Saturday, May 31, 2008

The Capitalist Environment of Trading in Online Games


The majority believe that making money from playing online games is ridiculous. From the lowly Chinese workshop to high-tech offices of internet entrepreneurs, virtual money has become a hot commodity. Those competing in the real-money trading industry include dedicated professionals to part-time players, big-city businesses to the bedroom entrepreneur. Employing thousands of workers across Asia is necessary to satisfy the growing demand from Western gamers.
MMORPG trading is rarely discussed by the international press and so it remains an unknown property to the majority of the world's population. Nevertheless this phenomenon exists in most MMORPG titles including World of Warcraft, Final Fantasy XI (FFXI), EVE Online and EverQuest 2. The most notable occurrence is in FFXI where players journey through numerous dungeons, quests and scenarios in order to acquire piles of the game's currency. Some indulge in improving their character in the game, but some decide to approach the task like a business, utilizing any means necessary to bolster their reserves of currency and sell it on for real cash.
You may ask why the developers of MMORPGs dislike and even actively deter real-money trading. Intellectual property infringement is the most commonly given reason for objection by gaming companies, but there are also accusations of hacking, scamming and phishing within the industry. Some also accuse RMT companies of overloading games with workers, which serves to dilute the population of real gamers and negatively affect the game as a whole. Whilst some action has been taken by game developers, it has never been directly targeted at the transaction of company to customer.
The business model of real-to-virtual transactions is one that has got many investors excited and interested. There is certainly money to be made, whether it's by developers or entrepreneurs, and the market shows no sign of slowing. The construction of this virtual marketplace continues to change, and will no doubt bring further surprises in future.
Research conducted by www.MOGS.com - reatailer of FFXI Gil

Friday, May 30, 2008

Age of Conan: Early Impressions




The character creation screen is more in depth than many MMOs. However, if you're brave enough to admit you've played The Sims, then you've certainly seen better. In the end does it really matter in games where you're likely to be covered head to toe in armor? I think not so much but I sense that people do enjoy the versatility. What I would personally have preferred more than being able to tweak the length of my nose or the size of my boobs, was not to look like a ragamuffin. If you thought your character's gear looked thrown together in LOTRO you ain't seen nothin' yet. To date, Age of Conan and LOTRO are the only games that I've played where I looked like mixed-match mess.

I appreciate the circumstance of a recently escaped/freed slave. I understand they don't plan on making the game as gear dependant as others. However, do I really have to look that bad? Or am I that vain??? I found myself looking through the multiple tops, pants and shoes in my bag trying to find something that at least seemed like it went together. The stats were all the same but the styles, colors and textures didn't jive. I looked a hot mess. It was slightly similar to AC2 in that, there was a lot of variety in the same piece of armor so you can be in a red robe that has +1 Defense and I can be in a black one if I prefer and that's without dying your items. However, Age of Conan hacks made the stuff even at the lower levels look decent and you could easily match your items. Hopefully, I'll get to look better at some point.

AOC has a nice variety of classes within the four archetypes of Soldier, Priest, Mage and Assassin. Only certain classes can be played by certain races, which is a common implementation. However, in AOC whole archetypes are exclusive to certain races. For example, if you want to be a Mage of any kind, then you must be Stygian. On the PVE and PVP servers so what, but I wonder how this plays out on the Culture PVP servers where a race is completely locked out of an archetype?

Even though AOC has the usual suspects for classes, not all of them are the typical fare. Priests and Mages are battle versions of those classes. Everyone gets to have decent offensive skills and from what I've read so far, it appears that HOT and AOE healing spells are more prevalent than the "heal one" scenario. I think this might make playing a healer more pleasurable. If you can heal many more often with a single action, you'll have more opportunity to actual watch the battle – see the instances and bosses.

One of the Mage's has melee as its primary DPS, as does at least one of the Priests. It's little twists like these that add a bit of freshness into the game. I'll discuss the classes in more detail after I've finished testing my would-be mains.

