Jun 252009
 

The headline reads, “Confirmed: Second Life, online adult games to banned outright in Australia“. But I don’t know enough about the issue.

If true, it’s boneheaded. I dont think Australia bans books and movies intended for ages 15+, do they?

A spokesman for Censorship Minister Stephen “Goebbels” Conroy confirmed to Fairfax newspapers that “under the filtering plan, it will be extended to downloadable games, flash-based web games and sites which sell physical copies of games that do not meet the MA15+ standard.” In Australia, the MA15+ rating means that the content is restricted to those aged 15 and above. Australia does not have a R 18+ or similar rating for computer games, with all adult games automatically being classified as RC (Refused Classification.)

A commenter in the thread notes,

The reason it’s news now is because Conroy just got around to answering the latest batch of Senator Ludlum’s questions on notice in which he confirmed that games will be blacklisted – prior to this, many knowledgeable people in the debate assumed that they would somehow make an exception for games. See QON 1496(13) from the Hansard of Monday, 22 June 2009.

The Golden Egg: neat crossworld stuff

 Posted by (Visited 6842 times)  Game talk, Gamemaking  Tagged with:
Jun 242009
 

We’ve announced a nifty new feature, the Golden Egg, which serves as a sort of case study of crossworld entertainment on Metaplace.

The Metaplace Central master egg

The Metaplace Central master egg

One of the interesting challenges with something like Metaplace is that users all build separate worlds, and then they scatter to them. Getting people to both visit all the worlds that are interesting, and also to meet up in worlds, can be challenging. There’s a discoverability issue, and a social cluster issue. Cool worlds can get “forgotten” as they slip down the feature lists, for example.

We have all sorts of tests going, and one of them is this Golden Egg. Basically, in Metaplace Central you see this blue egg. Click on it, and it will tell you “if you find a golden egg in a world, you can click on it — once! — and get 500 coins.” It will also suggest one such world where an egg might be found. In fact, you can click right then and there to go visit that world — though you likely won’t appear anywhere near the egg. And when you do find the egg and claim your coins, the egg you found will suggest another world which you might want to hunt through, and so on…

Any worldbuilder an install an egg in their world — it’s closed source, so they can’t get at the code that runs it, preventing exploits.

It costs a fortune — like, 25,000 coins, which let me tell you put a serious dent in my bank account yesterday, since I bought 10 of them. But it’s totally worth it from a marketing point of view, and the price limits it to users who have already had success building, increasing the odds that the worlds you are sent to are interesting.  Every egg becomes an inbound link, and it provides an incentive for users to come visit your world. You can make eggs easy or hard to find, and even wrap gameplay around them. Eventually, we may expand this to have variable reward eggs — perhaps based on how hard or easy the egg was to get.

A Golden Egg in a world

Each egg is actually doing some rather nifty crossworld communication. Every egg notifies the central egg as to where it has been installed, and every egg asks the central egg for suggestions of other worlds. The central egg even manages a high score table of the most successful explorers. All this is an example of using Metaplace’s web capabilities — the eggs communicate with each other using simple web services implemented entirely within Metaplace itself.

They are also a demonstration of the power of a common platform. Eggs could be found in all sorts of worlds — hangouts, games, shops… you can see stuff like this becoming used as a virtual webring, for example. Some of the gameworlds on Metaplace as using the egg as the final reward for beating the game, or getting to a certain level, so it is a way to drive engagement. And once you have Metaplaces embedded in various websites, it starts getting rather interesting.

This particular example is rather gamey, but bear in mind that any sort of data could be communicated across worlds in this way.

It’s too soon to say whether this is an interesting notion or not, really — the eggs went in yesterday. But in the meantime, I know some of my older worlds are getting tons more traffic than they used to. 🙂

If you feel like exploring the worlds with eggs, just stop by Metaplace Central and click the blue egg. Maybe I will see you at the Ice Pond. 🙂

Jun 232009
 

Earlier today I noticed that Theory of Fun was listed as “frequently bought with” Understanding Comics on Amazon. And also with Challenges for Game Designers, by Brenda Brathwaite and Ian Schreiber. I thought it was neat, I tweeted it, the end. Then I get replies piling in saying that it is because of Game Design Concepts, a cool thing that Ian is doing this summer: a free class in game design, conducted over the web by blog.

This blog is a course in game design (specifically, non-digital systems design).

  • Tuition: none. This class is open to all.
  • Prerequisites: none. It is my intention to make this course accessible to all levels of experience, while providing useful additional resources for those who are advanced.
  • Schedule: Monday 6/29/2009 through Sunday 9/6/2009. Posts will be made twice per week. You can read them at your own pace. The course lasts ten weeks.
  • Audience: anyone with an interest in game design. This includes students who are interested in game design; faculty who teach courses in game design and would like to compare course material; game developers with an interest in design or a desire to see an example of what students are being taught these days; or relatives of game designers who are curious about what these people do all day.

Course Description:

This course provides students with a theoretical and conceptual understanding of the field of game design, along with practical exposure to the process of creating a game. Topics covered include iteration, rapid prototyping, mechanics, dynamics, flow theory, the nature of fun, game balance, and user interface design. Primary focus is on non-digital games.

I am guessing this may be of interest to some who read this blog. 🙂 Not sure how I missed it before!

Manifesto Games is closing

 Posted by (Visited 5428 times)  Game talk  Tagged with:
Jun 232009
 

Greg Costikyan has posted on Play This Thing! that Manifesto Games is closing. It was essentially a web-based publisher and distributor of indie downloadable games, something which is perhaps less relevant today than it was when he started it.

An excerpt from his posting:

In the years since we started the company, there have been hopeful changes in the independent games market; Steam has become a profitable and viable channel for some developers, XBLA and WiiWare for others, and the iPhone for still others. In addition, the casual game market has started to experiment with a small handful of titles that break the inordinately restrictive genre mold of that form. Attention paid to independent games by the games media has grown (though why is it that the Independent Film Channel covers the AIAS awards, and not the IGF awards?)

These are all positive signs, but they are dangerous ones, too; Apple, Microsoft, and Nintendo have complete, monopolistic control over distribution through their proprietary channels, and while they may, today, generously grant a high revenue share to developers who sell through them, developers are in the final analysis utterly at their mercy…

The Play This Thing! blog will continue.