Sunday, November 1, 2009

You Only Live Twice


In the virtual world of Second Life, you can start a business, make (or lose) real money. Some of the worlds biggest companies are staking their territory there. They dont want to miss out on whats being touted as the Next Big Thing. But are the potentials of online worlds over hyped? This glossy documentary explores the bizarre frontiers of virtual worlds, taking a skeptical, sometimes humorous, look at their heavily marketed promise and their pitfalls.

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Friday, October 30, 2009

Is World of Warcraft Ruining MMOGs?

There’s no doubt that the game is changing the scene, and since its launch in 2004, the industry has taken many drastic turns. There are players who are utterly frustrated with today’s games, and yearn for earlier days, when playing solo through the entire level range was not an option, and players were forced to group if they wanted to progress. Forced grouping and slow leveling created a strong community, and many of these players now feel that that community feeling has been lost in today’s titles. Read our article, 'Bringing Back the Community through WAR' for more thoughts on the evolution of community and online gaming.

The bottom line though, is that massively multiplayer games need to be massively multiplayer, that is, they need subscribers, and lots of them.

Blizzard recognized this early with World of Warcraft, and in an attempt to maximize their subscribers, they made the game accessible. Accessibility not only meant it could run on virtually any home computer, but it also meant the game had to be an option for players who didn’t have hours at a time to commit to look for a group, or camp a rare spawn in order to get a quest item or equipment that they were after. Blizzard gave players the option of being able to play solo through the game, offering something for everyone, whether they had all day to play, or just a sporadic hour here and there.

While that model did prove to be extraordinarily successful, and the game quickly soaked up a lot of players from older games, as well as lure in millions of new players. But some of the older gamers resented that. Suddenly their thriving communities began to dwindle, and the only options they had left were to play the more popular game of World of Warcraft or continue to play another game, where, like ugly people in Hollywood, the community was slowly thinning in numbers.

There is a divide in player’s thoughts of the changes, and Game Designer, Andrew Krausnick, recognizes it.

“The community growth and WoW's game play shift has been so pronounced that there has been a push back from the original MMO denizens,” states Krausnick. “Most non-WoW MMOs often require a higher degree of commitment or learned expertise and are therefore generally considered more 'hardcore.' These MMOs frequently have vocal community members who respond defensively to any perceived movement towards 'WoWification' with the cry of 'go back to WoW, noob' (or some facsimile thereof). And while a general example, it is endemic of an unfortunate divide in the community at large. If the new people that WoW has brought to our slice of the gaming world are going to be a genre-wide boom, then both our MMOs and our communities must grow to cater to a wide spectrum of users.”

The player boom is large, make no mistake. Sony Online Entertainment (SOE) was behind EverQuest, which was widely accepted as one of the largest subscriber-based games at the beginning of the millennium. In early 2004, SOE divulged an approximate subscriber number of 430,000 players in their press release of Champions of Norrath.

Today, World of Warcraft has reached in excess of 11.5 million subscribers. That’s a pretty clear indication of the sheer size of growth the market has seen in the past five years, and it’s had its impact.


Krausnick continues, “MMO players were once a relatively niche segment of the game playing population (much less the general population), but with the launch and general acceptance of WoW, our hobby has begun a full court press on popular culture. What we're going to see is a generation of MMO players not limited to what would be considered 'traditional' gamers, but covering a much larger demographic. These MMOers are perpetuating and expanding the acceptance of the concept of participating in an MMO as a hobby - freely spending their leisure time simultaneously for digital entertainment and as a social outlet, and that is a powerful thing. WoW has simply, in terms of both growth and cultural mind share, had an impressive impact on the MMOG community.”

So, with all of these new players in the market, and more coming in, the effect on designing games from the core greatly changes, as Krausnick points out. Developers not only need to recognize there are players from different schools of thought, but they need to develop a firm plan from the get go.

