virtual-worlds

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  • The Daily Grind: Are virtual worlds still important?

    by 
    Justin Olivetti
    Justin Olivetti
    05.09.2012

    As part of the recent Massively Speaking bicentennial, we were reminiscing about the fact that Massively used to have a much heavier focus on virtual worlds. While we still touch on those from time to time, these types of "games" don't seem to be as hot as they once were. Or maybe they are and we're just not seeing it! From Habitat to The Sims Online to Second Life, there have been many attempts at constructing vibrant, community-driven virtual worlds that would draw in players looking to create dual lives that were flashier and more fantastic than their real lives. These games once were heralded as the wave of the future, but it seems as if that wave has since moved on to bashing things with their +4 Clubs of Exquisite Suffering. So what say you: Are virtual worlds still important? Are we trying to return to the concept by embracing sandbox principles? Are they best left to wither and die in the annals of history? Every morning, the Massively bloggers probe the minds of their readers with deep, thought-provoking questions about that most serious of topics: massively online gaming. We crave your opinions, so grab your caffeinated beverage of choice and chime in on today's Daily Grind!

  • NintendoWare Weekly: Amoebattle, Super Hang-On

    by 
    Richard Mitchell
    Richard Mitchell
    05.03.2012

    Two new Virtual Console games in as many weeks? What is going on? On top of the VC release of Super Hang-On, Amoebattle makes its way to DSiWare and Bird Mania 3D takes flight on the 3DS eShop.We rather liked the iPhone version of Amoebattle. Its real-time strategy controls should translate to the DS and 3DS just fine.

  • Otherland alpha sign-ups begin

    by 
    Jef Reahard
    Jef Reahard
    04.19.2012

    Fancy getting an early peek at the MMO version of Tad Williams' Otherland? Head to gamigo's official forum, then, because the company is seeking a few good alpha testers. This isn't your typical marketing beta, at least according to the sign-up verbiage. "As an alpha tester, you will be asked to focus-test specific game elements, document your user experience, and fill out in-depth surveys each week. Alpha testing is hard work," gamigo says. It's also unpaid work, so only die-hard Otherland fans need apply. If you're not a die-hard but are still interested in the game, check out our GDC impressions as well as this handy post that collects all of the publicly known information in one place.

  • Second Life used to teach relaxation techniques

    by 
    Jef Reahard
    Jef Reahard
    04.04.2012

    Who says Second Life's best days are behind it? Not Medical News Today, which reports that the long-running virtual world from Linden Lab has been successfully used to teach relaxation techniques. Massachusetts General Hospital researchers recently conducted a study that concluded that online worlds like Second Life can be useful in "teaching a mind/body approach that includes the relaxation response." The study found that by doing away with the limitations of face-to-face meetings (and easing the minds of participants who are uncomfortable in real-world group settings), virtual worlds can foster more relaxing and healthy experiences. The study featured 24 individuals who were divided into three groups and subjected to eight weeks of online sessions in Second Life. Researchers found that participants "showed reductions in depression- and anxiety-related symptoms," though it's also important to note that participants had prior experiences with virtual worlds.

  • Check and mate: A look at Otherland's EightSquared simulation

    by 
    Matt Daniel
    Matt Daniel
    03.30.2012

    Fans of Tad Williams' deliciously cyberpunk book series Otherland are almost certainly waiting with bated breath for gamigo and RealU's upcoming MMO adaptation of the universe. In hopes of making the wait just a tad easier, gamigo has released a new developer diary video focusing on the EightSquared universe of Otherland. EightSquared, as you may have surmised from the name, is a simulation in which an entire medieval countryside has sprung forth from a gargantuan chess board on which the Red and White armies are locked in an eternal war/game. But something has gone wrong with the simulation: The armies are no longer following the rules of warfare (i.e., rules of chess), and it's up to players to find out where the problem lies before things get too far out of hand and cause the destruction of the simulation itself. The full dev diary also provides a look at the game's Lifecycle AI, which breathes life into the world by providing NPCs who follow their own day-to-day schedules. So what are you waiting for? Log in to the Net and go take a look for yourself. [Source: gamigo press release]

