The Metaverse Journal - Virtual World News<title>» Gaming Worlds Coverage of news, issues and events occurring in virtual worlds or those who create those worlds Mon, 23 Apr 2012 05:51:16 +0000 en hourly 1 http://wordpress.org/?v=3.3.2 Eve Online FanFest panel accused of mocking suicidal player /2012/03/28/eve-online-fanfest-panel-accused-of-mocking-suicidal-player/ /2012/03/28/eve-online-fanfest-panel-accused-of-mocking-suicidal-player/#comments Wed, 28 Mar 2012 08:05:09 +0000 Lowell Cremorne /?p=3328 #leftcontainerBox { float:left; position: fixed; top: 60%; left: 70px; } #leftcontainerBox .buttons { float:left; clear:both; margin:4px 4px 4px 4px; padding-bottom:2px; } #bottomcontainerBox { width: 50%; padding-top: 1px; } #bottomcontainerBox .buttons { float: left; margin: 4px 4px 4px 4px; } CCP has launched an investigation after an Eve Online panel at its FanFest convention was accused of mocking a suicidal player. Eve Online player Kestrel wrote to CCP and Eurogamer today to complain about Thursday’s Alliance Panel presentation.The presentation, delivered by one of the CSM council members and moderated by a CCP employee, featured an [...]]]> #leftcontainerBox { float:left; position: fixed; top: 60%; left: 70px; } #leftcontainerBox .buttons { float:left; clear:both; margin:4px 4px 4px 4px; padding-bottom:2px; } #bottomcontainerBox { width: 50%; padding-top: 1px; } #bottomcontainerBox .buttons { float: left; margin: 4px 4px 4px 4px; }

CCP has launched an investigation after an Eve Online panel at its FanFest convention was accused of mocking a suicidal player.

Eve Online player Kestrel wrote to CCP and Eurogamer today to complain about Thursday’s Alliance Panel presentation.
The presentation, delivered by one of the CSM council members and moderated by a CCP employee, featured an in-game communication between two Eve Online players where, according to Kestrel, one of the players clearly indicated suicidal thoughts and showed “obvious” signs of severe depression.

“When this communication was shown to the audience the presenter, along with part of the audience of players and CCP representatives present all had a good laugh,” Kestrel said. “The presenter went on to encourage other players of Eve Online to harass this player in the hope that he would eventually be compelled to act on his suicidal thoughts.
“This player’s in-game contact information was provided. I found this section of the presentation to be in extremely poor taste.”
The panel was broadcast online as part of the streaming of the popular FanFest event, which showcased Eve Online, Dust 514 and World of Darkness.

In response, CCP issued a statement criticising the “abhorrent behaviour” that occurred.


Via www.eurogamer.net

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The Power and the Passion: Star Wars gamers /2011/07/04/the-power-and-the-passion-star-wars-gamers/ /2011/07/04/the-power-and-the-passion-star-wars-gamers/#comments Sun, 03 Jul 2011 14:49:37 +0000 Lowell Cremorne /?p=3134 #leftcontainerBox { float:left; position: fixed; top: 60%; left: 70px; } #leftcontainerBox .buttons { float:left; clear:both; margin:4px 4px 4px 4px; padding-bottom:2px; } #bottomcontainerBox { width: 50%; padding-top: 1px; } #bottomcontainerBox .buttons { float: left; margin: 4px 4px 4px 4px; } As a gamer of 30 years standing, I still manage to get very excited by an upcoming game release. If that game is related to an iconic childhood brand like Star Wars, then that excitement grows even more. That’s why, for the past couple of years I’ve been running a website devoted to covering the [...]]]> #leftcontainerBox { float:left; position: fixed; top: 60%; left: 70px; } #leftcontainerBox .buttons { float:left; clear:both; margin:4px 4px 4px 4px; padding-bottom:2px; } #bottomcontainerBox { width: 50%; padding-top: 1px; } #bottomcontainerBox .buttons { float: left; margin: 4px 4px 4px 4px; }

