Apr 172008
 

Given the recent hack to the blog, and also given the recent news of the decompiled Eve Online client, it seemed like a good time to go over some of the ways in which a virtual world gets hacked.

The interesting thing, of course, is that all the hacks I am going to talk about are actually not hacking the virtual world at all; they instead attack the client, which is your window into the world, and also your waldo, your means of exercising control over what happens in that world. And that’s because…

The client is in the hands of the enemy.

The Laws of Online World Design

You’ve probably heard that before — I wasn’t the first one to say it, but it constantly gets misattributed to me. That particular phrasing may have originated with Kelton Flinn, but I am sure many of us came up with it independently.

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Apr 092008
 

I’m not sure there is, at least as we understand it. Not at the moment, anyway.

When we speak of “casual” we mean a cluster of things. Sometimes we mean targeting a different demographic, one not excited by the hardcore fantasy-and-sci-fi fictions we concoct. Sometimes we mean shorter play sessions. Sometimes we mean things like not requiring grouping in the worlds, which makes it easier for a less dedicated player to have fun.

More “casual” experiences often have a connotation of being shallow. One thing that is clear, though, is that it doesn’t matter how casual you make an experience, some people will use it in a hardcore manner.  And that means that it must have hidden depths of some sort. A shallow experience simply doesn’t tend to keep people.

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A brief history of botting

 Posted by (Visited 20412 times)  Game talk  Tagged with: , , , ,
Mar 252008
 

It’s funny to see how the old debates sometimes just don’t change — they just move from being flamewars on forums to being flamewars couched in more polite language, as in the case of the Blizzard vs WoWGlider lawsuit.

The issue of running bots or enhanced clients is very very old. MUDs originally were played via vanilla Telnet. Vanilla Telnet is extremely annoying, because there’s no separate input bar from your output. Given that writing a vanilla Telnet client is very easy, it was not long before there were dedicated clients that wrapped Telnet with additional functionality. The best known of these were TinyFugue and TinTin, and today it seems like zMud is still retaining dedicated users.

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Mar 192008
 

I have had a post brewing in my head for days to weeks now, in part driven by some of the reaction to my “High Windows” talk at GDC — yes, the one with the corpse in Darfur, and the whining about how virtual worlds have not achieved their potential, the one I haven’t posted up yet.

Some called that speech inspiring, and others termed it depressing. One of the most interesting reactions came from Prokofy Neva, who has written several interesting posts about the influence of the digerati/tech crowd/game designer on the real world. Her reaction to Jane McGonigal’s turn in the GDC Rant session (slides are here) illustrates the gap that exists:

Then it was Jane McGonigal talking about how game companies were really really good at making people Happy. They had Figured Out what people need to be happy — to feel useful, and a part of something useful (Lenin understood this too! Hey, so did Hitler! And Jane did, too, repeating this exact same PowerPoint exactly the same, twice, once at GDC, and again at SXSW!). Games were so good at fixing stuff they could Fix Reality…

Now, leaving aside the giant culture gap between Prokofy and gamers which makes this commentary inflammatory to those on the other side, there’s stuff here worth listening to.

Edit: just to be clear, I am not at all endorsing Prokofy’s characterization of Jane and her work. It’s ridiculously over the top (and rather rude) to compare Jane to Hitler (!).

While I do think that there are many valid points in Prokofy’s writings on all this, the tone taken is really unnecessary. In writing a post like this, my goal is to try to bridge some gaps, and that means trying to look past the needlessly inflammatory stuff. But that doesn’t mean I should err by omission and fail to comment when a line is crossed. So I apologize for that, particularly to Jane, who doesn’t deserve the mudslinging.

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The Top 20 PC Games of January

 Posted by (Visited 12036 times)  Game talk  Tagged with: ,
Feb 292008
 

IGN: The Top 20 Best Selling PC Games of January
US, February 28, 2008

1. World Of Warcraft – online MMO that is ruling the world
2. Call Of Duty 4: Modern Warfare – online shooter
3. World Of Warcraft: Battle Chest – oh look, another WoW SKU
4. World Of Warcraft: Burning Crusade – and another…
5. The Sims 2 Deluxe – casual, and old
6. Diner Dash – casual, and old
7. 15000 Games – bargain bin filler
8. The Sim City 4 Deluxe – casual, and beyond old
9. The Sims 2 Teen Style Stuff – expansion to casual old stuff
10. Crysis – online shooter charting, but not actually selling much
11. The Sims 2 Bon Voyage – oh look, more
12. Half Life 2: Episode 2 The Orange Box – Steam, where is thy sting?
13. Battlefield 2 – online shooter, again! BTW, did you see their web-embedding announcement?
14. Warcraft III Battle Chest – Eeep. I need something stronger than “ancient.”
15. Pirates Of The Burning Sea – yep, another MMO. Not making enough of a dent though. 🙁
16. Rock Tour Tycoon – casual, and I bet you never heard of this game anyway
17. Sim City 5: Societies – gasp! A new game!
18. The Sims 2 Seasons – another expansion…
19. Age Of Empires III – this game came out in September of 2005.
20. Age Of Empires III: Asian Dynasties – …but the expansion is only from late ’07

Why post this?

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