  • Linden Lab's Second Life 'extremely profitable,' company looking to expand

    by 
    Jef Reahard
    Jef Reahard
    03.15.2012

    Second Life has dropped out of the limelight in recent years, but if a new piece at GamesIndustry.biz is on the mark, the long-running virtual world may be primed for something of a renaissance. Former Linden Lab CEO Mark Kingdon vacated the throne in June 2010, and veteran developer Rod Humble took over at the beginning of 2011. Since then, the EverQuest and The Sims veteran has been working hard to bring a bit of structure to Second Life's virtual sprawl, and in the process, reinvigorate what was one of the first MMORPG media darlings. "I was taken aback by just how big Second Life was," Humble says. "To be honest, it had fallen off my radar until I got the call offering me the position. And I looked at their numbers; this is a world that has got 1 million people logging in every month, generating well in excess of $75 million a year -- it's extremely profitable." Humble spent much of 2011 refining the product, and everything from the sign-up process to the UI to world transportation received some attention. The result was a 40 percent uptick in new users, and now Humble is bent on expanding Linden Lab's offerings beyond Second Life. "Linden Lab has been very successful with one innovative product, but I want to stretch the company out again, to make it a really exciting place where people can't wait to find out about the next unusual title we're going to release," he said.

  • Otherland info collected in a single post

    by 
    Jef Reahard
    Jef Reahard
    03.12.2012

    We got our first real glimpse of Otherland at last week's GDC, and if you're hungry for more info on the upcoming MMORPG from gamigo, a fansite called Otherland Net Feed has you covered. The Tad Williams-inspired title might be available as early as the third quarter of 2012, according to the site, and to whet your appetite, the admin has collected just about every known game factoid in a single sprawling post. There is plenty of verbiage relating to the title's simulations (that's Otherland-speak for zones) as well as a ton of images from the game's different locales. There are several trailer embeds too, along with concise reviews of combat, crafting, questing, and travel. [Thanks to Travis for the tip!]

  • GDC 2012: A look at Otherland and Grimlands with Gamigo

    by 
    Karen Bryan
    Karen Bryan
    03.07.2012

    Do you prefer a post-apocalyptic world or Tad Williams' vision of the internet of the future? Luckily, you can have them both by the end of the year because Gamigo is working busy at work preparing to launch two new titles. Massively had a chance to talk with Anthony Guzzardo, Gamigo's North American Publicity Manager, as well as PR Manager Dennis Hartmann as they showed off Otherland, based on the works of Tad Williams, and Grimlands, a post-apocalyptic vision in the desert.

  • Free for All: Old Second Life documentary still highlights truths

    by 
    Beau Hindman
    Beau Hindman
    02.01.2012

    So I was working on this week's Free for All last night when a buddy of mine asked me if I had seen a certain older Second Life documentary. I didn't think I had before, but it turns out that my usual record of consuming everything MMO still stands, and it was fun to re-watch the older documentary again for several reasons. One of the most important things I noticed about the film was just how universal to MMO gaming the documentary was. The issues it brought up are still issues, the problems with virtual worlds are still problems, and the fact that any technology older than six months looks laughable on film is still true. It was also encouraging to see how well Second Life has aged since 2007, but it's slightly depressing to see just how horrible MMO documentaries can be at showing the entire picture.

  • The Game Archaeologist moves into Lucasfilm's Habitat: Part 2

    by 
    Justin Olivetti
    Justin Olivetti
    01.17.2012

    Last week on the exciting cosmic adventures of the Game Archaeologist, we uncovered the ancient civilization of Lucasfilm's Habitat, one of the early predecessors to graphical MMOs. While we talked about how it came to be and pondered just how much money we'd waste if game companies were still charging by the minute, we didn't have the time or space to cover the community and events that formed around this experimental project. That day has come. Prepare your bladder for imminent release! Giving a bunch of players tools to do every which thing in the game and turning them loose without strict regulation might seem like a recipe for an instant sewage pit of a game today, but our cultured, classy behaviors weren't quite trained into us in 1986. When players first set eyes on Habitat, they weren't thinking of min-maxing, kill-stealing, or raid progression; they were trying to make sense of a virtual world using the only frame of reference they had to date: their own lives. Out of a melting pot of ideas and objects came fascinating stories from one of the earliest MMO proto-ancestors of the modern era. Get your '80s on as we head back... to the future!