As a gamer of 30 years standing, I still manage to get very excited by an upcoming game release. If that game is related to an iconic childhood brand like Star Wars, then that excitement grows even more. That’s why, for the past couple of years I’ve been running a website devoted to covering the upcoming Star Wars MMO, Star Wars: The Old Republic(SWTOR) . For those unaware, game developer Bioware has licensed the LucasArts behemoth in what is one of the largest game development tasks ever undertaken: the voice scripts alone run to over 40 novels in length

The stakes are very high overall: Star Wars fans are a picky lot and demand a product faithful to the lore of the Star Wars universe. The hardcore Star Wars fan is another beast altogether. They create fan fiction, read all the books and comics, and have played most if not all of the games that have gone before. I should know, as I interact with them on a daily basis – I’m more of a casual fan who loves the movies and has played Lego Star Wars.

The challenge of course with any MMO is creating a great product that builds a big enough base of players to make it viable. World of Warcraft is the leader in the space, with most others in a distant catch-up game as far as subscriber numbers. SWTOR is well-placed to make a big splash in that regard. The story is there, the history is there and there’s no shortage of MMO players looking for a new thing. The power of the franchise is also likely to be strong enough to attract a new audience to MMO gaming.

SWTOR has been in active development for well over three years, and one of the biggest obsessions of those following the game is when it will be released. Bioware are stating a 2011 release is still on the cards and the game demonstrations to date show a game that’s looking pretty polished. The hard part observing from the outside is determining whether those snippets of game demonstration indicate a game close to completion. This is where the passion issue comes into it. The fans of the game are desperate to get their hands on SWTOR and the lack of a firm release date drives some of those fans to distraction. SWTOR’s official forums are riddled with speculation on release date and that’s likely to intensify with each week that passes. Others tend to caution against a rushed release, happy to wait a little longer to increase the chances of a great game.

For Australian fans there’s another source of friction: rumours of a delayed release for our region. ABC TV Australia’s Good Game set off that little firestorm with some tweets from the E3 games expo in the United States. It was backed up by a Fairfax gaming journalist http://www.theage.com.au/digital-life/games/blogs/screenplay/e3-diary-day-4-20110613-1fzn6.html – in both cases it appears the information came from a PR person at Bioware’s parent company Electronic Arts and in both instances the information was far from definitive.

I’m here to tell you that those mentions have set off one hell of a reaction amongst what we call the Oceanic community of SWTOR fans. Bioware have refused to comment on rumours (and I bet they get a lot of them) and because the story broke over a weekend there’s not been a lot of response at all. You can imagine how that has gone down with some fans. I’ve seen forum posts arguing for picket lines at the Electronic Arts offices in Brisbane to coincide with an upcoming games expo. Petitions have been created, phone campaigns are being discussed (again to Electronic Arts offices in Australia) and there’s generally a lot of agitation. All of the angst is over some unverified information from a PR person. For what it’s worth, I’ve done some research and spoken off the record to some other journalists who attended E3: the information appears not to be set in stone but there’s certainly some active consideration occurring of a staggered launch. The SWTOR FAQ addresses the issue by stating that:

Star Wars: The Old Republic will be released simultaneously in various countries of the world and the service will be localized in several languages. More details on this will be released at a later date.

Some are taking that as confirmation of a worldwide simultaneous release – others like me aren’t so sure.

The issue places Bioware in an interesting conundrum. If a delayed release in Australia is intended, then their management of the issue has been shown wanting – or at least their parent company’s PR people have let them down. If a simultaneous worldwide release is still the plan, then they have some work to do in getting the PR messages right with their parent company. Either way – it’s just another example of the passion of the fans of a game and the pressure that places on a developer to deliver the goods. Nothing gets people riled up more than perceived discrimination and if a staggered release does occur, it’s easy to argue that that’s exactly what it is: favouring the larger markets.

