2008. május 31., szombat

Real-Money Trading: New Entreprenuers Make a Virtual Fortune


There is a new virtual market that has emerged in the 21st century that allows gamers to profit from their passion of MMORPGs. Benefiting financially from massively multiplayer online roleplaying games has become a profitable industry that has provided great wealth for individuals from all walks of life. Whilst some disregard it as a fad amongst the technorati, others recognize the potential of this very viable business model. Millions of players across the globe provide custom for RMT websites that are becoming some of the most search for site on the search engines.
The virtual marketplace is rarely reported in the media and thus investment is often hard to come by for new companies. However, the aims and methods of the industry are well known to the players of WoW (World of Warcraft), EQ2 (EverQuest II), FFXI (Final Fantasy XI) and EVE (EVE Online). The most notable occurrence is in EVE Online where participants journey through quests, grinding and other in-game tasks in order to stuff their coffers with the game's currency. Some indulge in improving their character in the game, but others go further, employing the help of friends, family and other gamers to help them build huge fortunes in real life.
Game developers rarely agree with or tolerate the practice of in-game trading. Intellectual property infringement is the most commonly given reason for objection by gaming companies, but there are also accusations of hacking, scamming and phishing within the industry. Some also accuse RMT companies of overloading games with workers, which serves to dilute the population of real gamers and negatively affect the game as a whole. In South Korea, however, this is not seen as an issue and the practice is seized upon by both developer and player alike.
Whether you agree or disagree with the legality, ethics or principles of the practices, virtual trading is here to stay. There is certainly money to be made, whether it's by developers or entrepreneurs, and the market shows no sign of slowing. A bright future lies ahead with new opportunities available in yet unreleased titles, the most promising of which being Warhammer Online.
Published by www.MOGS.com - sellers of Age of Conan Gold

Virtual Trading: Investing in the Virtual World


MMORPG service provision is the practice of distributing virtual currencies, items and services for real-world profit. From the lowly Chinese workshop to high-tech offices of internet entrepreneurs, virtual money has become a hot commodity. Those competing in the real-money trading industry include dedicated professionals to part-time players, big-city businesses to the bedroom entrepreneur. Millions of players across the globe provide custom for RMT websites that are becoming some of the most search for site on the search engines.
Real-Money Trading has seldom had the attention of worldwide media and when it has it's been focused on the most extreme or mainstream examples. However, the aims and methods of the industry are well known to the players of World of Warcraft, Final Fantasy XI (FFXI), EVE Online and EverQuest 2. A prime example is in the World of Warcraft where gamers journey through numerous dungeons, quests and scenarios in order to stuff their coffers with the game's currency. Many gamers decide to spend their hard-earned currency on themselves, but some decide to approach the task like a business, utilizing any means necessary to bolster their reserves of currency and sell it on for real cash.
MMORPG creators rarely agree with or tolerate the practice of in-game trading. Purist gamers object that the practice of real-for-virtual exchange harms the economy of the game and violates the spirit of gameplay by introducing monetary influence. The problem of hacking, phishing and fraud do exist within the industry, but it is restricted to a minority of rogue companies. Whilst some action has been taken by game developers, it has never been directly targeted at the transaction of company to customer.
The concept of real-money trading is one that has got many investors excited and interested. Opportunity is not just limited to the USA and Europe; countries such as South Korea and Japan also have vibrant RMT industries. A bright future lies ahead with new opportunities available in yet unreleased titles, the most promising of which being Warhammer Online.
Visit www.MOGS.com - online retailer of WoW Gold

2008. május 30., péntek

Age of Conan: Very Early Impressions

The character creation screen is more in depth than many MMOs. However, if you're brave enough to admit you've played The Sims, then you've certainly seen better. In the end does it really matter in games where you're likely to be covered head to toe in armor? I think not so much but I sense that people do enjoy the versatility. What I would personally have preferred more than being able to tweak the length of my nose or the size of my boobs, was not to look like a ragamuffin. If you thought your character's gear looked thrown together in LOTRO you ain't seen nothin' yet. To date, Age of Conan and LOTRO are the only games that I've played where I looked like mixed-match mess.

I appreciate the circumstance of a recently escaped/freed slave. I understand they don't plan on making the game as gear dependant as others. However, do I really have to look that bad? Or am I that vain??? I found myself looking through the multiple tops, pants and shoes in my bag trying to find something that at least seemed like it went together. The stats were all the same but the styles, colors and textures didn't jive. I looked a hot mess. It was slightly similar to AC2 in that, there was a lot of variety in the same piece of armor so you can be in a red robe that has +1 Defense and I can be in a black one if I prefer and that's without dying your items. However, Age of Conan hacks made the stuff even at the lower levels look decent and you could easily match your items. Hopefully, I'll get to look better at some point.

AOC has a nice variety of classes within the four archetypes of Soldier, Priest, Mage and Assassin. Only certain classes can be played by certain races, which is a common implementation. However, in AOC whole archetypes are exclusive to certain races. For example, if you want to be a Mage of any kind, then you must be Stygian. On the PVE and PVP servers so what, but I wonder how this plays out on the Culture PVP servers where a race is completely locked out of an archetype?

Even though AOC has the usual suspects for classes, not all of them are the typical fare. Priests and Mages are battle versions of those classes. Everyone gets to have decent offensive skills and from what I've read so far, it appears that HOT and AOE healing spells are more prevalent than the "heal one" scenario. I think this might make playing a healer more pleasurable. If you can heal many more often with a single action, you'll have more opportunity to actual watch the battle – see the instances and bosses.

One of the Mage's has melee as its primary DPS, as does at least one of the Priests. It's little twists like these that add a bit of freshness into the game. I'll discuss the classes in more detail after I've finished testing my would-be mains.

Lastly, the combat system which is VERY different from any MMO I've ever played. At least in terms of PVE, it's not giving me nearly the trouble I expected. I never did well on the console games and don't consider myself adept at FPS style combat but so far, so good. The inclusion of combos which deal more damage when successfully executed is interesting. I do wish that I could move where they displayed. For some reason focusing left side of the screen doesn't work as well for me, as it would if I could place it right side or better yet, closer to my character and my Age of Conan cheats. I want to watch the combat but with the combos slightly off to the left, my eye is focused there. Oh well, definitely not a huge deal. It would just be nice to be able to move it to match my preferred field of view.