  • Raph Koster: Immersion is not a core game virtue

    by 
    Jef Reahard
    Jef Reahard
    01.13.2012

    Yeah, you read that right, virtual world fans. One of the more celebrated sandbox MMORPG developers is apparently throwing in the towel when it comes to immersion. Raph Koster wrote what can only be termed a lament on his personal blog today, saying that "immersion does not make a lot of sense in a mobile, interruptable world." Koster characterizes immersion as a style whose time has come and gone, and he concludes that games are no longer for dreamers due to their far-reaching popularity. "I mourn the gradual loss of deep immersion and the trappings of geekery that I love," Koster writes. "I see the ways in which the worlds I once dove into headlong have become incredibly expensive endeavors, movies-with-button-presses far more invested in telling me their story, rather than letting me tell my own." Whether you agree with him or not, it's a sobering read coming from one of the chief creative forces behind Star Wars Galaxies and Ultima Online.

  • Portions of Twinity virtual world taken offline

    by 
    Jef Reahard
    Jef Reahard
    01.11.2012

    Twinity users are experiencing a bit of lawyerly inconvenience according to virtual world blogger Tateru Nino. Portions of the Metaversum GmbH sim have been taken offline for unspecified reasons, and Nino speculates that "someone's team of undead zombie lawyers woke up and started asserting intellectual property rights and licensing restrictions." The Twinity project makes use of both Google Maps and 3-D data to recreate cities like Singapore, London, Miami, and New York, but patrons will need to put their online party plans on hold for the time being. Twinity's dev team posted a cryptic explanation, along with its intent to "try to reactivate the cities in the future."

  • Second Life rolls out Linden Realms publicly on December 1st

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    11.30.2011

    Something very unusual is coming to Second Life on December 1st: a game. All right, that in and of itself isn't all that unusual, since the virtual world has long empowered users to create their own systems and their own games. But this is still something different because it's not a user-created game. Linden Realms has been developed specifically by Linden Lab, and as of December 1st all users will be able to experience what a first-party game for the virtual environment feels like. Second Life content creators will, rather unfortunately, be facing off against an in-house project. Luckily, the tools used in the development of Linden Realms will also be made available to the community, giving everyone a chance to play with the new tools and improve upon gameplay experiences. Whether or not this is a good thing or not for the game's overall health remains to be seen, but it may well provide an interesting boost to the community's user-created content.

  • EVE dev video talks customer relations and server nodes

    by 
    Brendan Drain
    Brendan Drain
    11.16.2011

    As part of a refocusing on developing EVE Online, CCP Games has recently taken us on a video tour of its art, features and core technology departments. This week it's the turn of the customer relations and Virtual Worlds departments as CCP Guard finds out what makes EVE tick. In his visit to the den of GMs, he finds that important stuck queue petitions are answered on average in 15 minutes, a response time much improved compared to a few years ago. Guard chats to several people from CCP's Virtual Worlds department, which is responsible for keeping all the EVE server clusters online and improving performance. CCP Hunter discusses what goes on during EVE's daily downtime and reveals that the once hour-long period has been reduced to only nine minutes per day. We also find out about recent hardware upgrades and the infamous "supernode" deployed for large-scale nullsec wars. Skip past the cut to watch the full video in HD.

  • Sony to intro refreshed PlayStation Home tomorrow, tosses in free titles to celebrate (video)

    by 
    Joseph Volpe
    Joseph Volpe
    11.02.2011

    SCEA's cleaning up its virtual house and introducing a new design for PlayStation Home. The newly redecorated Hub is set to hit PS3 consoles in North America tomorrow, bringing with it "genre-based districts" split into Action for core gamers, Sportswalk for related scores, news and titles, Adventure which'll extend the Uncharted 3 experience, Pier Park that plays host to arcade games, PlayStation Home Theater for media content and, lastly, PlayStation Home Mall where you can purchase DLC. A spate of "freemium" titles is also on deck for the refresh, offering users access to a handful of mini-games like the first-person shooter Bootleggers '29, poker-based PlayStation Home Hold 'Em, PlayStation Home Sport Trivia, racer RC Rally and 3D puzzle game Cogs. If you're aching for a sneak peek, just click on past the break for a video tease.