That said, I’ll stake my collection of Star Wars figurines on the fact that even if a local delay does eventuate, most people will still sign-up and use workarounds to be up and running as soon as possible. That’s what passionate fans do. I’ll still be on the picket line with all the hardcore fans though.

(This is a slightly altered piece that was written for ABC Technology)

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A detailed map of Orgrimmar vendors and trainers /2011/04/17/a-detailed-map-of-orgrimmar-vendors-and-trainers/ /2011/04/17/a-detailed-map-of-orgrimmar-vendors-and-trainers/#comments Sun, 17 Apr 2011 10:35:52 +0000 Lowell Cremorne /?p=3072 #leftcontainerBox { float:left; position: fixed; top: 60%; left: 70px; } #leftcontainerBox .buttons { float:left; clear:both; margin:4px 4px 4px 4px; padding-bottom:2px; } #bottomcontainerBox { width: 50%; padding-top: 1px; } #bottomcontainerBox .buttons { float: left; margin: 4px 4px 4px 4px; } FULLY UPDATED FOR CATACLYSM How to use this map: find your trainer in the table and match the number or letter listed in that cell to find it on the map. Enjoy (full size version here) Ref Name Vendor/s or other key NPCs Trainer/s A Orgrimmar Zeppelins to Warsong Hold, Undercity,     Skyway Grom’gol [...]]]> #leftcontainerBox { float:left; position: fixed; top: 60%; left: 70px; } #leftcontainerBox .buttons { float:left; clear:both; margin:4px 4px 4px 4px; padding-bottom:2px; } #bottomcontainerBox { width: 50%; padding-top: 1px; } #bottomcontainerBox .buttons { float: left; margin: 4px 4px 4px 4px; }

FULLY UPDATED FOR CATACLYSM

How to use this map: find your trainer in the table and match the number or letter listed in that cell to find it on the map. Enjoy ;)

(full size version here)

Ref Name Vendor/s or other key NPCs Trainer/s
A Orgrimmar Zeppelins to Warsong Hold, Undercity,  
  Skyway Grom’gol and Thunder Bluff  
B The Drag Apprentice Enchanter (Jhag) Enchanting Trainer (Godan)
  (North Central 1) Arcane Reforger (Enchanter Farendin)  
    Enchanting Supplies (Kithas)  
C The Arboretum Herbalism Supplies (Brunda) Herbalism Trainer (Muraga)
D The Mighty Pen Zilzibin Drumlore (Darkspear Trolls) Inscription Trainer (Nerog)
    Inscription Supplies (Moraka)  
    Sarlek (NPC) Tamaro (NPC)
E Borstan’s Firepit Meat Vendor (Borstan) Cooking Trainer (Arugi)
    Cooking Supplies (Suja) Sous Chef (Shazdar)
    Infantry Chef (Marogg)  
F Guild Services Guild Vendor (Goram) Guild Master (Urtrun Clanbringer)
    Tabard Vendor (Garyl)  
G Warchief’s Command Board  
  Command Board Warchief’s Herald (NPC)  
H Stranglethorn Fruit Vendor (Shan’ti)  
  Imported Fruit Brew of the Month Club (Ray’ma) Brew Vendor
I The Chophouse Meat Vendor (Olvia)  
J Spiritfury Reagents Reagents Vendor (Horthus)  
K Auction House Grunt Thathung (NPC) Auctioneer Fazdran
    Grunt Wabang (NPC) Auctioneer Ralinza
    Grunt Grimful (NPC) Auctioneer Drezmit
    Mailbox Auctioneer Xifa
    Darkmoon Faire Barker (Kruban Darkblade)  
L The Broken Tusk Innkeeper (Innkeeper Gryshka) Grunt Komak (NPC)
    Gamon (NPC) Goma (NPC)
    Barkeep Morag (NPC) Zazo (NPC)
    Grunt Mojka (NPC) – upstairs Doyo’da (NPC) – upstairs
    Sarok (NPC) – upstairs  
M Orgrimmar Trade Supplied (Shimra) Overlord Runthak – outside
  General Store General Goods (Trak’gen)  
N Bank of Orgrimmar Guild vault Grunt Koma (NPC)
    Bankers (Branzlit, Kixa, Rilgix, Perixa) Grunt Soran (NPC)
      Grunt Karus (NPC)
O Naros’ Armory Plate Armor Merchant (Naros) Blacksmithing Trainer (Rogg)
    Mail Armor Merchant (Sana) Anvil
    Mining Supplies (Lutah) Mining Trainer (Gonto)
P The Shattered Axe Weapon Merchant (Urtharo)  
       
