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Several Stories Catching My Eye

The Council of Stellar Management

A new era of community/developer interaction opens with the announcement that a democratically elected council of players is to be established in EVE Online.  A total of 14 players will be elected from the quarter of a million strong community in May, forming a conduit between community and EVE Online developer CCP.  Could prove interesting, and certainly something to keep an eye on.  Full details on the EVE site.

GTA IV’s Social Club facility to integrate with Amazon

Recent GTA games in particular have been very rich in terms of their soundtrack, and GTA IV is set to be no different.  Social Club is a new component for GTA IV that will not only record in-game statistics but also allows facilitates the purchase of tracks from the soundtrack.  Whilst playing the game when the player hears a song the like they can tag it using the in-game mobile phone, with the Social Club service using this information to create a custom playlist on Amazon, from which the songs can be previewed, purchased and downloaded.

Philip Rosedale moves on

On or up?  Anyway Phillip Rosedale has announced that Linden Lab is to begin the search for a new CEO whilst he moves to Chairman of the Board.  Speculation is rampant over whether this paves the way to an IPO.  Not to wish time away but it will be very interesting to see where Second Life is come the end of the year.  2007 was a year of massive growth, and 2008 is almost certainly going to see a relative flat-line by comparison, with the company looking to balance the stability and reliability of the platform against new technical developments.

And finally…

It didn’t exactly create blogosphere ripples comparable to Phillip Rosedale’s announcement but after more than nine years at The Open University the time has come for me to move on.  As one door closes another one opens and in just a few weeks time I’ll be taking up the position of Producer at Emote Games Limited.  Exciting times. 

Journeys into Virtual Worlds conference

On February 19th I presented a session “Virtual Worlds – The Bigger Picture” at a regional JISC event titled “Journeys into Virtual Worlds”.  My main aim with the session was to compare a number of exemplar virtual worlds (Lord of the Rings Online, Second Life and Croquet) and contrast the strengths and weaknesses of each with respect to their educational potential.  The selected products were intended to highlight different aspects of the existing technology space. 

I prefaced the comparison portion of the presentation with an extremely brief whirlwind history of virtual worlds.  Stating that I would not delve into MUDs or MOOs (although recommending the excellent My Tiny Life) I used Ultima Online, Everquest, World of Warcraft and Second Life to create a brief timeline of activity, with the aid of a few additional details from mmogchart.

To conclude I jumped into the inviting but perilous territory of “what can we expect next?”  You can view slides from my presentation by visiting the conference site or by clicking here.

During the session I promised attendees links from my blog to everything I mentioned.  As such in addition to the links above please see below (but note this is not an exhaustive listing of virtual worlds):

More game worlds:  Everquest 2, Tabula Rasa, Pirates of the Burning Sea, Age of Conan

Other worlds and technology platforms: There, Kaneva, ActiveWorlds, Club PenguinOLIVE, VastPark, Multiverse, Metaplace, Project Wonderland, OpenSimulator

Other references:  Eight Steps to the Stars: How NASA can make a successful massively multiplayer online game, Dungeon Runners publishes character information in xml, Lord of the Rings Online Lorebook (including google map implementation)

Q&A at CalState

In the early hours of Wednesday morning I attended a Q&A session at the invite of Penny Semrau from California State University, Los Angeles.  The hour long session on the ISTE Island in Second Life was attended by students from the Instructional Technology MA program, most of whom are K-12 teachers by day.  (As a side note it also marked the end of a very long day for me as earlier on I presented at the Journeys into Virtual Worlds conference in Norwich, about which I’ll blog very soon).

Screenshot from Q&A session

Penny had already circulated links to my recent Schome-related work in Second Life, so much of the conversation flowed from that.  The attendees were particularly keen to ask me about details on the teen grid itself, the Schome vision and community, and many issues relating to child protection and how we approached these with Schome and Second Life.  It’s always good to speak to enthusiastic individuals, so this was a lively and enjoyable session.

Musing over this Q&A, the aforementioned virtual worlds conference and a number of recent conversations with colleagues, it is the child protection issue that arises time and time again when talking about education and virtual worlds.  Quite rightly it is something that needs to be taken very seriously indeed.  However there is also a danger that the time, cost and level of concern becomes so prohibitive that we deprive youngsters of the experiences and benefits that virtual worlds can offer.  Education on how to stay safe online is ever more important, as I can imagine countless teen projects never moving beyond the conceptual phase if educators are facing the unenviable and certainly impractical task of ’policing’ every single transaction that takes place in their virtual environments.

Linden Labs introduce new Second Life interface

Linden Labs are releasing a new First Look client branch by the name of Dazzle.  Featuring an improved user interface it doesn’t look like anything more than a cosmetic change at this stage, not that a cosmetic change is at all unwelcome.  However Linden Labs appear to be suggesting this viewer branch will also tidy up a few things under the hood in order to make future customization much easier.  If you already use the first look Windlight viewer then you’ll have to choose between that or Dazzle, they are separate client branches.

Dazzle SL client

Happy Valentine’s Day - machinima style

A delightful piece of World of Warcraft machinima for Valentine’s Day. 

Releasing unfinished games

Budgets are running low, publishers are demanding units on shelves (or the virtual equivalent) and games end up being released in a less than polished state.  Some may argue this has been going on for years.  My concern is that that this is becoming less of an unwelcome result of poorly managed projects and publisher pressure and instead is developing into an accepted part of the actual business model.  And nowhere is it more rampant than in the mmorpg.