That's where I'm at for now. It's pretty, different, combat feels fresh, UI could be better but no deal breaker. I'm on a PVE server at the moment. I'm going to do a Bear Shaman on a PVP or Cultural PVP server at some point. The only pitfall I can foresee at the moment is if I MUST quest. Forced questing for leveling is why I'm not playing LOTRO or EQ2. Grinding XP is a play-style and as much as some people hate it, others enjoy and actually prefer it. I don't mind questing in moderation but when I'm not in the mood, I really do need the freedom to just go whack stuff and still level at a decent rate. This philosophy is one of the major reasons I'm excited about Warhammer Online.

May 29, 2008 in Age of Conan | Permalink



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2008. május 29., csütörtök

Graphics Pains with Age of Conan




Late into the US holiday weekend, I was finally able to register/activate my game code so that I could play Age of Conan (AoC). I quickly found out that my inability to register wasn't going to be my only problem.

I knew going in that the graphics requirements were pretty steep. I did however, think that my computer, Dell XPS gaming system was up to the test. My only real concern was reading that some players with AMD graphics cards were having issues, which meant that my Radeon 850 XT might give me a problem related to performance. Unfortunately, what I had was bigger than performance problems. First I had the black screen issue which I found an answer for on MMORPG.com. Then there was the screen stutter which I found an answer to on some other web site. After a couple of hours I finally got into the game and created a character.

To even move around reasonably, I had to have everything on low which left the visual absolutely unacceptable to me. I must have good looking graphics. They don't have to be realistic but they have to be high quality or I just can't be bothered. I pushed on anyway to get a feel for the game and then I started getting over heating warning from my graphics card. At first it happened once in an hour, then twice then every few minutes. I would stop playing for a while and turn the PC off. Unfortunately, that didn't resolve the issue for long the messages just kept coming. The card's fan was running and the air flow fine. I went back to the internet, did some research and downloaded some tools. By this time it's Monday midday and I've spent more time on the internet trying to resolve problems than playing.

Finally, I said, 'Screw it, let me go buy a new graphics card before Best Buy closes. Not wanting to jack around, I grabbed the best thing they had to offer since I didn't want to have to come back. I bought the GeForce 9800 GTX and raced back home to install it. I got the thing in and loaded up the game expecting to seem some really nice graphics. Uh not quite what happened. With graphics on high I could barely move. Set on medium it was okay but I had to go into the settings and dial a few things down and remove grass, water reflections and the alike. After doing that I was still sort of lagging and was like WTF? That's when I noticed my frame rate was only 9. My son's computer which also a Dell but not XPS and different graphics card, wasn't having any issues on Medium quality and getting 30+ FPS.

By this time I was annoyed and not very interested in playing anyway. Later that night I did some more research and found an article on GameSpot stating that using High with some very specific changes is actually better for the FPS than using the Low setting. The AoC servers are down right now but as soon as they come up I'm going to give this a try. If this doesn't work I won't be a happy camper. At this point I've been on the internet trying to figure out why I couldn't register my game code, then why I couldn't see anything and now why my FPS sucks, etc more than I've spent time playing. Grrrrrrr.

Source : notadiary.typepad.com

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2008. május 28., szerda

Online Game communities are social in nature




By Cindy Ahuna

Who are the friendly characters that will play with you if you play with them?

In 1969, "SpaceWar", developed by Rick Blomme, was the first two-player game designed to play on PLATO. In 1961, the "Programmed Logic for Automatic Teaching Operations" was the first network to run on the Illiac computer system. PLATO was created by Professor Chalmers Sherwin, under the direction of electrical engineering professor Don Bitzer, co-inventor of the plasma display pane at the University of Illinois.

During 1970 through 1977, multiplayer games included "SpaceWar"; a version of "Star Trek"; "Avatar", a Dungeons and Dragons-style game; "Airflight", a flight simulator; and "Empire", which supported 32 players on PLATO. In 1972, PLATO hosted 1,000 simultaneous users. In May 2001, Sony's "EverQuest", a massive multiplayer online role-playing game, hosted 60,000 to 80,000 players daily.

In 1973, David R. Woolley designed "Notes", a communications software for PLATO. Due to the release of this software, "Talkomatic", precursor to IRC with handles and chat rooms, was developed for PLATO. A maximum of five people wrote and read each other's messages on the same screen. Chat rooms were open and uncensored. A player logged on using their real or an anonymous name, and played either gender role.

In various online chat rooms found on AOL's games and in Sony's "EverQuest", text is censored when gamers use brand or offensive words. Role-playing genders, sometimes referred to as gender swapping or multiple representations, is possible when gamers change or hide the genders of their characters using anonymous names.

In "EverQuest", with more than 360,000 subscribers, thousands of gamers play characters of the opposite gender. Gamers are free to explore relationships while in character. Male gamers find that female characters generally get treated better in male-dominated virtual worlds. Sometimes men find it easier to chat with other characters and escape the competition. In free online games list, multiple representations allow players to see how other players solve problems. "There are a lot of rumors and anecdotes about people referring to play games as men or women because they are treated differently," says avid gamer J. MacLean.

In a lecture titled "Programs, Emotions and Common Sense", Marvin Minsky emphasized in his book the idea of multiple representation. "If you understand something very precisely in one way", Minsky claims "you don't understand it at all." "You know it by rote. What does the word understand mean? Understanding means having many different ways to deal with things," said Minsky. Children memorize history by rote, but they usually don't understand it how free online games work. Sometimes gamers falsely assume they are interacting with a person who matches the gender's name. Perhaps on one level, Minsky's definition can be applied as a working analogy for multiplayers who role-play playing games. If multiplayers had more ways of identifying the characters, they might be able to understand who the friendly characters were when they played with them, but then again, that might take all of the fun out of the game.

Artist/curator Anne-Marie Schleiner, describes social developments in gaming: "Multiplayer games can be very social. In the shooter genre, players sometimes band together into "clans", groups who fight against other groups. Sometimes the social bonds developed in these clans extend beyond the game into friendship and players offer each other moral support through personal hardship and help each other find jobs," said Schleiner.