Q Hall of Legends War Mount Quartermaster (Raider Bork) Grunt Korf (NPC)
    Legacy Weapon Quartermaster (Zarg) Grunt Bek’rah (NPC)
    Legacy Armor Quartermaster (Hola’mahi) Chieftain Earthbind (NPC)
    Accessories Quartermaster (Brave Stonehide) Blood Guard Hini’wana (NPC)
    Honor Trade Goods (Rogoc)  
    Honor Heirlooms (Galra)  
    Honor Quartermaster (Zar’shi)  
    Conquest Quartermaster (Thunderhorn)  
    Glorious Conquest Quartermaster (Chiltonius)  
R Goblin Slums Tailoring Supplies (Lizna Goldweaver) Tailoring Trainer (Nivi Weavewell)
  South-East Stable Master (Bezzil) Mage Trainer (Conjurer Mixli)
      Warlock Trainer (Kazrali the Witch)
S Goblin Slums General Goods (Denk Hordewell) Barmaid (Tanzi)
  South-West Innkeeper (Tinza Silvermug) Rogue Trainer (Vish the Sneak)
    Bartender (Miragohn Mixmaster) Hunter Trainer (Dankin Farsnipe)
T Goblin Slums Trade Supplies (Pezik Lockfast) Cooking Trainer (Zarbo Porkpatty)
  South Cooking Supplies (Karizi Porkpatty) Priest Trainer (Brother Silverhallow)
    Barmaid (Sanzi) First Aid Trainer (Krenk Choplimb)
    Greela “The Grunt” Crankchain (NPC)  
U Goblin Slums Trike Dealer (Kall Worthaton) Riding Trainer (Revi Ramrod)
  South 2 Engineering Supplies (Vizna Bangwrench) Engineering Trainer (J Pisarek Slamfix)
    Blacksmithing Supplies (Zido Helmbreaker) Shaman Trainer (Env.Engineer Linza)
      Blacksmithing Trainer (K.Helmbreaker)
V Goblin Slums Boss Mida (NPC) Warrior Trainer (Bruiser Janx)
  East Auctioneer Fenk Kazit (NPC)
    Banker (Nuzo)  
    Banker (Zerit)  
W Valley of Spirits   Hunter Trainer (Huntress Kuzari)
  South-East   Warrior Trainer (Beserker Zanga)
X Valley of Spirits Inscription Supplies (Xantili) Inscription Trainer (Jo’mah)
  East Portal to Blasted Lands Mage Trainer (Uthal’nay)
    Fishing Trainer and Supplies (Old Umbehto) Portal Trainer (Zirazi the Star Gazer)
    Snake Vendor (Xan’tish) – walking past Warlock Trainer (Unjari Feltongue)
      Priest Trainer (Shadow-Walker Zuru)
      Druid Trainer (Sesebi)
Y Valley of Spirits Food and Drink (Batamsi) Cooking Trainer (Zamja)
  West Cooking Supplies (Xen’to) Shaman Trainer (Witch Doctor Umbu)
Z Valley of Spirits Stable Master (Xon’cha) Banker (Makavu)
  Central Innkeeper (Sijambi) Auctioneer Ziji
    Trade Supplies (Huju) Rogue Trainer (Ku’nanji)
    General Goods (Jin’diza)  
2 Valley of Spirits Reagents and Poisons (Zeal’aya) Herbalism Trainer (Jandi)
3 Orgrimmar Central Barber (Bebri Coifcurl)  
  West Mailbox  
4 The Cleft of Shadow Blade Merchant (Kareth) Rogue Trainer (Gest)
  Entrance/Upper Kor’ghan (NPC) Rogue Trainer (Ormok)
    Poison Supplies (Rekkul) Rogue Trainer (Gordul)
    Warcaller Gorlach (NPC)  
5 The Cleft of Shadow Staff Merchant (Muragus) Warlock Trainer (Zevrost)
  Lower Level Wand Merchant (Katis) Warlock Trainer (Grol’dar)
    Reagents (Hagrus) Warlock Trainer (Mirket)
    Craven Drok (NPC) Mage Trainer (Marud)
