Big questions about MMOs

 Posted by (Visited 7777 times)  Game talk
Oct 252005
 

Comments are down at TerraNova, but I tried posting this in response to Tim Burke’s post entitled ‘Old School’, in which he asks,

1) What, if anything, has actually changed about virtual worlds in their design or implementation since 1999? Since 2003?
2) Are there any genuinely new scholarly or substantive questions or issues in the study of virtual worlds since 1999? Since 2003?
3) Why are so many issues that were already well understood by early MUD designers so recurrent and intractable, seemingly?
4) What has actually been forgotten from earlier eras of virtual world design? What designs, architectures, ideas, questions, problems, are now “historical”?
5) What kind of cultural (or tangible economic) capital within the community of people interested in virtual worlds do “old school” credentials actually entitle you to? When should the wider community listen more closely to people who’ve experienced that history in some form? When is historical experience a limitation rather than an asset, tying us to a concept of eternal recurrence?

1) Instancing is a major new trend that was never really explored in the text mud days. There has always been talk about “embedded experiences” but the idea of literally replicating single-player to limited multiplayer games wasn’t one that had currency.

There is also the rise of micropayments, and the design changes that that implies.

Everything else I can think of is basically the same.

2) I think there’s lots of them, and just glancing over many of the questions raised by the folks here, by PlayOn, by Nick at the Daedalus Project, by Project Massive, etc, shows that.

3) Because a) a lot of folks don’t WANT to solve them (why change classes and levels? they work, right?); b) because they are difficult problems of human nature.

4) I know I’ve mentioned some of these before, but some that spring to mind are the collection game a la MUD1 and Abers, the entire MUSH province which is largely unexplored today in graphical worlds, most of the MOO province, and most of the windmills I keep tilting at that people think I’m crazy for tackling. What happened to intermud protocol? There’s issues of player governance and democracy, there’s user creativity, there’s the entire impositional narrative branch… lots and lots.

5) Isn’t this question the same in any field?

A snicket, a snacket

 Posted by (Visited 7440 times)  Reading
Oct 252005
 

Gotta love a children’s book that quotes from Richard Wright’s Native Son.

Who knows when some slight shock, disturbing the delicate balance between social order and thirsty aspiration, shall send the skyscrapers in our cities toppling?

Appropriate to read on the day that Rosa Parks passes away.

That said, The Penultimate Peril is perhaps not as important a book as Native Son, but it does delve into some weighty topics for a kid’s book. The Lemony Snicket series is worth reading for the sheer love of language and literature, the wicked humor, the tricksy clues dropped on practically every page–and now, it’s worth reading for its inquiries into the nature of heroism, nobility, and responsibility, believe it or not.

I know a few parents who won’t have their kids read these books because they are too dark. This makes no sense to me. Some of the questions that it poses can only be asked in the darkness (TINY spoiler that likely won’t make much sense):

Violet, Klaus, and Sunny wondered about all the things, large and small, that they had done… they wondered if they were still the noble volunteers they wanted to be, or if… it was their destiny to become something else. The Baudelaire twins stood in the same boat as Count Olaf, the notorious villain, and looked out at the sea, where they hoped they could find their noble friends, and wondered what else they could do, and who they might become.

Only one more book to go in a series that I’d rank up there with L’Engle, Lloyd Alexander, Dahl, and other such as a real classic. And hooray for HarperCollins for giving them the presentation they deserve, too–books to keep as keepsakes.

Small world…

 Posted by (Visited 5662 times)  Misc
Oct 252005
 

I step off the plane in Austin, and there’s Samantha LeCraft, in town for the Austin Game Conference. Every time I come back to Austin I am reminded how it still has that small town vibe to it…

As you might see if you look over to the left, Kristen kindly entered every single news post from the old website. Now we have a nice substantial archive section…