Showing posts with label VW. Show all posts
Showing posts with label VW. Show all posts

September 17, 2007

Areae is Metaplace, tomorrow

For those like me that are expectantly waiting for Areae's [1] release, tomorrow might be the day: Metaplace is going to be announced tomorrow [2], and soon we'll be able to know more about the virtual world Raph Koster is talking about for so long...

[1] - http://www.areae.net
[2] - http://www.metaplace.com

July 27, 2007

permadeath

"Permadeath" is almost a taboo word on the gaming industry, but it's almost a need in having a immersive Virtual World. I wrote about it a couple of days ago, saying:
Death is death. If you died, you're dead. Dead. You shouldn't "respawn", you shouldn't turn into a ghost. Most critics on MMOG's are on the fact that they are "excessively violent". Well, if death meant death in a virtual world, players wouldn't be killing each other (at least not that much). On the other hand, if in real life when someone dies he respawns in another place, people would be killing themselves all the time.

Now that known MMO's are getting in the wild, with both the number of MMO's and number of MMO players growing, the issue is getting hot again - people start to be sick to see "yet another hack'n'slash MMO game", specially when the differences are only names, graphics and, with luck, the background story. The Guardian has a piece exactly on this issue: "Why do we have to die in games?" formulates an answer: no, we don't. Let me quote a little bit (but you really should read the whole article):
But do you need to die at all? Eric Zimmerman, a New York-based game designer who helps run the studio Gamelab, says: "Dying in games is a strange artifact of certain kinds of historical forms and content, and there is no good reason for including it in many cases." Molyneux concurs: "If we were starting from scratch, we wouldn't come up with this paradigm."

The only thing I have to add to explain my point on permadeath, is to give a footnote on a previous affirmation I did. When i said that:
I also agree that if you're paying to play a hack'n'slash game like World of Warcraft, you have to have the ability to respawn after death, but I'm not talking about building another WoW-like world, I'm talking about building a real good, new and innovative Virtual World.

this doesn't meen that hack'n'slash games can't have permadeath, or that they shouldn't have it. That sentence is meant to say that "the hack'n'slash trend we see is hugely flawed in it's concept". See, if you take into consideration that those MMORPG's are just varients of MUDs, heavilly inspired in D&D, you'll have to ask yourself: "Why is death permanent in D&D and not in a MMORPG?"

July 23, 2007

On MMO's - Part II

On my latest blog post, I intended to write about why am I interested on Virtual Worlds, but the text kept flowing, and I ended with a rant on Virtual Worlds nowadays, and what aspects in them I don't like and would like to see changed. Yet, Robert seems to disagree with me in several aspects, and made a comment with his opinion. So, let's revisit my initial comment, Robert's disagreement, and my considerations for each of those points.

I claim that in a Virtual World you have to abide to some sort of well-defined physics: for instance, if you have the concept of physical body, then bodies must follow physic rules - for instance being able to step on something on the floor, but not being able to pass through walls or other avatar bodies. Robert claims that this can lead into frustration, and I have to agree in a certain point. A MMOG designed so that players can have the immersive feeling of embodiment need to have a stable, well-defined and non-conflituous set of physics. That's what I mean when I say, for instance, that people shouldn't be able to trespass themselves, but must be able to "pass through" a sword abandoned on the ground. In the same stream of thoughts, the game must be designed in a way that, while bodies have physics, they must not mess up with the user experience. See, I'm not talking here about "there's a 1x1 passage, where 1 is one square in a squared field, where every object (including avatars) occupy 1x1, and there's a NPC in that passage". I even told that a Virtual World shouldn't have NPC's. I was talking about a simulation of real world, with it's physics. If I go to a crowded club, I might take a couple of minutes passing through the crowd from the entrance of that club until the bar. Having someone in front of me doesn't mean I can't go towards that direction - you just need the right set of physics to implement such movement laws. Of course that if there's the possibility of having people stand in front of things, of course that if there's only one seat only one person can sit there. That, considered by Robert as annoying, is, for me, one advantage on having physics applied to VW's. Yes, people will tend to act differently in VW's and IRL - but that's not necessarily bad. Plus, if you decide to do a "real-world like" VW, like Second Life, for instance, where players have sex (heck, they can even engage into sexual intercourse), then it should be possible to give that swift kick to the groin you wanted to.

