spore and Sim City Societies were kind of disappointments.  Apparently they are going with an online update system this time, where you can purchase new objects individually, instead of prepackaged CDs. If virtual worlds are any indicator, this could ultimately be an even more profitable way to go, especially if they open up to 3rd party brokering.

- Still waiting on Blue Mars to go open beta. I’m hearing really good things from beta testers, but they are not allowed to get specific or show screen shots per the NDA.  The Open Beta should happen later this year. I keep hearing “two months”, but I have heard that for the last 7 months.

- Also waiting for the new Second Life continent “Ursula” to open up.  The adult only continent where the rules are quite a bit more relaxed. I’m very curious how this experiment will work out, it could potentially be a disaster that ends SL once and for all, though the odds are small on that front.

- Speaking of which, SL is showing revenue growth in an other wise declining economy, just as I predicted in a post last January. Because of its low start up cost (free) more people are joining Second Life, and actually staying more, but as expected, they are spending less money per account. According to a recent interview with Phillip Rosedale, it seems the player growth rate is exceeding the spending decline rate, resulting in a net gain. Interesting.

- And finally, I released a new Dating Simulator update again, version 5.8. In the last version, I improved the swimming scenes, but noticed a “bug” that if you go to the kitchen after swimming, it goes immediately to an ending scenario. There was a very simple fix for this, but I decided the bug is a symptom of a problem in general: all the late date ending scenarios either involve sex or drinking, and if you do something dumb early in the date, all you are left with is drinking.

In an effort to open up the ending a bit, if you do go to the kitchen after eating dessert (or swimming, or showering), Ariane will suggest what to do next based on what you have or haven’t done so far. You can accept or decline her recommendations, until she gets tired of your constant rejections, or she runs out of ideas, whichever comes first.

The basic pattern of the whole dating simulator is to start out with a few basic options, explode into a ton of options, and then if you don’t royally screw up, finish with one of a few appropriate endings. Unfortunately, there are not enough appropriate endings. I needed a fun innocent ending to round it all out to add as a “bonus” to the suggestions.

The “downtown” solution to this is to find an amusement park to check out for a silly but innocent ending. I decided I needed a home version of the amusement park and came up with a “board game” ending.

Now I had the idea to have a board game in the dating simulator since version 1.0, but kept on running into obstacles. It would be silly to simulate a whole game unless I picked something easy like Tic-Tac-Toe or Nim, which are too predictable. So I decided to just simulate the ending of a game.The decision of which game ending to simulate came down to  two criteria: 1. It had to be a game with simple ending scenarios (Life, Clue, Sorry, Chutes and Ladders, etc.) 2. It had to be a public domain game (Checkers, Chess, Backgammon, Chinese Checkers, most standard deck card games). For whatever reason, these two criteria are nearly exclusive. It took a while to finally figure out that Parcheesi is probably the only game in both categories, hence that is what I picked.

CoH: You can't always go back home again

May 2, 2009 1 comment

This past week NCSoft celebrated the 5th anniversary of City of Heroes/Villains, Lineage II, and the 4th anniversary of Guild Wars by holding some events and allowing old players to come back for a free week of play.  I have played all three at one time or another, I decided to focus the free time on City of Heroes.

From May 2004-May 2005 I spent something like 900 hours moving my Assault rifle/Tactics hero (ArianeB) from level 1 to 50.  It was my first MMORPG and I really had a lot a fun and made a lot of friends.

After level 50, there was not much to do, I had a few other characters, but never got any past level 25.  Eventually, I got distracted by Guild Wars, and did not play CoH enough to justify the $15 a month fee and dropped it, reactivating from time to time when urges came back, but mostly I have not played much at all in over two years.

I thought I’d try it again during this free week. Paragon City brought back a lot of memories. Despite the lack of play in two years, I still know my way around the freeway system in Skyway  – like going back to a city you used to live in years ago.

But is it still as good as I remember it? Unfortunately no.

It is still a game about mashing keys in a certain order over and over again.  Team play is still a lot of fun, but individual play is no where near as fun as Guid Wars. Both CoH and GW have constantly added content, but the game play in CoH has not changed significantly in 5 years. The new content plays more or less like the old content.

The new content on Guild Wars has changed the game making it a lot more fun. Nightfall added Heroes, Eye of the North added global powers. There is a lot of variety in the missions and many of the best missions are replayable. There is also a lot of strategy built into succeeding in the game, not just repetitive key mashing.

Bottom line: Guild Wars has aged better than City of Heroes.

I think it is time to make a clean break and hang up the tights. CoH and CoV were fun adventures, but its time to retire and move on. Cryptic Studios, those responsible for the content of CoH, is working on Star Trek Online, while Arenanet is working on Guild Wars 2.  Both are a year or two away from release. I’m looking forward to both!