Jørgen Tharaldsen, Creative Producer of Funcom states that “it also means that the bar is raised for the other MMO companies, and I don’t envy any newcomers entering parts of this market for the first time. Whatever is made is compared to the current feature set of World of Warcraft, and that is no easy thing to match. So I guess the game is on now, how to out-blizzard Blizzard?”


That really is what the game has become. As much creativity goes into these games, at the core, they are still a business, and need to do smart business in order to keep the games running, or none of us would have any games to play at all. So, from a business standpoint, what is the key to making a successful MMOG? Tharaldsen answers.

“I don’t think there are any easy answers to that if you are playing within the traditional fantasy MMO field, but there are so many other approaches opening up now. As such, I think Blizzard has shown the way for the ‘early’ mass-market potential of the genre, and as the MMO genre grows it evolves into countless other, successful variations.”

Mr. Tharaldsen is not alone in his thoughts that Blizzard has set a high standard. Company after company has tried to figure out the “secret formula” to make a successful MMOG. Some have failed, and some have done quite well. So what’s in the secret sauce? Is it a Blizzard secret that they keep heavily guarded in an effort to ruin the market for any heavyweight contenders? Hermann Peterscheck, Producer of NetDevil, currently developing the highly anticipated Jumpgate Evolution, doesn’t think so.

“Is Coke destroying the soft-drink landscape?" he asks. "Is Pixar destroying animated films? I think people like to target the big winner and right now WoW is the big winner. As a developer I think it’s much more important to focus on why companies like Blizzard dominate in the arenas they compete in. People talk about the 'secret sauce' of companies that produce hit after hit. I don’t think it’s a secret at all. Hits are the result of lots of dedication and focus. World of Warcraft is successful because it’s an incredibly well made game. Blizzard will tell anyone that the 'secret sauce' is working hard, testing and getting all the details right. In fact, entertainment companies that dominate in their industries follow that same pattern, as do professional sports teams and music groups. I honestly feel that Blizzard earned their success with WoW. Sure, maybe they had good timing, maybe they were lucky… but at the end of the day they made an awesome product. I would rather try and compete by making an awesome product as well.”

Competition is the name of the game, as Peterscheck points out. And with so many competing products now, players can really start to see some unexpected advantages. One gamer from our community, Anacche, recognizes this fact, and appreciates it for what it is.

“By raising the bars so high, it has definitely made the industry a tougher one to crack. If a game does not offer something amazing, everybody goes crawling back to WoW or worse still, the project fails either at, or even before launch. Those games that do manage to keep up however leave their followers in absolute awe.

“WoW has seen its fair share of competitors rise and fall, some have stuck around in the shadows, but in the end none of them have toppled WoW. The reason being that now you have to come up with more than just one new fantastic innovation (RvR, PQs, or Sex and Violence anyone?) to draw lasting attention. You have to match, or better WoW on each of its grounds - PvP, PvE Casual, PvE normal, PvE Hardcore, and then come up with your own innovations to top it and get the initial attention.

“After four solid years, WoW has shown that you also have to design your content with longevity in mind.

“In some ways, WoW's quality has made it unfairly hard on other developers. Some might call that a great wake-up call, some would call it monopolizing the market; everyone would agree, it's going to take something big to even nudge WoW.”

Whether unfair or not, the competition is there, and as Anacche explains, we are starting to see more and more innovative ideas come to our games. The competition and the massive subscriber base have pushed the evolution of online gaming forward at a staggering pace. We can take great satisfaction in knowing that the evolution is moving forward, which can only lead to good places in the end.

This growth is not unlike any other growth spurts either. While we face the puberty of massively online gaming, we can expect more bruises and pains along the way. These pains come in various forms, from incomplete rushed games trying to compete, to the afore-mentioned divide in the community at large.

“In short, the extreme success of WoW has both expanded and also divided the MMOG community, and the growth is certainly positive but the transition is not complete. It is up to both our community members and our developers to create spaces which are welcoming to broad audiences. It is imperative that we both promote a myriad of play styles as well as accept social atmospheres if we're going to make the most of this opportunity and deliver MMOGs to their birthright as truly massive entertainment,” Krausnick concludes.