Still talking about avatars, bodies and crowds, Robert says that he should choose to tour one virtual museum alone, "no matter how many people are there". But, Robert, is that a virtual world then? I understand your point, but I see it in another perspective. I think that it would be awesome if I was able to visit a virtual version of every museum of the world, for instance, but that doesn't have to be a multiplayer experience. Yet, when I go to a massively multiplayer online world, it's expected to go there to interact with the crowd, and the results of it (like the world itself, affected by players, not individually but as one entity alone - the crowd). Yet, nothing stops a Virtual World to implement a set of physics different from those of the real life, and I'm certainly not against it. For instance, Second Life lets people fly. Why shouldn't a virtual world have every player with the ability to have "superman vision", seeing through things (including people?). If that's implemented with a good set of physics, it might be really cool, and my vision on Virtual Worlds definitively isn't against such physics.

He also asks why can't he decide to "ban" (as in "he doesn't exist for me") someone from his world. And this sets the whole difference in our vision: I'm describing one Virtual World, and you're describing "your Virtual World". If we're talking about one Virtual World, the world isn't yourse, or mine, or from his creators, if that matters. If a set of people choose to have a presence in that virtual world, they have. Of course that you can try to ignore someone you don't like, but - like in the real world - that person still exists, no matter you know or acknowledge it or not. The same goes with Robert's next question: why can't he have an experience in that virtual world where only his friends exist there? That follows the same line of thoughts, but raises a cool question. One one hand, you're still telling that you don't want to be in a massively populated virtual world with lots of people, but instead you want to be in your own virtual world, with your friends that go to the same world. While that can seem something against my own vision of a Virtual World, as a matter of fact it isn't. You want, and should have, the ability to have your own "instance" of that Virtual World, meaning - in fact - that you have your own Virtual World. Picking your example of World of Warcraft, you don't really want to go to WoW and "don't see" all the other players, you want to buy a game called WoW that lets you either create one virtual world (and invite there whomever you want) or connect to other's VW's (possibly including Blizzard's VW).

Then, Robert wrote a paragraph that was describing something that he considers bad, but that's exactly what I think it would be good about a Virtual World like I described. He said:
If you think that people in virtual worlds will behave themselves without restrictions you are sadly mistaken. A small group probably will but larger groups will not. Too many people get online to vent in ways that the real world prevents because they can more often than not act like a jerk without reprise because of the anominity and protection the virtual world provides. The only reason real life people don't act like this is because of the fear of immediate and long term reprisal, providing that infrastructure would require a massive programming and social undertaking for a virtual world. That undertaking world mean work and that is not what people are there for online. We have to enforce civility in RL because we can never truly escape it, online you just need to turn the computer off.

I completely agree with Robert here. If you set up a real world without rules or restrictions (beyond physic ones), several groups of people will act in several different ways, and one player won't like several of them. That is, in my opinion, awesome, since this exactly describes "a new world" - and people will have to adapt themselves, and the world, to fit in. That also means that the world itself have to adapt and evolve, and citizens of that wold will end creating their notion of civility, their set of rules, and define what's "socially acceptable" or not. The big difference here is that it is not the worlds' creator that defines what is that set of rules, but instead players do - like what happened in the real world.

Finaly, on the issue of death. Robert says that "good police work is difficult and how many people want to play a game where they have to be policeman, social workers, lawyers, etc to enforce civility?", but I also disagree here. See, the fix for this one is really a no-brainer, if you implement the right physics: for instance a newbie to the game may not have the ability to kill another player. Also, while this kinds of settings implicitly demand a social structure, possibly with different roles and different people assuming that role, those roles don't have to be those of the policeman, the social worker, the lawyer and so on. Maintain civility will probably be one of the targets of that virtual world community, but the idea that it must be enforced isn't really true - there are several ways that such a virtual world could evolve into, and most of them are completely different steps for those that humanity took. That's one of the most funniest parts of the whole concept of Virtual Worlds. I also agree that if you're paying to play a hack'n'slash game like World of Warcraft, you have to have the ability to re-spawn after death, but I'm not talking about building another WoW-like world, I'm talking about building a real good, new and innovative Virtual World.

The comment ends with one sentence: "If the virtual world is there for me to view the worlds wonders from my living room, why even make it possible for me to die at all? Or get mugged, raped, or otherwise violated." My reply to that is cynical, yet truthful to my beliefs: would you like a (real) world (or humanity) where people hadn't the possibility to have urges to kill, rape, mug, or otherwise violate? Where there was no sadness, no depression, no pain? The concept is far from new: a world like that as called as a dystopia, and if you want to see the dark side of that I recommend you to read some books like Zamyatin's "We", or the well-known 1984, Brave New World or Farhenheit 951.

May 08, 2007

What makes a VW really a VW?

Terra Nova has an excelent blog post, specially because of the comments, on "what should a Virtual World have to become better than WOW and Second Life in a way you would never go back".