Dark Times for 3DVWs Part 1: Worlds Collide With NCSoft

January 5, 2009 3 comments

This is the first of three “opinion” pieces I am writing about the future of 3D Virtual Worlds. I believe that ultimately the future looks bright, but we are at the beginning of a long overdue “shake up” that should finally separate myth from reality. Lets start with legal realities:

So one of the oldest but least successful MMO providers Worlds.com filed for patents of their 3D online technology back in 1995 and were awarded the patent finally in 2007. The two patents obtained were Scalable virtual world chat client-server system, and System and method for enabling users to interact in a virtual space

During those intervening 12 years a multi billion dollar MMO industry has grown. Some of it based around the same technology patented by Worlds.com.

So earlier this year I saw an announcement that Worlds.com has retained a major patent rights law firm to represent them, and on Christmas Eve they filed their first suit against NCSoft, founded in 1997 two years after the original patent application.

According to Wired, NCSoft’s official statement in response: “We can’t comment on potential litigation except to say that NCsoft takes all legal action seriously — even if the company believes a lawsuit has no merit. We intend to defend ourselves vigorously.” (emphasis mine because it is funny)

I have not studied the patents, and do not know how broad or narrow they are or what they actually cover. I do know that in worlds.com programs, you pre-load all the shapes, textures, etc. and there is virtually no way to do custom textures and buildings etc. MMORPGs work just like worlds.com programs, hence they seem to be the first target.

NCSoft is the largest MMORPG producer in the world (yes bigger than Blizzard), producing Guild Wars, City of Heroes/Villains, Lineage 2, and the upcoming Aion. They were part of a landmark suit before. Marvel sued them over the ability of players in City of Heroes to create custom heroes that look like Marvel heroes. The suit ended amicably, with CoH game runners creating “Generic Heroes” of characters that potentially violate copyright.

Worlds.com lawsuit has far reaching implications. If Worlds.com wins, they could theoretically go after every producer of 3D online games, potentially killing the whole industry. You can bet there is a lot of support building for NCSoft to do everything in their power to invalidate the patents.

Two things can kill a patent: Prior art, and obviousness. The other defense is that the burden of proof of patent violation is on the patent holder.

Prior art can come in the form of older patents. Like this one. Or it could come in the form of 3D online games that existed prior to Worlds.com development. Obviousness is also an obstacle as the whole concept of 3D online games is a combination of Habitat (a 2D virtual world built by Lucasarts in 1985) and Doom (a 3D game that included multiplayer network play in 1993).

Then there is the burden of proof problem. The patents were based on technology developed in 1995. The technology around online game playing has changed radically in the 14 years since, and there are many ways to do the same thing. In a future posting I plan to compare the underlying structure of Second Life, There.com, Guild Wars, and World of Warcraft. The technology behind these four games is so radically different there is no way they can be compared as using the same technology except in a “look and feel” way.

While I do not know the ins and outs of patent law I do know technology. The whole paradigm of online game play changed radically in 1997 with Diablo. Blizzard offered online play for the successful desktop game and ran into a huge problem: cheaters.

Before 1997, the only thing online programs dealt with was communicating between players was position, movement, and chat. Everything else was handled by the player’s own computer. People soon figured out that by modding the game on their hard drive, they could do things that other players without the hacks could not.

The fix implemented by every online game that followed was for the game servers to keep track of everything. Hit a beast with a sword, the damage is calculated on the game server and the info is relayed to your computer to display the damage. Swing the sword again and another exchange between your game and the game servers is made. This keeps the game fair for all players. It also requires a very different conrol structure for online play, different than anything worlds.com has ever developed.

This lawsuit is do or die for worlds.com. Once the star of online gaming they have watched dozens of upstarts fly right past them. They have announced two new virtual world projects, but I bet they do not have the money to actually do them. They are counting on winning lawsuits to get them the capital to go on. Losing is likely a death sentence.

Good riddance I say.

I believe that all software patents are an abomination and should end!! Copyrights are fine, if another company is using art or code without permission, go after them. But NCSoft has built all of their games from the ground up. They are mirroring what everyone else is doing true, but they are doing their own thing. For Worlds.com to profit off the work of others because it is “similar” to what they did first, seems to me to be immoral.

But since when has law been equivalent to morality?

A trio of articles about legalities of virtual worlds:
The Rocky Legal Landscape of Virtual Worlds, Part 1: Trademarks
The Rocky Legal Landscape of Virtual Worlds, Part 2: Patents
The Rocky Legal Landscape of Virtual Worlds, Part 3: Copyrights

Note: While Red Light Center was built by worlds.com, it is a seperate entity, and not part of the litigation.

Update: Case Has Been Settled!