    Cazul (NPC) Mage Trainer (Ureda)
    Gan’rul Bloodeye (NPC) Mage Trainer (Gija)
    Mushroom Vendor (Kor’jus) Ragefire Chasm entrance
    Portal to Blasted Lands Portal Trainer (Rundok)
6 Valley of Wisdom Auctioneer Sowata  
  Auction House    
7 Valley of Wisdom Bow & Rifle Vendor (Kaja) Blacksmithing Trainer (O. Ironhorn)
  North-West    
8 Valley of Wisdom Stable Master (Lonto) Skinning Trainer (Rento)
  West Innkeeper (Miwana) Tailoring Trainer (Hiwahi 3 Feathers)
    Searn Firewarder (NPC) Shaman Trainer (Sian’tsu)
    Banker (Tatepi) Shaman Trainer(Kardris Dreamseeker)
      Shaman Trainer (S. Creststrider)
9 Valley of Wisdom General Goods (Owato) Trade Supplies (Isashi)
10 Yelmak’s Alchemy Alchemy Supplies (Kor’geld) Alchemy Trainer (Yelmak)
  and Potions Jes’rimon (NPC) – upstairs  
11 The Drag Reagents (Magenius)  
  East General Goods (Asoran)  
12 Droffers and Son Malton Droffers (NPC)  
  Salvage Dran Droffers (NPC)  
13 Kodohide Leather Armor Merchant (Morgum) Skinning Trainer (Thuwd)
  Leatherworkers Leatherworking Supplies (Tamar) Leatherworking Trainer (Karolek)
    Cloth & Leather Armor Merchant (Handor) Apprentice Leatherworker (Kamari)
14 Magar’s Cloth Goods Cloth Armor Merchant (Ollanus) Tailoring Trainer (Magar)
    Tailoring Supplies (Borya)  
    Cloth & Leather Armor Merchant (Tor’phan)  
    Apprentice Tailor (Snang)  
15 Orgrimmar Orphan Matron Battlewail (NPC)  
  Orphanage Tosamina (NPC)  
16 Nogg’s Machine Engineering Supplies (Sovik) Engineering Trainer (Roxxik)
  Shop Rilli Greasygob (NPC) Apprentice Engineer (Thung)
    Apprentice Engineer (Nogg)  
17 Orgrimmar Counting Warchief’s Command Board Banker (Binzella)
  House War Harness Maker (Kiro) Banker (Fibi)
    Guild Vault Banker (Vink)
      Banker (Pank)
18 The Wyvern’s Tail Innkeeper (Nufa)  
    Herezegor Flametusk (NPC)  
    Bartender (Gravy)  
19 Hall of the Brave Frostwolf Ambassador Rokhstrom (NPC) Warrior Trainer (Sorek)
    Training Dummies Warrior Trainer (Bmaster Ronakada)
    Battlemaster (Karba Blazemaw) Warrior Trainer (Grezz Ragefist)
    Battlemaster (Karg Skullgore)  
    Experience Eliminator (Slahtz)  
20 The Valley of Honor Orokk Omosh (NPC) Blacksmithing Trainer (K.Bloodaxe)
  North-East Mace & Staves Vendor (Koru) Blacksmithing Trainer (S.Steelfury)
    Weapon Vendor (Shoma) Ox (NPC)
    Two-Handed Weapons Merchant (Galthuk) Aturk the Anvil (NPC)
    Weapon Vendor (Zendo’jian)  
21 The Burning Anvil Krathok Moltenfist (NPC) Blacksmithing Trainer (O. Ironrager)
    Anvil Blacksmithing Trainer (B.Corebender)
    Apprentice Blacksmith (Ug’thok) Blacksmithing Trainer (S.Steelfury)
    Apprentice Blacksmith (Snarl)  
    Blacksmithing Supplies (Sumi)  
    Heavy Armor Merchant (Tumi)  
22 Red Canyon Mining Jewelcrafting Design Vendor (Marith Lazuria) Mining Trainer (Makaru)
    Mining & Jewelcrafting Supplies (Gorina) Jewelcrafting Trainer (Lugrah)
       
