Flash 10 on smartphones

 Posted by (Visited 8173 times)  Game talk  Tagged with:
Feb 172009
 

The apparently inexorable march of Flash on its way to becoming the default interactive platform continues.

BARCELONA–A full-fledged version of the Adobe Flash player is coming soon to a whole slew of smartphones. Unfortunately, Apple’s iPhone isn’t one of them.

Adobe announced at the GSMA Mobile World Congress here Monday that Flash Player 10, which is the full version of Flash that runs on PCs, will be available on smartphones running Windows Mobile, Google’s Android, Nokia S60/Symbian, and the new Palm operating systems. Devices with Flash Player 10 are expected to hit the market starting in early 2010.

via Flash 10 coming to most smartphones in 2010 | 3GSM blog – CNET Reviews.

Not sure there is any analysis here I can offer that I haven’t before: unless a competitor steps up their game faster, Flash is going to be the default renderer for the most commonly required forms of interactive graphics. And it’s going to continue getting better.

Yet more EQ2 data

 Posted by (Visited 9434 times)  Game talk  Tagged with: ,
Feb 162009
 

I have referenced the EQ2 data dump to Dmitri Williams & team before, something that I helped kick off way back when and which has been supported by SOE in an ongoing fashion. Now there’s an article at Ars Technica which describes yet more findings, apparently from a session at the American Association for the Advancement of Science.

Jaideep Srivastava is a computer scientist doing work on machine learning and data mining—in the past, he has studied shopping cart abandonment at Amazon.com, a virtual event without a real-world parallel. He spent a little time talking about the challenges of working with the Everquest II dataset, which on its own doesn’t lend itself to processing by common algorithms. For some studies, he has imported the data into a specialized database, one with a large and complex structure. Regardless of format, many one-pass, exhaustive algorithms simply choke on a dataset this large, which is forcing his group to use some incremental analysis methods or to work with subsets of the data.

They got the first data dump around when I left SOE, so that should give you an idea of how big the dataset is, that it took this long to analyze!

Some bullet points:

  • “Gender turned out to be a negative influence on interactions: even after their low numbers were taken into account, female players avoided interacting with each other.”
  • “Time zones had some influence; players in the same time zone were 1.25 times more likely to partner than players even one time zone apart.”
  • “players within 10 kilometers of each other were five times more likely to interact. Contractor concluded that, for the typical player, the game simply offered a way of continuing their real-world social interactions in a virtual setting.”
  • “The average age of players turned out to be 31.”
  • “their body mass index was better than the US average and, although they were slightly more depressed than average, they were also less anxious.”
  • “a small subset of the population—about five percent—who used the game for serious role playing and, according to Williams, “They are psychologically much worse off than the regular players.” They belong to marginalized groups, like ethnic and religious minorities and non-heterosexuals, and tended to use the game as a coping mechanism.”
  • “Older women turned out to be some of the most committed players but significantly under-reported the amount of time they spent in the game by three hours per week (men under-reported as well, but only by one hour).”

Metaplace user blogs!

 Posted by (Visited 6682 times)  Gamemaking  Tagged with:
Feb 162009
 

We’ve started up a Metaplace evangelist program, and several folks have started up public blogs about Metaplace. This is not the NDA lift, but we’re letting some folks start to show off what they and others have done. Here’s a list of some I have seen so far:

I am sure more will pop up soon!

ATOF Tetris variant comes true

 Posted by (Visited 18070 times)  Game talk, Writing  Tagged with: ,
Feb 132009
 

logo_jogo1Those of you who have read Theory of Fun for Game Design may recall this passage:

Let’s picture a game wherein there is a gas chamber shaped like a well. You the player are dropping innocent Jews down into the gas chamber, and they come in all shapes and sizes. There are old ones and young ones, fat ones and tall ones. As they fall to the bottom, they grab onto each other and try to form human pyramids to get to the top of the well. Should they manage to get out, the game is over and you lose. But if you pack them in tightly enough, the ones on the bottom succumb to the gas and die.

I do not want to play this game. Do you? Yet it is Tetris. You could have well-proven, stellar game design mechanics applied towards a quite repugnant premise.

We don’t need to wonder anymore. A comment in the last thread by the felicitously named Raphael Aleixo (my brother’s name is Alex!) tells us that the Brazilian game design club Loodo has made it, with a slight tweak to the theme: I give you Calabouço Tétrico. Read on for my thoughts!

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