Obviously he was not talking about the upcoming "World of Starcraft", and while I don't find them the VW, there are some alternatives coming there that are in all ways better (or so it seems for now) than those two (take Darkfall Battle as an example).

Yet, that post also gave me a new way of looking to VW's by looking into those items that I'm naming as "requisites to make a Virtual World into a really Virtual World". Let me get them for you:

  • A World - a defined space which existence is independent of the existence of the players, persistent, and with physics
  • Players - that operate within the physics, and that represent one virtual individual (avatar)
  • Interaction between players
  • Interaction with the world
  • Reaction to the world's changes
  • Concept of time, equal to all players and the world
And then I had all kind of thoughs on this issues, some of them possibly to be explored in future posts here. You might find these self-evident, but they are not: these, for instance, include talkers as "really VW's" (we should get a name for this), and exclude GuildWars as a VW.

April 19, 2007

Second Life grid to be Open Sourced

connecting to Second Life

Three months after open sourcing Second Life (the client), Linden Labs are now claiming that they're also going to Open Source their servers.

What the world is asking now is how will Linden Labs keep making money, even if I not only think that this is the only way they had to keep SL a sustainable and profitable product in mid-term, but also that this is their way to fight against possible concurrency (like Entropia).

The announcement was made a couple of days ago, but the most exciting thing in this, IMHO, is that they're going to have open standard API's that will allow to communicate between servers. That way, Second Life is going to become a grid of Virtual Worlds connected by themselves (as Entropia worlds, for instance, can be).

April 17, 2007

Predicting the tech-future

Following my yesterday's post about predictions of the tech-future (one predicted a Dystopian world controlled by Linden Labs in 2016, the other an overall controll of the tech-world by Google in 2017), now here's a link to an article talking about an upcoming paper that represents the result of a summit and they will "define/predict" a "metaverse roadmap". Yes, I know, having a bunch of folks in the industry "decide" a roadmap for such a thing is, well... ahem, anyway, the article is quite interesting, and gives us some food for thoughts. They predict that we'll have such a world and metaverse (first self, second self and mixed self) in 10 years from now (2017). They think that the upcoming tech-world is going to have four basic metaverse kinds:
  • dubbed augmented reality
  • lifelogging
  • virtual worlds
  • mirror worlds
For starts, I really don't think that you can apply the world metaverse for any of those items but the third: virtual worlds. The concept of metaverse appeared with the excelent book "Snow Crash", and defines a Virtual World with certain characteristics, but it is a virtual world.

But let's talk about those four items there.

Dubbed augmented reality is a concept where technology enables you to have an allways-persent body-widget that lets you know more about the reality that envolves you. Think about Plazes on steroids, in a allways-present device (like the eye-screening we see on GiTS), that enables you to have any kind of info about where you are, realtime. You can enhance the concept and think about stuff like getting info about people as you look at them and that sort of stuff. Possible? Yes, even probable, but that isn't a Metaverse, it makes me recall more other aspects in Snow Crash...

Like lifelogging. Remember that guys on Snow Crash that did something like wearing a full-body gadget-suit that was used to stream images into the future version of YouTube? Well, consider that lifeblogging with a little of the previous item (correlation between video footage and the people in that footage, and stuff like that).

On virtual worlds, it seems that what's been talked is about a more immersive version of Second Life, as the previous predictions also talked about. On a side note, while the previous prediction talked about Linden Labs (the company behind Second Life) buying google, in this event the general ideas were on whether would Google create GoogleOS and Microsoft would buy Linden Labs, positioning Google as the developing mega-softwarehouse with the future of Operating Systems, and Microsoft as less a technological company and more like a big pocket of money available to investiment, which isn't really surprising if you notice that we have really nothing innovative from Microsoft for years (the Wow from Vista is a big pile of FUD about a defective Operating System with nothing innovative compared to the alternatives). I intend to write soon more about my own visions of the future of Virtual Worlds real soon. And no, I don't believe that Second Life will turn into the "final and perfect VW", as much as I don't think that WOW (not Vista's Wow but World of Warcraft) is to be the ultimate MMORPG. Oh, and the nobody-knows-what-this-is extremely-hiped areae isn't going to have persistence, which is a big no-no for me (even if I usually agree with his vision on VW's.

Last but not least mirror worlds, which makes me remembers this list of Games on Google Maps. Mirror worlds are defined as virtual worlds like ours, with places like ours: a real representation of the "first world" but where people are only virtually, without meshing virtual with real people. I really don't see this happening unless you're trying to do something like Idlewild.

The final article is yet to be released, but I'll surelly be a reader of it.