Social environments evolve from online game communities. "A great example is "Air Warrior", a WW2 flight simulation with players are so dedicated, they've held conventions. Massive multiplayer role-playing games are also famous for the strength of their communities "the guilds in "EverQuest" are a great example of this phenomenon," says MacLean. In contrast to single player games, communities are vital depending on the game. For example, "for a game like chess, where skill levels can be critical, many people prefer to play with someone of relatively similar skill," says MacLean.

In a global point of view, the Internet is the living organism that hosts many online games systems. Boundaries of geography, economy, culture, degrees of education and family traditions have disappeared. Gamers are co-authors that take part in the experience. Communities are playing fields for social interaction. When gamers send messages to other gamers, they are free to exchange email addresses and meet beyond the game community. Communities have become an extension, a new medium of human touch.

When communities form, a semantic world of sharing knowledge, solving problems, working as a team, playing, building, quarreling, cooperating, planning and forming relationships develop. Games are formal because they have a set of rules. A game is a system because it has a collection of parts that interact with each other in complex ways. In "EverQuest", the Game Masters hold the most power. Online games run on a '24x7' calendar. Generally, online the role-playing games are maintained by paid subscriptions, whereas, online fighting games are free. Communities exist in time by free and paid subscriptions. Gamers occupy real estate within the online game. Communities live in both space and time. Thus, it is a lifelike system.

Popular game boxes vary from Sony PlayStation, PlayStation 2; Nintendo's GameCube projected to ship Nov 5, '01 in the US; and Microsoft's Xbox projected to ship Nov 8, '01 in the US. "Although game boxes offer higher resolution graphics in comparison to PC gaming, they are a closed hardware platform and less amenable to multiplayer social games. Multiplayer gamers cannot insert their own character skins into shooter games in a game box or with a multiplayer game, such as "EverQuest". "EverQuest" can easily receive updates on the game over time that get rewritten over the original game software," says Schleiner. Many gamers develop friendships with other gamers in different countries using the chat session in "EverQuest".

In some ways, there are as many different types of gamers as there are games. General definitions include:

* Generally, casual gamers are people who enjoy simple decision making games and typically play less technical 3D graphic games. * Generally, traditional gamers are people who enjoy a more complex game. * Multiplayers (simultaneous players) are defined as those who play with other gamers in the same game.

What makes an online game exciting, interesting, social or more fun than another game? Motivation evolves from sensory gratification, role-playing, personality, taste, adrenaline, sociology, immersive and engaging environments, and the element of fun. Games in general motivate ideas. Topics include life, survival, strategy, role-playing, and building relationships. In all circumstances, the player learns by playing. "Building colossal virtual worlds are very important. In a virtual world, everything has a purpose. I love games, " said Minsky during his lecture, "Programs, Emotions and Common Sense".

In Star Trek CCG, gamers can buy and sell, trade and collect digital cards, watch or judge games, and attend tournaments. One disadvantage, prior to downloading the plug-in, a high risk is indicated. The risk is associated with the possibility of gamers accessing your computer if you proceed with download. This warning appears with this statement: "JavaScript or a java applet from DigitalDeck, Inc. is requesting additional privileges." This plug-in is required to run the application.

Because game communities are social in nature, knowledge and understanding are more apparent in virtual worlds. "Wouldn't it be nice to connect two thoughts," said Minsky.



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MMO 2.0




Lately, there has been a lot to talk about in the MMO-verse, with Age of Conan just getting released and a World of Warcraft expansion pack on track for a holiday unveiling there seems to be nothing that can stop the momentum gained by the industry. However, despite all the success being thrown around by the top five MMOs (World of Warcraft, Lord of the Rings Online, Age of Conan, EVE Online, Final Fantasy XI) there seems to be very little that is truly pushing the genre towards the "next step."

In every walk of the technological life there are upgrades to the original. Even something as simple as the web was fully upgraded into what has become to lovingly termed: web 2.0. So the same should hold true for MMO, right? You'd think so, but very little has actually changed since the dawning of the 3D MMORPG in the heyday of Everquest. There has been smaller changes like the advent of a quest based storyline and an enhanced mini-map and traveling system, but nothing I'd really call revolutionary, or next generation. Let's face it, nobody out there is really attempting to do anything to set a new standard in the industry.

Now I know that there is at least one EVE Online fan reading this right now in disgust. Let me say this right now, EVE Online is definitely a different experience and CCP has done a marvelous job and creating a successful MMO that strays from the typical archtype that most MMOs follow today. However, that said, they are not setting a standard in the industry. EVE Online and CCP will not be changing the way the industry makes its games and there probably won't be any long lasting affects from their technology. The original Xbox was the first to really incorporate seamless online and now it has become the standard. MySpace truly pushed the bounds of "web 2.0″ with it's social networking applications and it has now become the standard. Apple created the first truly desirable MP3 player and it has now become the standard. All of these are examples of an industry that was expanded on by companies that wished to create a fresh experience on an old application and as such truly changed the landscape of how everybody else played in that field. So despite EVE Online's unique gameplay they certainly haven't changed the way developers make games.

So, where does that leave the industry? With the huge success of World of Warcraft, which handily dashes the success of the other top four MMOs combined, game developers desperately need to find new ways to make their games different and if that means employing a new combat system (Age of Conan) or seriously enhancing the PvP and RvR settings (Warhammer Online) then thats what these companies will do. Unfortunately, many of these "enhancements" are gimmicky at best and won't be offering any true MMO 2.0 anytime soon. However, and this is just my prediction, I think it's safe to say that after all the so called "WoW-killers" have debuted to date, the only MMO that will truly begin to pick away at the house that Blizzard built will be an MMO 2.0 game. Personally, I'm keeping my eye on Copernicus.

P.S. I am in no way calling Age of Conan's combat system or WAR's RvR system bad or flawed, but, rather, non-revolutionary. Yes I have tested out both; Age of Conan beta, Warhammer Online at E for All 2007.