Lastly, the combat system which is VERY different from any MMO I've ever played. At least in terms of PVE, it's not giving me nearly the trouble I expected. I never did well on the console games and don't consider myself adept at FPS style combat but so far, so good. The inclusion of combos which deal more damage when successfully executed is interesting. I do wish that I could move where they displayed. For some reason focusing left side of the screen doesn't work as well for me, as it would if I could place it right side or better yet, closer to my character and my Age of Conan cheats. I want to watch the combat but with the combos slightly off to the left, my eye is focused there. Oh well, definitely not a huge deal. It would just be nice to be able to move it to match my preferred field of view.

That's where I'm at for now. It's pretty, different, combat feels fresh, UI could be better but no deal breaker. I'm on a PVE server at the moment. I'm going to do a Bear Shaman on a PVP or Cultural PVP server at some point. The only pitfall I can foresee at the moment is if I MUST quest. Forced questing for leveling is why I'm not playing LOTRO or EQ2. Grinding XP is a play-style and as much as some people hate it, others enjoy and actually prefer it. I don't mind questing in moderation but when I'm not in the mood, I really do need the freedom to just go whack stuff and still level at a decent rate. This philosophy is one of the major reasons I'm excited about Warhammer Online.

May 29, 2008 in Age of Conan | Permalink



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Thursday, May 29, 2008

Champions Online: Ankylosaur


He was born into a poor family, and no one really understood him. He got kicked out of school because of a simple misunderstanding about what he and the principal's daughter were doing in the broom closet. He was tossed into juvie for a couple of burglaries and some joyriding - a luckier kid would have gotten a slap on the wrist.

Nothing ever turned out right. But Paul was convinced that he was due for a big score to make up for all his rotten luck.

He got his chance when the local VIPER nest hired Paul and his friends to help out with a job. Paul knew this was his shot at the big time - if he got in good with VIPER, he'd be on the road to Easy Street.

The job was easy - make a lot of noise and smash some stuff outside of one of UNTIL's research centers, so a VIPER team could infiltrate the facility and loot it. It should have been a piece of cake - except UNTIL's security hit Paul and his buddies fast and hard.

Paul panicked and ran into the research center instead of away from it. He found himself in some sort of warehouse, hiding behind piles of crates. As a joke - and since he didn't have anything better to do besides pray he didn't get caught - Paul pulled out a pen and wrote his own address on some of the shipping labels. Then as the sounds of battle faded, Paul snuck away and counted himself fortunate to be alive.

To his amazement, a few days later a delivery truck pulled up outside his apartment and dropped off several huge crates! Paul eagerly opened them, hoping to find something he could sell. Instead, he found a shiny suit of powered armor styled to look like some sort of dinosaur. It was his lucky day!

It took Paul a few days to figure out how to put the battlesuit together and operate it - just in time for a squad of UNTIL agents to show up looking for the missing prototype Ankylosaur armor. A few grenades and some power smashes later, and Paul had trashed the UNTIL team. He was a supervillain!

About Ankylosaur

Ankylosaur is a supercriminal for hire - sometimes he works for other villains; sometimes he pulls off his own jobs. He may not win every time, but his life is a lot better now than it used to be.

He is a bully and a thug, and he likes to have power and a fat wad of cash in his pocket. The Ankylosaur armor gives him those things. But Ankylosaur isn't a big thinker - it took him months to learn how to pronounce the armor's name properly - and he's impressed by those who are, making him an easy recruit for masterminds looking for muscle.

Ankylosaur has a major hatred of authority figures, and he'll take any opportunity to smash police officers or UNTIL agents, even if he's in the middle of a job. If he's ever in a jam and needs to grab a hostage, he'll go for someone who looks "official" every time.

Lately, though, the Ankylosaur armor is starting to show some age, so he's looking to hook up with some brains that can give him an upgrade. Better armor, bigger weapons - the cops won't stand a chance.

Source : WarCry

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Wednesday, May 28, 2008

Online Game communities are social in nature

By Cindy Ahuna

Who are the friendly characters that will play with you if you play with them?