23 Hunters Hall Training Dummies Hunter Trainer (Guldor)
    Stable Master (Murog) – at rear Hunter Trainer (Korla)
      Hunter Trainer (Ormak Grimshot)
      Pet Trainer (Drukma) – at rear
      Riding Trainer (Kildar) – at rear
24 Traders Hall Auctioneer Zilbeena  
    Auctioneer Drezbit  
    Auctioneer Kuvi  
25 Lumak’s Fishing Fishing Supplies (Shankys) Fishing Trainer (Lumak)
    Master Angler (Razgar)  
26 Gotri’s Travelling Gear Bag Vendor (Gotri)
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Virtual worlds and social good: a striking example /2011/03/16/virtual-worlds-and-social-good-a-striking-example/ /2011/03/16/virtual-worlds-and-social-good-a-striking-example/#comments Tue, 15 Mar 2011 13:53:22 +0000 Lowell Cremorne /?p=3047 #leftcontainerBox { float:left; position: fixed; top: 60%; left: 70px; } #leftcontainerBox .buttons { float:left; clear:both; margin:4px 4px 4px 4px; padding-bottom:2px; } #bottomcontainerBox { width: 50%; padding-top: 1px; } #bottomcontainerBox .buttons { float: left; margin: 4px 4px 4px 4px; } Over the years of covering the virtual worlds industry, one of the highlights has been seeing grass-roots fundraising efforts. Using my own country of Australia as an example, significant amounts of money have been raised for the 2009 Bushfires and this year’s series of calamities in Queensland. There’s already planning under way for events to [...]]]> #leftcontainerBox { float:left; position: fixed; top: 60%; left: 70px; } #leftcontainerBox .buttons { float:left; clear:both; margin:4px 4px 4px 4px; padding-bottom:2px; } #bottomcontainerBox { width: 50%; padding-top: 1px; } #bottomcontainerBox .buttons { float: left; margin: 4px 4px 4px 4px; }