Source : MMOCrunch.com

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2008. május 27., kedd

What AoC means for WoW


According to Michael Zenke from Massively, Age of Conan has sold 400,000 copies, out of 700,000 boxes they put on the shelves. Not bad for the first week. And, kudos to Funcom, the release launch went a lot smoother than the beta or early access. The reception of AoC in the blogosphere was a mixed. Keen and Graev already cancelled their accounts again. Tipa from West Karana sees AoC challenging WoW. The Ancient Gaming Noob correctly points out that "MMOs are a long haul proposition" and reserves judgement until having played it more. And the Common Sense Gamer thinks that WoW won't even notice AoC is out.

So here is what I think. I don't have proof, only anecdotal evidence, so preface every phrase here with "In my humble opinion": I think that World of Warcraft suffers from a cycle of peaks and troughs in subscription numbers. This is largely self-inflicted, numbers peak after big content patches and expansions, and fall in long periods of no new content added. Other factors, like summer holidays, also play a role. I do believe that WoW is heading for a major trough of subscription numbers in the western world. Remember that of the 10.7 million WoW players about 6 million are Chinese, who are on a different cycle, and who pay much less. There are less than 5 million players in the US and Europe, and the number will be falling over the summer, because the Burning Crusade is getting long in the tooth, and not everyone likes to spend his summer holidays in front of a computer.

Age of Conan will reach between half a million and one million subscribers this year. Most of which will be ex-WoW players. A good number of them will have stopped playing WoW anyway, with or without AoC, but a couple of hundred thousand will be pushed over the edge and quit WoW for the prospect of a new game. And Blizzard will notice that, because all of these are the well-paying US/Euro kind of subscribers. Age of Conan will not "kill" World of Warcraft, but it will dent it a bit.

Summer will end, christmas will approach, and now everything is possible. WoW could bring out Wrath of the Lich King in November, and it's subscription numbers would peak again. And personally I don't see Age of Conan having much staying power, not in a game where the first people reached the level cap in the first week already. Wrath of the Lich King will make a much larger dent into Age of Conan's subscription numbers than AoC does into WoW's now. But another possibility is that Blizzard misses a 2008 release date for WotLK. And it is also quite possible that Warhammer Online makes that date, and comes out for christmas. And then Blizzard would really start feeling the pain. I do believe that WAR has an even bigger potential of getting subscribers away from WoW than AoC has. If WAR comes out for christmas and WotLK doesn't, they could easily sell a million copies this year. Again, these are all Americans and Europeans, and if WAR beats WotLK to a christmas release, WoW numbers could suffer an even deeper trough.

None of this will "kill" World of Warcraft. But we are talking numbers here that are big enough to show up in a companies annual report of revenue and profits. If Wrath of the Lich King doesn't come out by the end of this year, the 2008 profits from WoW will be significantly lower than those of 2007, and investors and people at Vivendi will notice. Blizzard would bounce back to a dominating position when they bring out Wrath of the Lich King, but then what? If the third expansion is still another 2 years away, the overall trend of WoW subscription numbers could well go into permanent decline. One day WoW won't be the biggest kid on the block any more, not because of one WoW killer, but because of a death by a thousand cuts. The best Blizzard can hope for is that the new champion will be their next generation MMORPG, but that is not a given.

Source : www.Tobold.com

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Anti-Aliased: Age of Con-troversy



I'm going to hijack my own column this week to cover a topic that I believe is worth spending some space on - Age of Conan and the buzz of negative media attention it has been getting. Age of Conan's controversy spans almost all aspects of the game, from fatalities, to nudity, to even such odd things like race selection.

Now, I've written a few of these articles. I enjoy controversy as the next person and I'm always interested in seeing the opposite viewpoint. It wasn't until I started getting some very, very nice hate mail in my inbox that I began to wonder if anyone understood my own viewpoint on the matter. So, this column is dedicated to other people's opinions, my opinions, controversies and, of course, Age of Conan.

I'm not sure what people expected from a Conan game. It sounds like those who knew their mythos well knew exactly what to expect and embrace it. However, there is, as always, a large amount of the populace who don't know anything about Conan the Barbarian, Robert E. Howard, or the land of Hyboria. So, one must imagine the surprise when this "Age of Conan" game starts to hit the media and attract attention. Imagine more of their surprise when they realize that you can make a woman and flash her boobies to the rest of the virtual population. If I didn't know about Conan the Barbarian, I'd probably be a little uneasy as well.

Conan's risque features have even had us here at Massively guessing in regards to what we can and cannot put into our writing. Our normal office talk about levels, italicizing game names, and standard debates on what MMOs we should be playing have been punctuated by wonderful lines such as, "Hey, can I say 'nipple toggle'?" (Which I can, apparently.)

Yet... all we have here is an adaptation of Robert E. Howard's fictional world and the people who live in it. The legacy of Conan the Barbarian has been available to the public for over 70 years. The population was even exposed to the violent world of Conan in everyone's favorite movie adaptation starring the Governator. All that's really being done here is the introduction of a visual world. If I may say it, Funcom really hit the mark on this one. Instead of giving us a cheap imitation of what goes on in Hyboria, they cut right to the chase and gave us a good interpretation. For the most part, they stuck to the book and the original fiction. That should be commended, not regarded as lunacy.

I've seen movies bloodier than Age of Conan. I've read books scarier and creepier than Age of Conan. And I've seen enough statues and paintings of nude women to last me a lifetime. Yet, here we are, screaming about exposed bosoms and how it might taint the populace. Has anyone walked through Firenze, Italy recently? Seriously, if anyone wants free "porn", just go to your local museum and check out some of the renaissance art.

And that brings me to my point on nudity - there is nothing to be ashamed about concerning the naked form. Surprise, women have breasts! Who knew, right?

Then the inevitable argument comes up concerning the children. Should our children be allowed to see this violent fantasy world? Should we let the young ones step into the world of Hyboria?

Short answer is no. The long answer is no you crazy parents please do not buy this game for your child for Christmas and then leave your child unattended during their game playing on the intarwebz. First of all, I don't want to babysit your child on Age of Conan and explain to them why that lady is naked in the tavern. Second of all, use the ESRB ratings that are so thoughtfully put down in the corner of the front of every game's box.

