Sep 222008
 

Gamasutra has coverage of the other panel I was on at AGDC.

Finally, why did all of these developers leave their jobs at major MMO studios for the world of the web?

Koster’s response seemed to sum up a lot of the inspiration among developers who have come to love the web as a platform.

“It isn’t so much about the size of the market, though that’s important,” he said. “And it’s not even about the six year long [traditional MMO development cycle]. To me, it’s about the greater capacity for personal expression. There’s a great capacity to touch people. it was about empowering everybody. Working on the web now reminds me of working on the internet before the web was around, where it was much more community-driven and participatory and exciting and end users have their say. It feels like you can accomplish everything.”

Aug 152008
 

Thanks to Ben Medler, who supplied an audio recording, I was able to concoct a video that shows the slides and videos I showed in synch with the audio. It’s a little over an hour long.

As usual, there were some places I misspoke (that is what happens when you don’t use notes at all!) so I superimposed errata directly on the video as captions. 🙂

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New Star Wars MMO!

 Posted by (Visited 8631 times)  Game talk  Tagged with: , ,
Aug 142008
 

No, not KOTOR. McDonald’s, the world I predicted at Sandbox would be bigger than WoW. 🙂

Today McDonald’s announced that the movie would be featured in its physical Happy Meals, which feature special codes to unlock content in the virtual world. It seemed inevitable that the physical Happy Meal promotions would get virtual tie-ins, and, just as in the real world, you’ll  find Star Wars characters in your virtual Happy Meal for a limited time only.

Through September 10, users can play in a new space-themed area, complete a Jedi quest with Yoda, and unlock six exclusive Jedi characters with codes from the meal. It looks like the space station and Republic gunship haven’t arrived yet, though.

Aug 112008
 

Ben Medler has a decent summary of my keynote speech at Sandbox/Web 3d. I will see about getting the slides posted up, but honestly, I am holding out for video or audio because I suspect the slides won’t make much sense on their own — this was a highly verbal talk, with mostly static images and hardly any text on the slides.

Most attendees are probably still at SIGGRAPH proper, so more summaries might trickle out over time.

One question that came up at the cocktail party, and also in Ben’s summary is the issue of advancing technology. Isn’t it true that even the postage-stamp-sized screens are going to get more powerful? Yes, to a degree. But we shouldn’t forget that tech often gets powerful enough for a niche, then stops. Indeed, for many consumers, PCs are currently “powerful enough” and there isn’t a compelling reason to upgrade at the same rate as we have seen in the past. I don’t know where that line is for mobile devices, but I do know that the answer is typically less than techies want it to be.

There is also the question, I think, of Moore’s Wall, and whether people are empowered to use that tech in creative fashions.

Finally, there’s the question of whether powerful 3d tech on a postage-size screen actually looks and acts the same as the same tech on a large screen. I submit that the answer is no; there are affordances and restrictions provided by the cultural context in which the devices are used that must alter our design approaches, and there are plain old usability questions as well.

More on WebFlock

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Jul 212008
 

For those curious about the tech behind the Electric Sheep’s WebFlock platform, here’s a glimpse from a comment posted on Clickable Culture:

…the avatars are typically created in Maya or Max but they are rendered into sprites. That doesn’t prevent avatars from being individually personalized, but we haven’t finished that capability yet in our feature set.

You can still have a very 3D feel with our rendering engine (less toylike than isometric in my opinion), but you don’t have full camera control. Personally, I think that is a feature you DON’T want right now (unless you are doing enterprise simulation/training or mirrorworld stuff) — if you’ve ever watched people try to learn the camera controls in your typical full-3D virtual world, it is sheer pain.

The environments are also created in Maya or Max and then exported to Collada.

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