Over the years of covering the virtual worlds industry, one of the highlights has been seeing grass-roots fundraising efforts. Using my own country of Australia as an example, significant amounts of money have been raised for the 2009 Bushfires and this year’s series of calamities in Queensland. There’s already planning under way for events to support those affected by the horrendous events in Japan over the past week and Linden Lab are doing their bit as well.

Add to that ongoing initiatives such as Relay for Life and you have a well-established means of making a difference. All of these examples come from Second Life, but at a wider level some serious initiatives are starting to see the light of day.

One such initiative is being driven by a leader in the social gaming sphere, Zynga. Creators of the (in)famous game Farmville amongst others, Zynga.org is devoted to raising money for worthy causes, using Zynga’s worlds as the vehicle. It marries two very powerful forces: virtual goods and a desire to help others. Using the current Haiti disaster as an example, 1.5 million dollars was raised and significant amounts are expected for the current tragedy in Japan:

Twelve hours after the earthquake struck, on Friday, March 11th, 8pm pst, Zynga launched in-game initiatives that made donations possible across a number of our most popular games, including: CityVille, FarmVille, Zynga Poker, FrontierVille and Words with Friends. Vampire Wars is now live with a campaign, as well, and YoVille and FishVille will soon launch theirs.

The impetus for doing non-profit work is always multi-faceted. Aside from the obvious aspect of being community-minded, most companies also know the good PR such activities draw. The huge number of social virtual world users is an obvious area where demonstrating good corporate citizenship is increasingly important. Zynga because of its size has drawn some substantial criticism over some aspects of its games / worlds, and initiatives like this help balance the equation a little.

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Hard to find places in World of Warcraft Cataclysm /2010/12/08/hard-to-find-places-in-world-of-warcraft-cataclysm/ /2010/12/08/hard-to-find-places-in-world-of-warcraft-cataclysm/#comments Wed, 08 Dec 2010 11:40:47 +0000 Lowell Cremorne /?p=2957 #leftcontainerBox { float:left; position: fixed; top: 60%; left: 70px; } #leftcontainerBox .buttons { float:left; clear:both; margin:4px 4px 4px 4px; padding-bottom:2px; } #bottomcontainerBox { width: 50%; padding-top: 1px; } #bottomcontainerBox .buttons { float: left; margin: 4px 4px 4px 4px; } Now that Cataclysm has launched, I thought I might document key parts of the new content that have got me stuck, and the solutions. Apologies to regular readers who are non-WoW players – nothing to see here For everyone else, I’ve divided the issues by each region and am assuming you have at least followed [...]]]> #leftcontainerBox { float:left; position: fixed; top: 60%; left: 70px; } #leftcontainerBox .buttons { float:left; clear:both; margin:4px 4px 4px 4px; padding-bottom:2px; } #bottomcontainerBox { width: 50%; padding-top: 1px; } #bottomcontainerBox .buttons { float: left; margin: 4px 4px 4px 4px; }

Now that Cataclysm has launched, I thought I might document key parts of the new content that have got me stuck, and the solutions. Apologies to regular readers who are non-WoW players – nothing to see here ;) For everyone else, I’ve divided the issues by each region and am assuming you have at least followed your map to the rough location.

Hyjal

The Ruins of Lar’Donir (location of Alysra): at the very top centre of the Hyjal map – WoW shows the location south-west of it for some reason, which threw me for quite a while.

The Barrow Dens location: immediately to the right of the Lar’Donir Ruins.

Darkflame Ember: it’s in the brazier with the purple flame – I just had to adjust my camera view to see it.

Dark Iron Laborer: These are found within the portal on Lightning Ledge. It’s obvious unless you log out and come back the next day in which case you may do what I did and run around outside the portal wondering where they are.

Cindermaul the Portal Master and the Tome of Openings: he’s also found in the portal on Lightning Ledge (the topmost portal on the map). There’s been reports that the chest he drops can’t be accessed – I got the Tome of Openings from his corpse.

Spawn of Smolderos: This one was a little embarrassing – I had taken the quest then logged out. I then couldn’t work out where on the map the Spawn of Smolderos was until I finally realised it’s a summons from the quest item provided to you.

Deepholm

Bottle of Whisky: this is found on the airship itself, just go down the flight of stairs on the middle of the ship’s deck then keep walking straight ahead to the northernmost room and the bottle is there.

Uldum

Scepter of Orsis: I felt really silly on this one – all you need to do is click on the same spot you handed the previous quest in to.

High Priest Amet: don’t be thrown by the quest question mark – the entrance is via stairs on the side of the dam wall walkway along the top.