In 1969, "SpaceWar", developed by Rick Blomme, was the first two-player game designed to play on PLATO. In 1961, the "Programmed Logic for Automatic Teaching Operations" was the first network to run on the Illiac computer system. PLATO was created by Professor Chalmers Sherwin, under the direction of electrical engineering professor Don Bitzer, co-inventor of the plasma display pane at the University of Illinois.

During 1970 through 1977, multiplayer games included "SpaceWar"; a version of "Star Trek"; "Avatar", a Dungeons and Dragons-style game; "Airflight", a flight simulator; and "Empire", which supported 32 players on PLATO. In 1972, PLATO hosted 1,000 simultaneous users. In May 2001, Sony's "EverQuest", a massive multiplayer online role-playing game, hosted 60,000 to 80,000 players daily.

In 1973, David R. Woolley designed "Notes", a communications software for PLATO. Due to the release of this software, "Talkomatic", precursor to IRC with handles and chat rooms, was developed for PLATO. A maximum of five people wrote and read each other's messages on the same screen. Chat rooms were open and uncensored. A player logged on using their real or an anonymous name, and played either gender role.

In various online chat rooms found on AOL's games and in Sony's "EverQuest", text is censored when gamers use brand or offensive words. Role-playing genders, sometimes referred to as gender swapping or multiple representations, is possible when gamers change or hide the genders of their characters using anonymous names.

In "EverQuest", with more than 360,000 subscribers, thousands of gamers play characters of the opposite gender. Gamers are free to explore relationships while in character. Male gamers find that female characters generally get treated better in male-dominated virtual worlds. Sometimes men find it easier to chat with other characters and escape the competition. In free online games list, multiple representations allow players to see how other players solve problems. "There are a lot of rumors and anecdotes about people referring to play games as men or women because they are treated differently," says avid gamer J. MacLean.

In a lecture titled "Programs, Emotions and Common Sense", Marvin Minsky emphasized in his book the idea of multiple representation. "If you understand something very precisely in one way", Minsky claims "you don't understand it at all." "You know it by rote. What does the word understand mean? Understanding means having many different ways to deal with things," said Minsky. Children memorize history by rote, but they usually don't understand it how free online games work. Sometimes gamers falsely assume they are interacting with a person who matches the gender's name. Perhaps on one level, Minsky's definition can be applied as a working analogy for multiplayers who role-play playing games. If multiplayers had more ways of identifying the characters, they might be able to understand who the friendly characters were when they played with them, but then again, that might take all of the fun out of the game.

Artist/curator Anne-Marie Schleiner, describes social developments in gaming: "Multiplayer games can be very social. In the shooter genre, players sometimes band together into "clans", groups who fight against other groups. Sometimes the social bonds developed in these clans extend beyond the game into friendship and players offer each other moral support through personal hardship and help each other find jobs," said Schleiner.

Social environments evolve from online game communities. "A great example is "Air Warrior", a WW2 flight simulation with players are so dedicated, they've held conventions. Massive multiplayer role-playing games are also famous for the strength of their communities "the guilds in "EverQuest" are a great example of this phenomenon," says MacLean. In contrast to single player games, communities are vital depending on the game. For example, "for a game like chess, where skill levels can be critical, many people prefer to play with someone of relatively similar skill," says MacLean.

In a global point of view, the Internet is the living organism that hosts many online games systems. Boundaries of geography, economy, culture, degrees of education and family traditions have disappeared. Gamers are co-authors that take part in the experience. Communities are playing fields for social interaction. When gamers send messages to other gamers, they are free to exchange email addresses and meet beyond the game community. Communities have become an extension, a new medium of human touch.

When communities form, a semantic world of sharing knowledge, solving problems, working as a team, playing, building, quarreling, cooperating, planning and forming relationships develop. Games are formal because they have a set of rules. A game is a system because it has a collection of parts that interact with each other in complex ways. In "EverQuest", the Game Masters hold the most power. Online games run on a '24x7' calendar. Generally, online the role-playing games are maintained by paid subscriptions, whereas, online fighting games are free. Communities exist in time by free and paid subscriptions. Gamers occupy real estate within the online game. Communities live in both space and time. Thus, it is a lifelike system.