So will we ever see a return of the old style of game? Probably not. Like childhood, it’s something we cannot experience again no matter how alluring it may be. But has World of Warcraft ruined MMOGs? It’s pushed us into a bit of a pimply, hormonal stage with plenty of conflict, personal and peer, but the question can only be answered by the individual player.

The direction of the future, though, is up to all of us as a community of gamers, developers and publishers to decide.
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Wednesday, October 28, 2009

Star Trek Online Trailer: The Glory Of The Klingon Empire

ust when you thought you'd seen enough Star Trek Online space combat videos to keep you satisfied for a day or two, Cryptic Studios whips out a Klingon focused trailer that's sure to get your Pepto Bismol colored blood beating through those hardened, warrior-like veins.

That's right, Klingons are in this game! We almost forgot with all that Federation love coming from Cryptic ever since the game was announced. But that's okay, because Klingon's are accustomed to waiting in secrecy for the right moment to strike. This is only the first small disruptor blast in what's sure to be a volley of ferocious strikes far greater than any puny Federation ship could hand.

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Tuesday, October 20, 2009

WoW Power Leveling


The term power leveling is an ambiguous term that is used in different contexts in World of Warcraft. Typically there are two major ways in which we refer to the term. WoW power leveling: a playstyle in which players utilize all the means and methods available to them to level from the level that they are currently at to the level cap or a desired-level in the shortest time possible. And WoW power leveling review: a real-money transaction service that involves hiring a third-party entity to do the power leveling from the current level to the level cap or a desired-level within a mutually agreed time-cost agreement. This article deals with the latter of the two definitions of powerleveling: WoW power leveling review service. However, before using such a service, there are two important areas that all players should look into: security and value.

The first and most important area to look into when planning a World of Warcraft power leveing review service is the security and trustworthiness of the service provider. Most powerleveling service providers are internet-based shops for which both security and trustworthiness could be very unpredictable. The truth is, out of the many WoW power leveling review service providers available in the internet market, only a handful are actually reliable to deliver. And even then, there is always a chance that game developers may catch on and ban the account retrospectively if they suspect any foul play. Most game developers have the tools at their disposal that can be used to track usage records and analyze an account to detect any suspicious activity. However, the methods to check for WoW power leveing review services should theoretically be rather difficult, since it is the same as having multiple users playing one account. The problem arises when the powerleveing service provider is not being responsible and may also be using the account to fulfill other job functions such as farming for WoW Gold to be sold. Researching in forums and review sites may often help out in finding the best WoW power leveling review service providers in terms of security and trustworthiness.

Secondly, by researching well, players can also find the best price offers for WoW powerleveling services as well. Although one thing to keep in mind is that price usually, but not always, varies with reliability. Therefore a more trustworthy powerleveling service provider generally sets their prices higher, but it is not to say that expensive powerleveling service shops are all reliable. Generally the price of WoW power leveling review services will vary from realm to realm so when comparing prices do not compare them across realms. Once a final price is agreed upon, a payment method also has to be chosen. The available choices of methods are usually provided by the powerleveling service provider themselves.

After looking into both of the areas mentioned above to a large degree, a final decision could be made in selecting the WoW power leveling service provider to use. Additionally, all players should employ various preventive measures to further increase the security of the transaction. The WoW power leveling review service discussed in this article refers to when someone utilizes a real-money transaction service involving hiring a third-party entity to do the actual powerleveling for them. This type of service is illegal in the eyes of game developers, therefore players should only consider using it at their own risks.
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Monday, October 19, 2009

Tips on Buying WoW Accounts


Players who desire a head-start in World of Warcraft, especially those who have never played WoW before, one controversial option of doing so is to buy a high-level WoW account. However, there are many important criterion that all potential WoW account buyers should consider before buying WoW accounts.

