There.com is closing

 Posted by (Visited 15250 times)  Game talk  Tagged with: ,
Mar 022010
 

Sad news. There.com has some of the best social interaction design of any virtual world. Be sure to check it out while you can so that its many design innovations are not forgotten.

But, at the end of the day, we can’t cure the recession, and at some point we have to stop writing checks to keep the world open. There’s nothing more we would like to avoid this, but There is a business, and a business that can’t support itself doesn’t work. Before the recession hit, we were incredibly confident and all indicators were “directionally correct” and we had every reason to believe growth would continue. But, as many of you know personally, the downturn has been prolonged and severe, and ultimately pervasive.

We’re very sorry to announce that There.com will be closing to the public at 11:59 PM on March 9th, 2010.

via There – There.

Sep 242009
 

Massively asked a bunch of us in the industry our opinion of the term “MMO”, and the result is a rather nifty article. Here was my answer, but go read everyone else’s!

Raph Koster, President and Founder, Metaplace:

“I think now, at this point, now that we’ve chopped the ‘RPG’ part off of it and just say ‘MMO,’ which by itself is a meaningless acronym. Massively multiplayer online… The problem is the very word massive is not particularly useful. Sorry Massively website! But the problem is that “massive” is kind of relative. New York is a massive city, until you go to Shanghai. It’s completely relative. …

“I was never that crazy about [the term ‘MMO’]. We’ve been here before. There was a huge turf battle over the term ‘MUD’… There were people coming up with MUVE, multiple user virtual environment… random acronyms people were coming up with to describe the field. Several of us kept saying, ‘These are just virtual worlds, damnit!’ Part of the reason why that was working okay was it was fairly easy to say, and MUDs do have a very specific kind of family tree that we can point at, and they all fall under virtual worlds.

“That was great until people started calling things — without any games in them — ‘virtual worlds,’ excluding MMO-anythings. This is where you get people saying, ‘Well, [World of Warcraft] is a MMORPG, it’s not a virtual world.’ And it’s like…errrr. Because the battle has started all over again with people trying to appropriate the term ‘virtual world’ to mean Second Life or to mean Habbo Hotel. So now you have things like social virtual worlds and generic virtual worlds, and people think it means just Second Life, and that’s… wrong. I’ll say it bluntly, that’s just wrong, because WoW is a virtual world and so is Second Life, and so is YoVille. A lot of people don’t want to claim YoVille as being in the family, but it is. I much prefer to define these things by what they are rather than how many people they hold.

“I do still say MMO, because at this point it usually has the connotation of game. If you say ‘MMO’ people assume you mean a game. … Even us design types, we still need to know what we’re actually doing. The terms, right? We need to agree on a language so we can talk about it. Disclaiming something that is a massively multiplayer, comma, online, comma, first-person, comma, shooter, and saying, ‘Well, it’s not actually massively multiplayer online’… whatever. That’s clearly marketing talking.

“There are people that call them MWOs, people that called them MOGs, and people that call them POGs. There’s PSWs which is an art term for a specific sub-set of virtual world so that one gets misused all the time because it means ‘persistent state world.’ … There are some others… PIG, I’ve seen PIG, ‘persistent interactive game.’

Massively: I don’t think a game maker would like to call their game a “PIG.”

“Probably not.”

CompuServe Classic is shutting down

 Posted by (Visited 6057 times)  Misc  Tagged with:
Jul 022009
 

The whimper at the end of an era.

CompuServe, the corporate entity, dates to 1969 but the CompuServe Classic online service for consumers debuted in 1979. In 1987 it was the flagship of online services with 380,000 users. A 1991 TV commercial trumpets CompuServe as the only online service with more than a half-million members.
Unfortunately time, and its acquisition by AOL, has not been kind to CompuServe. In recent years it has barely been marketed. Its Web site looks like a throwback to the (gasp!) 20th century. The “build” date on version 4.0.2 of CompuServe for Windows NT, the latest version of the access software for CompuServe Classic, is January 11, 1999.

— The Paper PC: CompuServe Classic: So Long, Old Friend.

I was never one of the hordes of truly hardcore gamers who hovered around the CompuServe and GEnie games — no money, you see. I was in high school at the time. Every once in a while I could sneak on for ten minute snatches — my dad was always horrified at the bill. He used TheSource too, because it was “more useful and had less games and distractions” I seem to recall.

CompuServe 2000 will still be around, but I am not sure anyone cares. 🙂

Jun 082009
 

Regular blog reader mrseb has a blog post up on emotional avatars in virtual worlds inspired by this NYTimes.com article (it’s behind a reg wall).

In short, the research is about how important blushing is as a social lubricant, as evincing embarrassment or shame serves to reinforce the social rules held in common by groups of people. It’s a sign that the person knows they are transgressing to some degree and is sorry for it, and people judging them tend to treat them less harshly.

Which leads Sebastian to ask (emphasis mine!),

Why are we still running around in virtual worlds with emotionless, gormless avatars?

It’s not that the question hasn’t been asked before. For example, back in 2005 Bob Moore, Nic Ducheneaut, and Eric Nickell of PARC gave a talk at what was then AGC (you can grab the PDF here)., which I summarized here with

The presentation by the guys from PARC on key things that would improve social contact in MMOs was very useful and interesting. Eye contact, torso torque, looking where people are pointing, not staring, anims for interface actions so you can tell when someone is checking inventory, display of typed characters in real-time rather than when ENTER is hit, emphatic gestures automatically, pointing gestures and other emotes that you can hold, exaggerated faces anime super-deformed style or zoomed in inset displays of faces, so that the facial anims can be seen at a distance… the list was long, and all of it would make the worlds seem more real.

I was at that talk, and in the Q&A section, which was really more of a roundtable discussion, the key thing that came up was cost.

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