Popular game boxes vary from Sony PlayStation, PlayStation 2; Nintendo's GameCube projected to ship Nov 5, '01 in the US; and Microsoft's Xbox projected to ship Nov 8, '01 in the US. "Although game boxes offer higher resolution graphics in comparison to PC gaming, they are a closed hardware platform and less amenable to multiplayer social games. Multiplayer gamers cannot insert their own character skins into shooter games in a game box or with a multiplayer game, such as "EverQuest". "EverQuest" can easily receive updates on the game over time that get rewritten over the original game software," says Schleiner. Many gamers develop friendships with other gamers in different countries using the chat session in "EverQuest".

In some ways, there are as many different types of gamers as there are games. General definitions include:

* Generally, casual gamers are people who enjoy simple decision making games and typically play less technical 3D graphic games. * Generally, traditional gamers are people who enjoy a more complex game. * Multiplayers (simultaneous players) are defined as those who play with other gamers in the same game.

What makes an online game exciting, interesting, social or more fun than another game? Motivation evolves from sensory gratification, role-playing, personality, taste, adrenaline, sociology, immersive and engaging environments, and the element of fun. Games in general motivate ideas. Topics include life, survival, strategy, role-playing, and building relationships. In all circumstances, the player learns by playing. "Building colossal virtual worlds are very important. In a virtual world, everything has a purpose. I love games, " said Minsky during his lecture, "Programs, Emotions and Common Sense".

In Star Trek CCG, gamers can buy and sell, trade and collect digital cards, watch or judge games, and attend tournaments. One disadvantage, prior to downloading the plug-in, a high risk is indicated. The risk is associated with the possibility of gamers accessing your computer if you proceed with download. This warning appears with this statement: "JavaScript or a java applet from DigitalDeck, Inc. is requesting additional privileges." This plug-in is required to run the application.

Because game communities are social in nature, knowledge and understanding are more apparent in virtual worlds. "Wouldn't it be nice to connect two thoughts," said Minsky.



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MMO 2.0


Lately, there has been a lot to talk about in the MMO-verse, with Age of Conan just getting released and a World of Warcraft expansion pack on track for a holiday unveiling there seems to be nothing that can stop the momentum gained by the industry. However, despite all the success being thrown around by the top five MMOs (World of Warcraft, Lord of the Rings Online, Age of Conan, EVE Online, Final Fantasy XI) there seems to be very little that is truly pushing the genre towards the "next step."

In every walk of the technological life there are upgrades to the original. Even something as simple as the web was fully upgraded into what has become to lovingly termed: web 2.0. So the same should hold true for MMO, right? You'd think so, but very little has actually changed since the dawning of the 3D MMORPG in the heyday of Everquest. There has been smaller changes like the advent of a quest based storyline and an enhanced mini-map and traveling system, but nothing I'd really call revolutionary, or next generation. Let's face it, nobody out there is really attempting to do anything to set a new standard in the industry.

Now I know that there is at least one EVE Online fan reading this right now in disgust. Let me say this right now, EVE Online is definitely a different experience and CCP has done a marvelous job and creating a successful MMO that strays from the typical archtype that most MMOs follow today. However, that said, they are not setting a standard in the industry. EVE Online and CCP will not be changing the way the industry makes its games and there probably won't be any long lasting affects from their technology. The original Xbox was the first to really incorporate seamless online and now it has become the standard. MySpace truly pushed the bounds of "web 2.0″ with it's social networking applications and it has now become the standard. Apple created the first truly desirable MP3 player and it has now become the standard. All of these are examples of an industry that was expanded on by companies that wished to create a fresh experience on an old application and as such truly changed the landscape of how everybody else played in that field. So despite EVE Online's unique gameplay they certainly haven't changed the way developers make games.