  • The Anvil of Crom: Surviving the craftpocalypse

    by 
    Jef Reahard
    Jef Reahard
    10.02.2011

    So last week we started talking a bit about Age of Conan's 2012 crafting revamp. I laid out a few things that foul up the current system -- from a tradeskiller's point of view, naturally -- but I didn't quite get around to talking about solutions. Though that's on the to-do list, I may not get around to it this week either, since a few mails and some forum discussions brought up a couple of interesting tangential points that I hadn't considered. Surprisingly, I got email from folks who aren't really looking forward to the big tradeskill upheaval that Funcom game director Craig Morrison hinted at in the August development update. Even more mind-boggling was the fact that these folks aren't even crafters.

  • Neal Stephenson talks MMORPGs and virtual economies

    by 
    Jef Reahard
    Jef Reahard
    09.21.2011

    "The virtual reality that we all talked about and that we all imagined 20 years ago didn't happen in the way that we predicted. It happened instead in the form of video games," says Neal Stephenson, nerd icon and noted author of Snow Crash and The Diamond Age. In a new interview at Forbes, Stephenson talks up his latest sci-fi opus, Reamde, and also offers his opinion on everything from the Metaverse to gamer stereotypes to players converting their in-game labor into real money. "It's undoubtedly happening right now on an informal level all over the place. A huge amount of money is changing hands, and the thing that prevents it from coming out into the open and working the way it's depicted in the novel is a number of legal and regulatory hang ups," Stephenson says. He also mentions his own gaming experiences as well as his new novel's tendency towards adventure in place of the brainiac speculative fiction he's famous for. Head to Forbes for the full report.

  • Sony redesigns PlayStation Home, makes it the game outside the game

    by 
    Michael Gorman
    Michael Gorman
    08.24.2011

    Sony updated PlayStation Home in the spring of this year, and gave its virtual world multiplayer support and better graphics. Evidently that update wasn't quite what Sony wanted, so the company will roll out a complete redesign of the community this autumn to make it easier for folks to connect with desired content. The revamped Home lets users find games by exploring several themed districts (Action, Adventure, Sportswalk and Pier Park) with their digital doppelgängers. Sony's saying the changes will make PlayStation Home itself a game, so maybe it's time for Second Life to start shaking in its boots. Denizens of Sony's digital world can get more details in the PR below.

  • New interview highlights the development of Otherland

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    08.15.2011

    Otherland was an ambitious project that had fallen off the radar for quite some time, but it looks like the project is back on track. Based on the novel series of the same name, the game is set to place players in the eponymous multi-world simulation, a surreal network of virtual worlds filled with inhabitants that believe themselves to be people. Players will not only interact with the otherworldly environments, they'll be tasked with trying to uncover the powers attempting to manipulate the simulation behind the scenes. A new interview sheds some light on what developer RealU is hoping to achieve within the universe. As fits the setting of the book, Otherland is a game with a great deal of player customization, ranging from customizing the appearance of a player's individual simuloid to customizing one's own space on the virtual web. Fans of the books will also be happy to learn that the game continues the storyline of its predecessors, with the offspring of the Grail Brotherhood working behind the scenes to regain control of the unearthly fantasy worlds. The game is currently aimed for a 2012 release, but it looks as if the foundations are being laid solid to start.

  • Massively Exclusive: The sweet and sour of ArcheAge's third closed beta

    by 
    Jef Reahard
    Jef Reahard
    05.31.2011

    Forgive me for getting this out of the way up front: I frickin' hate betas. Loathe them. Avoid them like the plague, usually. Why then, did I find myself foregoing sleep for the better part of last week to log into XL Games' third closed beta test for ArcheAge? Curiosity, for sure, and maybe just a hint of desperation. As the MMORPG genre moves farther and farther away from the types of games worlds that drew me in a decade ago, the chance to get a preview of what some fans are hoping is the next great AAA sandbox was enough to overwhelm my betaphobia. It's been quite some time since I've glanced out my window to see the sun rise while playing an MMORPG through the night, and ArcheAge definitely has its claws in me at this point. Is it the next great sandbox, though? Is it even a sandbox at all? Can XL successfully meld two design philosophies (sandbox and themepark) that are, in many ways, polar opposites? Those questions are difficult to answer, but join me after the cut and I'll give it a shot.