For those of you who haven't read the back of Conan's box, let me tell you what the ESRB says is in the game's content. The ESRB rates this game as a mature title, meant for children and adults age 17 and over, as this game contains: blood and gore, intense violence, mature language, nudity, and sexual themes. So, please, do not send me e-mails and do not harass your local GameStop employee regarding the fact you had absolutely no clue that there was nudity and violence in this game. It's seriously on the back of the box.

Controversy starts and stops with the parents. I'm begging you, parents of the world, don't go out and blindly purchase games for your child. We of the game industry have the ESRB ratings system in place for a reason; we want you parents to use it. On the back of every game, in the bottom right hand corner, there is a description of what the game contains so you can see if you really want your child being exposed to this material. If you don't want them to buy this MMO, then there are a sea of other MMOs they can play. Some of them are very welcoming to children and a blast to play. They're also much cheaper than Age of Conan. Cheap as free, in fact.

Make no mistake - Hyboria is a dark world that explores dark themes. The women are beautiful, the ale is great, and the treasures are unmistakably epic. But all of these things come with very steep prices that wouldn't be as steep without the mature content. Hyboria is a world that is built on split blood, slave trade, and ruthlessness. In fact, it sounds very much like the history of a certain world that I'm very well acquainted with. Cimmerians remind me of a certain northern people, Aquilonians remind me of a certain set of ancient people who love debates, and Stygians remind me of a certain group of people who built those triangular thingies in the desert. I guess Hyboria isn't that separated from our world after all.

If you ask me, the only controversy that I can see is letting irresponsible parents have children and inconsiderate nutjobs (NSFW) opening their mouths to the media. Maybe we should have a law that will give jail time to parents who give consent to clerks to sell their 10-year-olds Age of Conan and Grand Theft Auto IV, instead of jailing the clerks.

Because I was on vacation last week and was unable to post my column, you all get a bonus! Look for a second edition of Anti-Aliased hitting Massively.com on Thursday. It's like early Christmas, except it's not Christmas and you're not getting any extra presents except my ramblings. But, honestly, is there any better present? I think not.

Source : massively.com

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2008. május 26., hétfő

Advantages of a 2d Mmorpg Over a 3d Mmorpg


With the market being saturated with games requiring cutting edge technology platforms and connections such as World of Warcraft, City of Heroes, Tabula Rasa, Warhammer, and Age of Conan, is there really a point to playing a 2d game? Even though the obvious answer may appear to be no, the real answer is an emphatic yes!

One of the main reasons people choose 2d mmorpgs over their 3d counterparts is because of system requirements and capabilities. To currently run World Of Warcraft one needs a pretty updated computer, not to mention graphics card; in comparison most 2d mmo news's don't have strict minimum requirements and can be played by the masses, including countries that are just getting into the technology era. This is important as it allows users from all over to join in and get a true sense of community vs a game where it can only be played by the 'well-off' or richer areas of the world.

Besides a less strict requirement to play and bigger available player base, 2d games can give the user a "General's" mentality when playing the game. In 3d games one is often in first person view or very close to it and they can only see from that perspective. In a 2d mmorpg news a user can see the whole screen/field and make decisions based on that. It tends to lead to a less stressful, more fullfilling experience as you see all around you.

Going back to technology, 2d games technology and artwork are pretty much mastered at this point, whereas 3d games are still evolving to become more real and less polygon like mmorpg blog. A 2d game made today can have the best 2d graphics which could either look realistic or go for a clean/crisp/bright cartoon look; The ability to make the game as intentioned is a huge plus for 2d video games and games like diablo II, starcraft II, and revamped Ultima Online prove how great 2d graphics can now look.

Another huge advantage is movement and pvp. Currently 3d pvp is awkward and less related to movement on screen as compared with button mashing, unless you're playing a FPS. 2d games are easier to maneuver for now and give the user greater control over his character/avatar. This allows for more precision attacks and movement within the virtual world; old school ultima online mmorpg news is a classic example of how an easy interface, simple graphics, and movement made it one of the greatest pvp games of all time. In contrast, DAoC was laggy, buggy, and movement was very non user friendly. Five years later in World of Warcraft it has improved dramatically but the time/spatial relations in 3d have not been mastered so pvp in that environment will never be as consistent as that of a 2d game today.

To recap:
You don't need to buy the newest hardware to play and usually can play on a dial up as well.
The member base/community is larger due to less stringent hardware/network requirements and gives a more broad sense of community. No more just playing against rich people.
The art is mastered; the 2d graphics have been pushed to their limits and allow stunning visuals for both a realistic and cartoonish look.
Playability, movement, pvp; 2d games just allow the user to run his character like a general and pinpoint his moves. 3d is still evolving and figuring out what it can and can not do.
Nostalgia...don't these great games bring back memories?


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Advantages of a 2D Mmorpg Over a 3D Mmorpg

Age of Conan one of the fastest selling PC games of all time



Over 400,000 gamers have entered game - First 20 reviews with an average review score above 90%

Durham, USA - May 26th, 2008 - Funcom is proud to announce that Age of Conan is one of the fastest selling PC games of all time. More than 400.000 gamers have entered Hyboria over the last few days, with almost half coming from the North American market. This amazing figure for a PC game shows that the positive pre-order trend has transferred into actual sales, and people from all over the world are now flocking to the most savage, sexy and brutal MMO ever created.

Over the weekend an astounding amount of concurrent gamers were logged on to the game, making Age of Conan one of the busiest MMOs in the western hemisphere. With stock flying out of several retail chains, Funcom expects the number to increase in the days to come. In addition to the many gamers logging in, there was also substantial traffic to the Age of Conan websites, with more than 2,2 million unique visitors during the last ten days.

As a result of the great launch, players and press have been raving about the unique qualities of the game, and the first 20 reviews give Age of Conan an average score above 90%. The first US reviews are also live, with Gamezone.com giving the game an Editor's Choice Award, a 9.4 of 10 score, while heralding Age of Conan as a "Benchmark MMO". Sci-Fi.com was also an early mover and gave the game a straight A, stating that "If Robert E. Howard had been a game designer.., this is the Conan he would have invented."

"The initial sales and reviews are very encouraging, and it's great to see that so many are enjoying Age of Conan," said Funcom CEO Trond Arne Aas. "This is just the beginning, and we already look forward to massive updates and cool new features. We believe our focus on making Conan unique and groundbreaking is a key reason for the initial success. This is a focus we will keep and reinforce, and players can expect continued quality and innovation as we enter a new era for the game."

