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Game talk Archives

Wordpress plugin for embedding Metaplace

July 2nd, 2009

Dara Roesner’s Wordpress plugin for embedding Metaplace worlds is now up on Wordpress.org. So you can grab it there, or you can go to your Dashboard, click Plugins, click Add New, and search for “metaplace.” There will be two results, actually, because SignpostMarv’s MetaverseID plugin also supports Metaplace. :)

In any case, from there you can install the plugin automatically! It supports both a sidebar widget and a tag for putting worlds within page or post content.

A few other embedding options have popped up already, by the way. There’s a phpBB setup walkthrough here as well, which will add [metaplace][/metaplace] bbCode to your forums. A few folks have also put it in an iGoogle gadget.

Posted in Game talk | 1 Comment »

Great article on essential RPGs

July 2nd, 2009

Game Design Essentials: 20 RPGs on Gamasutra is an excellent and in-depth look at RPGs.

I do miss at least some mention of MUD or DikuMUD, rather than jumping direct to World of Warcraft as the sole exemplar there; almost all MMORPGs today draw from those roots. And there’s also a curious lack of mention of the influence of free-form stuff or more storytelling-based RPGs, even in pen & paper.

Still, an excellent article.

Posted in Game talk | 7 Comments »

More on China and virtual currency

July 1st, 2009

The PlaynoEvil blog has the best summary i have seen of the key issues — and they still have wideranging implications!

- If the service is shut off, customers are entitled to a refund of unused currency.

- “virtual currency should be exchanged only for virtual goods and services provided by the issuer of the currency” (this would cause problems for a lot of the third party currency folks here in the US and elsewhere)

- Companies already involved in virtual currency trading are required to register with the local cultural affairs bureau within three months.

- Minors may not buy virtual money. THIS IS POTENTIALLY HUGE. If enforced, this would essentially shut down most MMOs that use the Free-to-Play business model.

– via Chinese Government DOES NOT ban Gold Farming – Puts Free-to-Play in Jeopardy Instead – PlayNoEvil Game Security News & Analysis.

Posted in Game talk | No Comments »

China Hasn’t Banned Gold Farming

July 1st, 2009

What it has banned is spending virtual currency for real world items. In other words, it is more about defending the real world currency than anything else. I have mentioned in the past that many people in China regard the QQ coin (Tencent’s virtual currency) as solid enough to put savings in. Sounds like maybe the government thinks that is a bad idea.

This is a government restriction on the use of the quasi-Paypal-like currencies (mainly QQ coins) that are used extensively in China to pay for virtual game stuff. As announced they can now only be used to pay for virtual stuff, and you can’t buy real things with them as game companies were allowing to happen, nor can you gamble. This therefore is not about what gold farming clients do: use real money to buy these virtual currencies; it’s the mirror image. And it’s not about the major trade in gold farming such as World of Warcraft, which relates to other types of virtual currency. And it’s not about buying/selling in-game items. And it’s not about the power-levelling of avatars. Bottom line: it’s not about gold farming.

ICTs for Development

[via a commenter, via Blue's News]

Posted in Game talk | 4 Comments »

Gaikai Video Demo

July 1st, 2009

Dave Perry has a pretty compelling video demo of Gaikai, his new venture, on his blog. Like OnLive, this is also a “play a game remotely, stream a video and send controller data back over the wire” system, apparently just using Flash as the delivery mechanism.

(1) No installing anything. (I’m running regular Windows Vista, with the latest Firefox and Flash is installed.)

(2) This is a low-spec server, it’s a very custom configuration, fully virtualized. Why? To keep the costs to an absolute minimum. We had 7 Call of Duty games running on our E3 demo server recently.

(3) Data travel distance is around 800 miles (round trip) on this demo as that’s where the server is. I get a 21 millisecond ping on that route. My final delay will be 10 milliseconds as I just added a server in Irvine California yesterday, but it’s not added to our grid yet. (So this demo is twice the delay I personally would get, the good news is I don’t notice it anyway.)

(4) This server is not hosted by a Tier 1 provider, just a regular Data Center in Freemont California. Also, I’m not cheating and using fiber connections for our demos. This is a home cable connection in a home.

(5) We don’t claim to have 5,000 pages of patents, we didn’t take 7 years, and we do not claim to have invented 1 millisecond encryption and custom chips. As you can see, we don’t need them, and so our costs will be much less. ;)

(6) We designed this for the real internet. The codecs change based on the need of the application, and based on the hardware you have. (Like Photoshop must be pixel perfect.)

(7) Our bandwidth is mostly sub 1 megabit across all games. (Works with Wifi, works on netbooks with no 3D card etc.)

– DPerry.com: Gaikai – Video Demo.

Vid after the break:
Read the rest of this entry »

Posted in Game talk | 10 Comments »

On Stage with Cory Ondrejka @ 2pm

June 30th, 2009

I’m doing a fireside chat sort of thing with Cory Ondrejka as part of the Metaplace Creative Series. You can log in to TheStage above at 2pm Pacific to participate — we’ll be taking audience questions too. We’ll be having a nice conversation about the future of virtual worlds. Cory, of course, was a prime mover at Linden Labs, makers of Second Life, and today is at EMI (yes, the record company!). The chat will be embedded on his blog as well.