Virtual World Philosophy: The Uncanny Valley

June 24, 2008 5 comments

Most popular online worlds

So lately I have been having fun with Windlight, and focusing on how real Second Life is looking lately, but have not bothered to ask, “Is this a good thing?”

Above is a montage of screenshots from some of the most popular online communities on the web. World of Warcraft = 10 million subscribers, IMVU = 20 million accounts, HabboHotel = 90 Million accounts, 8 million monthly active users, WeeWorld = 21 million accounts, Runescape = 5 million monthly active users, Club Penguin = 17 Million Accounts, 4 million monthly active users (sources GigaOM, KZero).

What do they all have in common? None are designed to look “real”. They all purposely have a cartoon look to them. According to a recent NWN blog, this is a significant fact:

There’s little evidence of mass demand for an intensely immersive 3D virtual world; instead, indications suggest the market shrinks in inverse proportion to increasing immersiveness.

There’s several worthwhile observations you can make. First, none of them feature next gen, top-of-the-line 3D graphics. (WoW is 3D, but developed with graphics that run fairly well on older computers; also, the visuals are not realistic.) Besides Warcraft, however, none of these top MMOs are 3D at all; rather, they’re 2.5D. And while one hopes that 2.5D-based MMOs will whet the market’s interest in a more immersive, graphically rich virtual world, the exact opposite seems to be the case. (The still-popular Habbo Hotel was launched in 2000, and the cartoonish graphics are basically the same.)

Only after you drop down several million users do you start to see MMOs and virtual worlds incorporating next gen graphics that require high-end 3D cards for optimal viewing– Lord of the Rings Online at about one million subscribers, Age of Conan at about 750,000 subscribers… and Second Life at some 550,000 monthly active users.

Why is this happening? Here we enter the realm of speculation, but it seems that most people experience sensory overload with too much immersion; instead of being drawn into the intensity of the simulation, they’re repelled by it.

Before going into some of my objections to this idea, let me point out some other evidence to support it. Take for example the world of 3D animated films which I have written about. The most realistic looking 3D animated films have been Final Fantasy: The Spirits Within, The Polar Express, Advent Children, and Beowulf. Not one of these have managed any real success at the box office, at least compared to the more cartoonish fare such as The Incredibles, the Shrek films, or Ratatouille. The more realistic films have an unfortunate creepiness to them that makes them seem weird and turns people off.

There is a theory in robotics about this effect called “The Uncanny Valley“. From Wikipedia:

The uncanny valley is a hypothesis that when robots and other facsimiles of humans look and act almost, but not entirely, like actual humans, it causes a response of revulsion among human observers. The “valley” in question is a dip in a proposed graph of the positivity of human reaction as a function of a robot’s lifelikeness.

Mori’s hypothesis states that as a robot is made more humanlike in its appearance and motion, the emotional response from a human being to the robot will become increasingly positive and empathic, until a point is reached beyond which the response quickly becomes that of strong repulsion. However, as the appearance and motion continue to become less distinguishable from a human being, the emotional response becomes positive once more and approaches human-to-human empathy levels.

This area of repulsive response aroused by a robot with appearance and motion between a “barely-human” and “fully human” entity is called the uncanny valley. The name captures the idea that a robot which is “almost human” will seem overly “strange” to a human being and thus will fail to evoke the empathetic response required for productive human-robot interaction.

One then has to wonder if it is possible for there to be a natural detraction to video games whose graphics are too real looking, and is this why Second Life may never reach Habbo Hotel like numbers?

I believe it is possible for games to become too real, but I am definitely not convinced Second Life comes close to that mark. I am also not convinced it is the reason it is less popular than the above named games.

Maybe some Playstation 3 games are getting too real looking. Maybe that is why the Wii is more popular? No, lets face it the real reason Wii is more popular is the innovative controllers.

World of Warcraft is cartoonish compared to more realistic Guild Wars, but it is more popular due to better marketing, the Blizzard name, and WoW has more immersive gameplay. There is more cartoonish compared to Second Life, and yet Second Life is the bigger of the two, for similar reasons.

The most popular online games are not popular because they are less realistic, they are popular because they have been around longer, or are marketed to kids (a huge market for the 2D worlds), or they are free or very inexpensive to play.

Take a look at the best selling stuff in There, IMVU, and SL: the more realistic stuff consistently sells better, because it looks better. QED

The ultimate point is this: Realism is not an important goal in a sucessful virtual world, or any computer game for that matter. Players appreciate realism up to a point, but if the realism comes at the expense of some players with older or less powerful computers, its not worth it.

St Patty's Day in the Metaverse

March 17, 2008 1 comment

Many online games were celebrating St Patricks Day today.

The Dublin server was the place to be in Second Life, who had live bands and parties all weekend.

Meanwhile in Guild Wars, my Irish looking Mage was drinking Shamrock Ale

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