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2008. május 25., vasárnap

MMORPGs dimensions



In this post I would like to talk about massively multiplayer online roleplaying games in terms of their length, depth, and breadth. I want to define these terms of the dimensions of a MMORPGs, and explain their importance when reviewing a game. And, to spice things up, I'll then go off on a tangent and rant about the Wrath of the Lich King, the second expansion of World of Warcraft just announced last weekend.

The length of a MMORPG is probably the dimension that is most often discussed. How long does it take you from starting the game to reaching a more or less well-defined end-point, like the level cap, or the point where you are completely geared up with epics. If a game is too short, you'll "finish" it too fast and move on. If a game is too long, you get stuck for weeks in the same level, until you finally give up. The ideal length is defined by the attention span of you average player. In my opinion the original World of Warcraft got very close to the ideal length, at least for my needs. I had never reached the level cap of really long games like Everquest, and after having played MMORPGs for years, WoW was the first in which I reached the level cap. But other approaches are possible. Guild Wars for example is deliberately short, having only 20 levels, so people can concentrate on the PvP end game.

The depth of a MMORPG is harder to grasp, it is more of a gut feeling than a measurable thing. Most players just call it the "fun". I would define depth as the tactical depth of encounters, how many different viable options I have to do things. Or to cite my favorite game quote again: "A good game is a series of interesting decisions. The decisions must be both frequent and meaningful." — Sid Meier. Depth describes how interesting and meaningful the decisions are. In reviewing depth is often the first dimension we see, because the length and breadth of a game take much much time to explore. But whether for example a combat in a MMORPG is "fun" and interesting, or a boring, repetitive mashing of always the same button is quickly found out.

The breadth of a MMORPG is about it's replayability. At any given level, how much choice of content do you have? If you reached the level cap with your first character and want to play a second one, would he go through the same content again, or would you experience a completely different series of quests, zones, and mobs? This is a dimension in which the original World of Warcraft was really, really strong as well as games like runescape. WoW initially had *six* completely different newbie zones, while many other games have just one or two. And sometimes developers "cheat", offering several newbie zones, but doing a lot of copying and pasting of quests and mobs, thus only creating an illusion of choice.

The complete shape of a MMORPG is a curious one, because the depth and breadth often change over the length. A MMORPG is not a rectangular box (cuboid). For example very often at low levels the depth of the game is less, you start out with only one or two spells or abilities, and then learn more over the length of the game. The breadth can also vary a lot. Very frequently a game gets released with sufficient low level content, and has less and less breadth towards the higher levels. Lord of the Rings Online is a typical example of that. The original World of Warcraft had a lot of low level content and less mid- and high-level content too. But curiously the patches and the first expansion added both low- and high-level content, while not adding much in the middle, giving the game a really strange shape now. There are tons of quests and content level 1 to 20 with the now eight newbie zones, then it gets thinner in the 20 to 50 region, but then there are again tons of things to do between level 50 and 70.

Now if you are a game developer and plan an expansion, you have to see to which dimension you want to add of that shape. Depth is the most difficult, but for example the introduction of slotted weapons and armor in the Burning Crusade added to the depth of the game, if only at the higher levels. Adding either length or breadth is a design choice. And this is where the rant part comes in. Burning Crusade already added to the length of WoW, while adding breadth only in the level 1 to 20 part. So why on earth is Wrath of the Lich King just adding length?

Now of course there is part of the player population that are at the level cap, and who don't plan to ever play anything else but their current main character. And those players of course will like the added length. But the numbers of World of Warcraft having "9 million subscribers" hide the fact that this isn't the same 9 million people all the time. World of Warcraft is still selling very well in the shops, so the pretty much constant number of players we've seen over the last year means that there are as many people joining the game as there are leaving. Besides all those new players, there are many existing players starting alts all the time. So for everybody starting or restarting at level 1 we have to ask ourselves whether World of Warcraft isn't approaching the point where it gets *too* long. People who wanted to make an Alliance shaman or Horde paladin for raiding were already complaining how long that took to get to the level cap again. And on the "black market" of World of Warcraft you see more and more offers for powerleveling. If someone pays somebody else hundreds of dollars to skip part of the length of a game, something is wrong with the design. If after leveling your main to 80 in Wrath of the Lich King you get bored with the level 80 end game, or your guild really, really needs a priest, the decision to level up an alt is getting less and less attractive.

And it is not only the increasing length that puts people off from making alts, it is also the lack of breadth in certain levels. How many people made a Draenei or Blood Elf, but then stopped playing it after level 20 when the new Burning Crusade content ran out? Nobody wants to do Stranglethorn Vale quests again. There are areas where World of Warcraft has deficits, and the Wrath of the Lich King expansion fails to address those. A new continent with level 1 to 60, or even 20 to 60 content would have fixed problems in areas where WoW is lacking breadth.

Wrath of the Lich King shows that World of Warcraft is on a trajectory which simply isn't sustainable. You can't just make the game 10 levels longer with every expansion and ignore the other dimensions. Sooner or later you get two separate populations, one of veterans at the highest levels, and one of new players and alts at the lower levels, unable to catch up. Do we really want to have the level cap raised to 150 in the year 2015?


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Seonyár van seonyár, röpke lepke száll virágra



Ennek a rövidke cikknek a lényege a seonyár2008 versenyen résztvevő oldalam poziciójának javítása. Tekintve hogy még ezt a seonyár2008 cikket is lusta vagyok megírni, így kénytelen leszek ide bemásolni valami szövegecskét megtűzdelni a kulcsszavakkal (pl seonyár2008) így aztán frankón releváns lesz a szöveg :D

Szupernóva-robbanás az első felvonás elejétől

A NASA Swift mesterséges holdjának és a véletlen szerencsének köszönhetően a csillagászat történetében először sikerült közvetlenül az elejétől nyomon követni egy szupernóva-robbanást.