Posted in Game talk, Gamemaking | 3 Comments »

Embed virtual worlds anywhere

June 30th, 2009

Today is a big day. We’ve released a feature that I personally think is highly significant for both Metaplace and for virtual worlds in general. As of now, you can embed a virtual world on pretty much any webpage, just like any other widget. It’s a small embed code, much like a YouTube video — and in fact, it’s smaller than a YouTube video in terms of download size. And because of the capabilities Metaplace offers, you can do some very interesting things with it:

Check out the CNet Webware write-up of the feature here! Or you can head to the Metaplace Wiki to learn more about it.

There are some limitations yet, of course; you can do communication between the world and the web, but it’s still a bit hard. There’s no SNS apps just yet. And yes, you do need a Metaplace account at the moment. But as more usecases emerge and we get more virtual worlds splattered all over the Net, I expect we’ll see these limitations fall away as we keep marching towards making virtual worlds a first-class citizen of the web.

I’ll be talking about this and other virtual world issues live with Cory Ondrejka (EMI, formerly Linden Lab) at 2pm Pacific on TheStage — and I will have it embedded right here! :) In the meantime, stop by my place in Metaplace, embedded here using the freshly released Wordpress plugin by Dara Roesner (Miki in Metaplace), which makes it incredibly easy to drop a world onto a Wordpress post or page:

Press release after the jump:

Read the rest of this entry »

Posted in Game talk | 11 Comments »

China Bans Gold Farming

June 29th, 2009

Wow.

In addition to its ongoing crackdown on Internet porn, the Chinese government has declared that virtual currency cannot be traded for real goods or services.

Virtual currency, as defined by Chinese authorities, includes “prepaid cards of cyber-games,” according to a joint release issued by China’s Ministry of Culture and Ministry of Commerce on Friday.

– China Bans Gold Farming — InformationWeek.

This is going to have huge ripple effects.

Posted in Game talk | 16 Comments »

Is game design songwriting or performance?

June 29th, 2009

My wife and I used to joke about making a mixtape of nothing but versions of “All Along the Watchtower,” with the Michael Hedges version, the Hendrix version, the Indigo Girls version, the Richie Havens version… (I know, I know, the very notion of a “mixtape” dates us… sorry!)

It’s hard to come up with many covers of Michael Jackson songs. It’s something that has been on my mind since he died; after all, there’s all these encomiums calling him the most significant musical artist of the last 40 years. And yet when you think back on it, it’s a very different sort of significance from someone like Bob Dylan, whose songs have taken on a life of their own well beyond the performances of the original artist.

Oh, there’s the few “Billie Jean” versions, of course, and a few others scattered here and there. But by and large, there’s a paucity of great Michael Jackson covers. Maybe it’s attributable to nobody being able to do it better than he did, but I suspect that’s not the reason. To me suggests that there’s a paucity of great Michael Jackson songs. And yet, the original music is still incredibly compelling.

The right production on a s0ng can make a tremendous difference, and changing the tone of the bass guitar could make the difference between an enduring hit record and one that fades away. Several times on this blog, I have mentioned the song analysis stuff done by both for-profit companies and audio engineers as they look for the sonic characteristics of hits. All of this leads towards optimizing music recording towards a particular goal.

A recording is of course the capturing of a specific performance, and with the rise of the recording industry we got the notion of “studio bands,” musical performers whose goal it was to create a specific performance in the studio, rather than a piece of music to be reinterpreted. When we look back at the work of Michael Jackson, the comments that come up are always about what an amazing performer he was, about the collaboration with Quincy Jones, about the Eddie Van Halen guitar solo in “Beat It,” about the videos. It was about the shaping of the music, not the music itself.

This makes me think that most of the game industry is about music production, not about songwriting.

I usually use the analogy of the salad and the dressing, and say that the game design is the salad: the interplay of mechanics and rules, the mathematical structure that makes a game a game, and not an interactive story or a movie. There are relatively few games on the market, if we ignore the dressing. We could regard Far Cry 2 and Half-Life 2 as being different performances of the narrative first-person shooter, for example, ones stamped with the particular performance qualities brought to them by their bands, er, teams.

This isn’t a bad thing. I’ve always advocated for more attention given to the “songwriting,” because, well, it’d be nice to hear some new music from time to time. But the art of a great cover, a great performance, is an art nonetheless. And we can spot a “karaoke” version a mile away, can’t we?

Posted in Game talk | 15 Comments »

3d printing can do metal now

June 29th, 2009

Shapeways just announced they can do 3d printing in stainless steel.

It is pretty cheap too! The future is rushing in at an astonishing rate!

I suppose I don’t need to elaborate on the huge significance of this. Just think “open source objects of all sorts, made from most common materials, printable by anyone, some assembly required.”

[via ReBang, who tells me "In case you weren't aware, 3D printed metal isn't a new development. This is infiltrated. There are laser melted versions."]

Posted in Game talk | No Comments »