Tabula Rasa developed by NCsoft arrived late last year and has been mentioned several times on this blog.  In only a few short months players have had character attributes and skills reset several times as game balance received sweeping changes, staple genre features like auction houses and multiple character race choices were entirely absent at launch and have been introduced instead through patches, several zones had major lag issues which made them practically unplayable (especially strange given that most game areas ran perfectly smoothly) and it was clear that whilst early areas were content packed the experience seemed to degrade somewhat as the player reached higher levels.

Flying Lab Software launched Pirates of the Burning Sea onto the high seas last month.  The game seems to be fundamentally lacking in variation, most missions are geared towards single players, ship battles are well realised but rapidly become uninteresting and rarely vary in anything other than the number and size of the ships being faced, different land-based missions frequently recycle the same environment, and the swashbuckling gameplay is truly woeful (the system admirably strives to derive a system rooted in real sword combat, but completely fails to make it fun). 

Now both titles rightly claim features that are innovative, appealing and differentiate them from other games on the market, and in spite of the problems highlighted above I’ve enjoyed many elements of both.  Tabula Rasa is an all action affair in a sci-fi setting, and refreshingly manages to capture the intensity and (some of) the play-style of a first person shooter whilst remaining thoroughly steeped in the design of a mmorpg.  Anyone beginning their life in Pirates of the Burning Sea will be thoroughly entertained by their first ship battle on the open sea, and will look forward to upgrading to bigger and better ships and perhaps even partaking in the challenges of port contention and the economy.  However, plus points aside, I’m of the opinion that both titles were released somewhat short of the benchmark players expect.

Jess Lebow, Content Director at Flying Lab Software admitted there is room for improvement during a recent live dev blog.  Most of the game encounters to date have been created using a template system which whilst aiding the rapid generation of content has resulted in an overly repetitive experience.  Jess states that “As we move forward, we won’t be using those templates any more.”

Contrast this to Blizzard.  At last weeks 2008 DICE summit president and co-founder Mike Morhaime revealed a long list of cancelled titles, underlining that Blizzard only hit such a high hit rate of successful releases by cancelling those they know are not good enough.  Mike concluded, “The worse thing we can do is to release a game that doesn’t live up to our quality standards.”

Playing a mmorpg from release has largely been and appears to remain a bit of a risk, offering the chance to experience a new game world but demanding that you live with something that simply isn’t quite ready, yet.  And whilst I’m not suggesting that Blizzard are perfect anymore than I am NCsoft or Flying Lab Software are awful, it would be nice to see signs that the industry as a whole is getting better at managing big budget projects without having to compromise on quality.  With high profile mmorpgs Age of Conan and Warhammer Online expected later this year we won’t have long to wait to see if this is true.

Text to Speech Widget

I’ve discussed with colleagues many times my frustrations with voice communication in virtual worlds.  My view is that real-time voice communication in games like the Battlefield Series improve the game experience no end.  However virtual worlds like World of Warcraft or Second Life are both places where the user may choose to create an alter-ego in preference to a direct mirror their real world self.  In these situations communicating by voice destroys the illusion.

That is of course unless the voice communication is a synthesized one.  Cepstral have created a text to speech widget for the IMVU virtual world as demonstrated in the following clip.

The voices are a little clipped but this could be the beginning of a trend and it will be interesting to see if other virtual worlds look to embed similar applications.  You can test the service at Cepstral’s demo page, choosing between a range of voices and effects.

The Making of Schome Park Beta - an illustrated overview

Several weeks ago I finished building Schome Park Beta.  Since then I’ve collated some of the images taken during the design and build process and have put these together with my summary of the process on their own page, The Making of Schome Park Beta.  If you want to get a glimpse inside my approach to this particular build I’m sure you’ll find it well worth a read.

Welcome

Just a quick post to say welcome!  I’ve moved my blog (along with what I felt were the most important posts from the last year) to this new location, and given it a bit of a shine in the process.  Make sure you subscribe to the feed so you don’t miss anything.

Republished: Schome Park 2008

This post originally appeared on Dan’s Glass Houses blog on January 25th, 2008.

The Schome project has re-opened in 2008 by doubling its presence in Second Life.  A second island compliments the one original island that has seen the project through its first two phases (dating back to March 2007).  In this third phase of the project island management and design has undergone a radical shift.

Schome Park Beta external view

In previous phases, working on just a single island, the staff had terraformed the entire space before building just a limited number of functional areas.  The students then built on the rest of the island to fulfil the needs and desires of the community and its projects.  Phase three sees the new island developed by staff using a ‘total concept’, with room for the community to add more during the coming months.  The original island will be placed under complete student control, including the ability to terraform.

Schome Park Beta inside the crater entrance

So how has the new island been received?  Well one advantage of working with teenagers through online mediums is that they certainly aren’t shy about letting their views be known.  As expected views have spanned the full potential range of opinions, but the median viewpoint is certainly very positive.  Additionally some of more ‘hidden’ features including underground areas and trapdoors concealing entrances/exits have certainly sparked the imagination, and added a distinctly new feel to life on Schome Park.

Schome Park beta

The snapshots above show just a few aspects of the new island, which was conceived, designed and largely built by me.  Additionally Anna Peachey developed the orientation activities (a feature we place far more emphasis on in this phase, desiring to make it easier to welcome new members in to the community and introduce what they can do in it and Second Life), and Olly Butters developed a large portion of the scripts on the island (without which there wouldn’t be a variety of working doors and airlock systems).

With Schome’s second life presence only reopening on January 22nd it is too early to evaluate the impact of the new approach on the educational objectives of the project.  This is something that I will aim to revisit at a later date.