A szupernóva-robbanások (ilyen pl. ahogy az oldalam berobban a seonyár20008 versenybe) a legnagyobb energiát felszabadító események közé tartoznak a Világegyetemben, ezért még óriási távolságból is jól megfigyelhetők. A robbanást magát azonban eddig még senki nem látta, ugyanis a felfedezéskor az objektum már túl van ezen az egyébként nagyon rövid ideig tartó fázison, s a megfigyelők csak a környező térrész és a robbanás által ledobott anyag kölcsönhatásának eredményét észlelhették. Ez a folyamat egy néhány hétig tartó kifényesedésből, ún. felszálló ágból, majd a maximális fényesség elérése után egy több hónapig tartó elhalványodásból, a leszállóágból áll. A robbanás (min az én seo-robbanásom :) a seonyár20008 versenyben) maga tehát mindezideig rejtve maradt a kutatók előtt, pedig észlelése rendkívül fontos lenne a fizikai részletek alaposabb megismeréséhez. Ehhez azonban tudni kellene, hogy a robbanás hol, az égbolt mely területén, mely galaxisában fog bekövetkezni. Ennek a valószínűsége azonban nyilván nullához nagyon közeli, bár nem lehetetlen.

IMAGE

A felső, röntgen- és ultraibolya tartományban készült képeken csak az SN 2007uy szupernóva látható az NGC 2770 galaxisban. A két nappal később készült felvételeket már az SN 2008D dominálja, melynek az előző képpáron még semmilyen nyoma nem észlelhető. [Soderberg és tsai]

2008. január 9-én a gyakorlatilag nulla valószínűségű esemény azonban mégis bekövetkezett, egy szerencsés véletlen a csillagászok segítségére sietett. Alicia Soderberg és Edo Berger (Princeton University) a NASA Swift mesterséges holdjának röntgenteleszkópjával éppen az NGC 2770 katalógusjelű, 90 millió fényévnyire levő galaxisban 2007 végén feltűnt, de már az elhalványulási szakaszban lévő SN 2007uy jelű szupernóvát vizsgálták, mikor a galaxis másik részében egy nagyon erős röntgenfelvillanást vettek észre. A forrás körülbelül 1 percig fényesedett, amit 7-8 percig tartó halványodás követett az észlelhetőségi határig. Soderbergék azonnal riasztották a földi és űrtávcsövek irányítóközpontjait, értesítve őket a különleges eseményről. A következő napok megfigyelései aztán megerősítették, hogy nem egy ismeretlen típusú objektumról van szó, hanem egy Ibc típusú szupernóva robbanását sikerült már rögtön a legelején elkapni. Az objektum az SN 2008D jelzést kapta, lévén a negyedikként felfedezett szupernóva 2008-ban.

IMAGE

Az SN 2008D helyén észlelt forrás röntgentartománybeli "fénygörbéje". Jól látható rajta a beütésszám gyors felfutása, az észlelés megkezdése után körülbelül 1 perccel bekövetkezett maximum, majd a csökkenés a berendezés érzékenységi határa alá. A leszálló szakaszban a beütésszám 129 másodperc alatt esett a maximális 1/e-szeresére. [Soderberg és tsai]

A modellek szerint az Ibc típusú szupernóvák szülőcsillagai az ún. Wolf-Rayet csillagok. Ezen magas hőmérsékletű objektumok mérete a Napéhoz hasonló, tömegük azonban jóval nagyobb annál, az adott esetben a becslések szerint körülbelül 30 naptömeg. Jellemzőjük, hogy életük során erős csillagszél formájában jelentős mennyiségű anyag távozik róluk, így szinte teljesen elveszítik a hidrogént még tartalmazó külső rétegeiket. A maradék rész nagyon gazdag héliumban, míg a csillag összeroppanás előtt álló sűrű magja szinte teljes egészében vasból áll - nem úgy mint az én seonyár20008 oldalam. A szupernóva-robbanás akkor következik be, amikor az erősen lecsökkent energiaprodukciójú mag már nem tud ellenállni a külső rétegek ránehezedő nyomásának, s pillanatszerűen összeomlik, kiindulási tömegtől függően egy neutroncsillagot vagy egy fekete lyukat létrehozva. Az összeroskadás által generált lökéshullám elegendő energiával rendelekezik ahhoz, hogy a csillag külső részeit ledobja, s a levetett anyagot a fénysebesség néhány százalékára gyorsítsa. Amikor ez a ledobott burok utoléri a csillagról korábban csillagszél formájában távozott anyagot, bekövetkezik az a felfénylés, ami alapján eddig felfedezték a szupernóvákat.

IMAGE A WR124 jelű Wolf-Rayet csillag körüli köd a Hubble űrteleszkóp felvételén. [Y. Grosdidier (University of Montreal, Observatoire de Strasbourg) és tsai]

A robbanás lefolyásával foglalkozó elméletek azt jósolják, hogy amikor a lökéshullám eléri a csillag felszínét, még mielőtt szétvetné, annyira felmelegíti az anyagot, hogy ennek eredményeként egy erős röntgen- és ultraibolya felvillanásnak kell bekövetkeznie. Ez lenne az első esemény tehát, ami a robbanás bekövetkeztét jelzi (eltekintve most a neutrinók áramától és a kollapszus okozta esetleges gravitációs hullámoktól), s az SN 2008D esetében a Swift éppen ezt a felvillanást kapta el! A közvetlenül ezután készült színképeken nem látszik közel fénysebességgel mozgó jet-ek nyoma, így kizárható, hogy az esemény esetleg egy gammavillanás (GRB, Gamma-Ray Burst) lett volna.

Egy másik, M. Modjaz (University of California, Berkeley) vezette kutatócsoport a robbanás után több hónappal készült spektrumok alapján, a neutrális oxigén tiltott vonalainak szerkezetéből ugyanakkor úgy találta, hogy a robbanás maga aszimmetrikus volt. A mag összeomlására vonatkozó egyik elképzelés szerint a felszabaduló energia jelentős része a mag forgástengelyének irányában közel fénysebességgel mozgó keskeny jet-ek formájában távozik. Ha ezek energiája kellően nagy, a pólusok körül szinte kilyukaszthatják a csillagot, s a tengely irányában egy gammavillanást, vagy egy röntgenflert eredményezhetnek. Ha energiájuk ehhez nem elegendő, vagy nyílásszögük nem eléggé kicsi, akkor nem jutnak ki a csillagból, hanem szétvetik azt, mégpedig aszimmetrikusan.