Not to much surprise, the most important criteria to consider is the source of the WoW account, which also entails the method of transfer that will be used during the transaction. Buyers must try to make sure that the entity that they will be buying from is trustable and that the transaction procedures and communication are secure. However, regardless of method, buyers must always make sure to implement any and all available preventive measures against fraud. Here are some guidelines to setting up preventive measures against internet-fraud.

Anyone who wants to buy WoW accounts must always keep in mind that any and all types of MMORPG-related real-money transactions highly attract scammers, fraudsters and opportunists because of the easy profit that can be reaped from unsuspecting or careless victims due to the nature of the transaction. One basic rule-of-thumb is to never release any personal information, unless, of course, it is automatically released during payment; credit card details of the buyer are sent to the payee.

To make matters worse, trying to find unbiased, factual information from the internet has become a thing of the past. Buyers should always keep their fingers crossed if researching in the internet for reviews or testimonials about online MMORPG-related shops. The sad truth of using search engines to find reviews and testimonials regarding MMORPG-related shops nowadays is: all thinkable search keywords that, in the past, would have led to authentic review sites and customer-discussion forums have now all been massively overrun by unimaginably-high bids from those shops themselves. This means that those search results now actually link to forged reviews and testimonials that are, in reality, promotional ad copies rather than unbiased and informative reviews.

Another important criteria to consider before buying an account for World of Warcraft is the value of the account to be purchased. Most of the time, price approximations of MMORPG accounts are very difficult to gauge. This is the same for all MMORPGs, World of Warcraft included, because there are too many subjective, independent and delicate elements tied to a certain account that cannot be estimated in numbers. The best bet is to conduct comparative research, looking at prices offered from different supplies. Reasonable, albeit slightly-biased, price-ranges can usually be found from asking members of MMORPG-related forums, especially those forums with designated sections about buying and selling game accounts. In the end, however, it all comes down to the specific conditions of each deal which must be evaluated and assessed case-by-case.

One more criteria to consider is actually game-related: the realm with which the account contains the main character in. This criteria is especially critical if the WoW account buyer intends to play with friends who already have characters in a specific realm. Moving characters across realms is possible, but it is highly restrictive and also costs additional real-world money to do so. Realm-preference becomes a problem when buying a World of Warcraft account directly from the owner and not from a shop.

When looking to buy WoW accounts, character-related parameters should also be considered to a certain degree. The first parameter is the unchangeable details such as the character's class, race, appearance or any other similar details that are selected during character-creation. Secondly, the character's level, if not capped, should also be considered. The next character-parameter to consider is the amount and quality of gear, items or any other in-game possessions that are included with the account upon purchase. Finally, the last parameter(s) to consider are the professions chosen and their levels.

Presented in this article are some of the most important criterion that potential game account buyers should take into consideration before deciding on a WoW account to purchase. Always keep in mind though, that real-money trading is a business that is illegal and provides enough ground for an account-ban. However, due to the constant demands of high-level accounts, and the availability of the people who supply them, World of Warcraft accounts will continue to be bought and sold as long as the game is still in service.
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Friday, October 16, 2009

LOTRO: Siege of Mirkwood Trailer

The Epic Conclusion to Volume II: Mines of Moria™ Under the command of Celeborn and Galadriel, players will fight through vast armies of Orcs alongside the Elves of Lórien in a battle that will take them to Dol Guldur, the fortress of the Ringwraiths. This update includes Book 9 and the Epilogue to the sweeping epic tale begun with the award-winning Mines of Moria expansion.


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Wednesday, October 14, 2009

NewsBrief: Utherverse Debuts Virtual World Web


Utherverse, the folks behind the eclectic mix of sites RedLightCenter, Virtual Vancouver, and Rude Virtual, last week launched the Virtual World Web (VWW), a toolset designed to put realworld businesses and communities online in a 3D virtual space. The VWW taps the Utherverse
toolset and comes in two versions: free and premium. An affiliate program contributes to a revenue stream for new VWW properties, says Utherverse.
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