So, where does that leave the industry? With the huge success of World of Warcraft, which handily dashes the success of the other top four MMOs combined, game developers desperately need to find new ways to make their games different and if that means employing a new combat system (Age of Conan) or seriously enhancing the PvP and RvR settings (Warhammer Online) then thats what these companies will do. Unfortunately, many of these "enhancements" are gimmicky at best and won't be offering any true MMO 2.0 anytime soon. However, and this is just my prediction, I think it's safe to say that after all the so called "WoW-killers" have debuted to date, the only MMO that will truly begin to pick away at the house that Blizzard built will be an MMO 2.0 game. Personally, I'm keeping my eye on Copernicus.

P.S. I am in no way calling Age of Conan's combat system or WAR's RvR system bad or flawed, but, rather, non-revolutionary. Yes I have tested out both; Age of Conan beta, Warhammer Online at E for All 2007.

Source : MMOCrunch.com

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Tuesday, May 27, 2008

What AoC means for World of Warcraft



According to Michael Zenke from Massively, Age of Conan has sold 400,000 copies, out of 700,000 boxes they put on the shelves. Not bad for the first week. And, kudos to Funcom, the release launch went a lot smoother than the beta or early access. The reception of AoC in the blogosphere was a mixed. Keen and Graev already cancelled their accounts again. Tipa from West Karana sees AoC challenging WoW. The Ancient Gaming Noob correctly points out that "MMOs are a long haul proposition" and reserves judgement until having played it more. And the Common Sense Gamer thinks that WoW won't even notice AoC is out.

So here is what I think. I don't have proof, only anecdotal evidence, so preface every phrase here with "In my humble opinion": I think that World of Warcraft suffers from a cycle of peaks and troughs in subscription numbers. This is largely self-inflicted, numbers peak after big content patches and expansions, and fall in long periods of no new content added. Other factors, like summer holidays, also play a role. I do believe that WoW is heading for a major trough of subscription numbers in the western world. Remember that of the 10.7 million WoW players about 6 million are Chinese, who are on a different cycle, and who pay much less. There are less than 5 million players in the US and Europe, and the number will be falling over the summer, because the Burning Crusade is getting long in the tooth, and not everyone likes to spend his summer holidays in front of a computer.

Age of Conan will reach between half a million and one million subscribers this year. Most of which will be ex-WoW players. A good number of them will have stopped playing WoW anyway, with or without AoC, but a couple of hundred thousand will be pushed over the edge and quit WoW for the prospect of a new game. And Blizzard will notice that, because all of these are the well-paying US/Euro kind of subscribers. Age of Conan will not "kill" World of Warcraft, but it will dent it a bit.

Summer will end, christmas will approach, and now everything is possible. WoW could bring out Wrath of the Lich King in November, and it's subscription numbers would peak again. And personally I don't see Age of Conan having much staying power, not in a game where the first people reached the level cap in the first week already. Wrath of the Lich King will make a much larger dent into Age of Conan's subscription numbers than AoC does into WoW's now. But another possibility is that Blizzard misses a 2008 release date for WotLK. And it is also quite possible that Warhammer Online makes that date, and comes out for christmas. And then Blizzard would really start feeling the pain. I do believe that WAR has an even bigger potential of getting subscribers away from WoW than AoC has. If WAR comes out for christmas and WotLK doesn't, they could easily sell a million copies this year. Again, these are all Americans and Europeans, and if WAR beats WotLK to a christmas release, WoW numbers could suffer an even deeper trough.

None of this will "kill" World of Warcraft. But we are talking numbers here that are big enough to show up in a companies annual report of revenue and profits. If Wrath of the Lich King doesn't come out by the end of this year, the 2008 profits from WoW will be significantly lower than those of 2007, and investors and people at Vivendi will notice. Blizzard would bounce back to a dominating position when they bring out Wrath of the Lich King, but then what? If the third expansion is still another 2 years away, the overall trend of WoW subscription numbers could well go into permanent decline. One day WoW won't be the biggest kid on the block any more, not because of one WoW killer, but because of a death by a thousand cuts. The best Blizzard can hope for is that the new champion will be their next generation MMORPG, but that is not a given.

Source : www.Tobold.com

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