Sodeberg szerint a mostani, véletlennek köszönhető felfedezés csak az első lépés, a közeljövő röntgentartománybeli égboltfelmérései tömegével fedezhetik fel a szupernóvákat már a robbanás pillanatában, lásd seonyár20008.

Az eredményeket részletező szakcikk a Nature magazin 2008. május 22-i számában jelent meg.



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AoC - Next Generation of Button Masher?




You'll have to excuse me whilst I think (…urmmm, type…) out loud here for a second…cause I'm not sure I'm convinced about what I'm about to write.

Firstly, you'll recall in my earlier writings that I think the whole premise of "next generation", well…anything …is usually a load of marketing BS. Usually, you're left scratching your head when you hear those words and then look at the feature list of the product that people are trying to sell. That's just it really, much like "polish", the words "next generation" is up there with "family values" and "concerned" parent groups when it comes to empty meanings.

Up to now, in terms of video game products, there is only one product that is truly generational…the Wii. Why? I've said it before…the interface to the player. The Wiimote makes it next generation. The 360 and the PS3 (*cough* abysmal failure *cough*) are not next generation. The only thing that makes them attractive to people is the shiny new graphics. They both still use the same old tried and true console control system. They still use the same old tried and true console gameplay. Nothing substantial…and I mean nothing…separates them from their previous incarnations.

In comes Age of Conan. I was not impressed by it's feature list…and to some extent, I'm still not. I'll have more on that later once I get my head around all of the thoughts swirling around. Now, one thing that AoC is doing differently is this "active" combat style. No….you can't just press "1, 2, 3″ and still win a fight. As you progress, these combat combinations get a little more complex (…I have no idea what they look like at level 80…) and you need to pay attention to your screen in order to fight…and there it is. The secret to "next generation", in my mind at least, is bringing the player into the game more. Getting the player to interact with the game at a different level. You can't just up the graphics and then call it a day…and personally, I think that's cheating the players and the industry as a whole. However, you want graphics, AoC has those in spades as well. Dear gawd does it ever have a nice look and feel to it. It feels like Conan. It looks like Conan…AND, it brings me in with a true next generation feature of a more interactive combat style.

OK…big frickin deal. So instead of pressing "1,2,3″, I'm now pressing "combo-power, 1,1,2″. Yeah, you are…hence why I'm talking out loud here and wondering how everyone else feels about this. Let's assume that I'm correct about what "next generation" actually means (i.e. player interaction with the game)…am I full of it when it comes to calling AoC next generation just for this feature? Is it actually a game that is doing something different with player interaction, or is it a combination of elements within the game that is combining to give me this impression?

D out.

P.S. Yes…you can pretty much expect AoC posts for the majority of the week ;)

Source : commonsensegamer.com

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Is WoW an unstoppable train?

Right now? Perhaps, though I haven't really been a part of the community for over a year so I couldn't tell you first hand. Some people apparently do think so… In the future though? I just don't believe it.

Don't get me wrong, I'm not trying to pick on World of Warcraft specifically with this post, but it's a proven fact that time has been the dark red line creeping slowly towards the heart of every MMORPG to date. Time allows for competitive growth. Time leads to player complacency and boredom. Time is what makes the present become the past.

I've been checking out MMOG Chart lately and came across this interesting 2008 ION presentation from self-taught MMORPG analyst, Sir Bruce. The presentation is an analysis of MMORPG subscription growth based on some reasonably current data.

Here are some broad conclusions drawn by SirBruce on the state of World of Warcraft (based on historical trends in the genre).

* The MMOG subscription market continues to grow; 16M+ now, 20M+ in 2009 (pred. 2006), 30M+ in 2012
* World of Warcraft to peak at 11M – 12M by 2010
* Most retail-launched MMOGs have an initial growth phase during the first year, followed by 1 – 3 years of a more stable, "mature" subscription base, and then a noticeably and often sharp decline.
* New markets grow subscriptions, but expansions packs mostly cover churn and provide a retail presence.

Based on his charts in the presentation, most of the MMORPGs released prior to WoW saw a fairly large decline in subscriptions. We can assume the majority of these losses became gains for WoW. This just makes sense. It can't be denied, however, that the total number of people playing WoW last year is much larger than the sum of all previous MMORPG subscripions. This shows that WoW introduced many new players to the genre.

Sounds like common sense right? Duh? It's still nice to have the numbers tell the story.

What's to stop the same thing from happening again? It may not have happened with Vanguard, Pirates of the Burning Sea, or Lord of the Rings Online. These games haven't had any noticeable impact on WoW's subscriptions, but that doesn't mean it won't happen eventually.

Age of Conan had over one million beta signups and released over 700,000 copies of their game, which is the largest MMORPG launch to date. They haven't announced current subscription numbers yet, but heck, it's been less than a week. Given them some time. The time is ripe for a new AAA MMORPG and I think AoC will benefit greatly from this. It's only competing against older, established MMORPGs right now, which in my opinion, is better than competing against something new. As I said, time makes people susceptible to boredom. Boredom leads to trying out new things. And trying out new things leads to the dark side of the… Ugh.

Warhammer Online will also be launching this fall and by all rights should be an enormous success. Another delay is bad news for a whole bunch of obvious reasons. Competing directly against WotLK is also bad news if they hope to capitalize on the bored WoW player-base. As SirBruce says, expansions cover churn, in other words, customer attrition. They're a stop-gap measure to keep players from leaving for greener pastures. Competing directly against an expansion trying to keep 11M people playing WoW is just a whole new level of stupid, making bad business sense. You can get high and mighty, saying your game will be done when its done, but wait too long and the strategy will bite you in the ass. Theres a point where you have to compromise.

WoW is the current king but it won't remain that way forever. Heck, Blizzard is already working on another MMORPG and it could be that title that eventually dethrones it. I will eat these words if AoC and WAR aren't immensely successful, because if either of these two titles can't do it, it may take a lot longer than I expected. Still, it is inevitable - and resistance is futile (but strongly recommended if Vivendi wants to keep its shareholders happy).

Source : thegreenskin.com

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