Piece of Rope: Just kill the skeletons for the pieces

Harrison Jones ‘See You On The Other Side’: lots of reports of glitches. I needed to relog once and turn around and Harrison appeared. Some people have had to abandon the quest and pick it up again.

107 quests – need one more: Most likely one you’ve missed is in the Cradle of Ancients – kill a Diseased Vulture and you’ll pick up a final quest.

Twilight Highlands

The Only Homes We Have Quest: You receive a bucket in your inventory – I’d just missed receiving it.

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World of Warcraft’s Cataclysm: lessons for virtual worlds /2010/11/30/world-of-warcrafts-cataclysm-lessons-for-virtual-worlds/ /2010/11/30/world-of-warcrafts-cataclysm-lessons-for-virtual-worlds/#comments Tue, 30 Nov 2010 12:35:04 +0000 Lowell Cremorne /?p=2936 #leftcontainerBox { float:left; position: fixed; top: 60%; left: 70px; } #leftcontainerBox .buttons { float:left; clear:both; margin:4px 4px 4px 4px; padding-bottom:2px; } #bottomcontainerBox { width: 50%; padding-top: 1px; } #bottomcontainerBox .buttons { float: left; margin: 4px 4px 4px 4px; } I’ve covered my experiences with World of Warcraft a couple of times here, and I’ve now been playing for more than three years. Even if you don’t play, you may have heard that Blizzard Entertainment are about to release the third expansion / fourth instalment for World of Warcraft, called Cataclysm. It’s a fairly standard [...]]]> #leftcontainerBox { float:left; position: fixed; top: 60%; left: 70px; } #leftcontainerBox .buttons { float:left; clear:both; margin:4px 4px 4px 4px; padding-bottom:2px; } #bottomcontainerBox { width: 50%; padding-top: 1px; } #bottomcontainerBox .buttons { float: left; margin: 4px 4px 4px 4px; }

A Cataclysmic Westfall

I’ve covered my experiences with World of Warcraft a couple of times here, and I’ve now been playing for more than three years. Even if you don’t play, you may have heard that Blizzard Entertainment are about to release the third expansion / fourth instalment for World of Warcraft, called Cataclysm. It’s a fairly standard formula now for MMOs – release an expansion every couple of years to keep current players interested, draw back some of the player base that may have already left, and ideally drag in a bunch of new players. Cataclysm is likely to do all of those things, but on top of that I’d argue it’s caused an interesting phenomenon: a fairly widespread sense of loss. It’s also I believe set a new standard in transitioning to a new expansion. Let’s look at both issues in a little more detail.

The loss

This expansion involves a continuation of the WoW storyline whereby Deathwing causes an enormous amount of geographic upheaval on Azeroth. Think tsunamis, earthquakes and the like. There’s now water in a lot of places where there were villages / encampments / quest zones. There are now gaping chasms in areas, including key cities like Stormwind. It’s very exciting to explore all the changes, but that’s also where the sense of loss kicks in. Over the past three years, I’ve become attached to a lot of areas in the game, and I’m actually not happy that some have changed. Take Gadgetzan for example – one of its key striking features was the fact it was in the middle of a desert. Now it has water right at its eastern wall. Although I never would have thought so, I miss how Gadgetzan used to be. Like any loss, over time I’ll incorporate it into my experience but I’ll still remember what it used to be like.

Is it a life-changing loss? No – not even in the context of my character’s life. It’s more the jarring sensation of a new visual in place of three years’ experience. Expecting permanence in a virtual world isn’t reasonable, but it does happen to be a very human trait, as is a reaction of anxiety to change. It’s not a new issue by any means for virtual worlds, but this is one of the bigger examples. Once the full expansion hits the servers on December 7th, the scale of the changes will be fully apparent. I’m sure no-one will need counselling on their loss, but there’s certainly some interesting further research potential.

The transition

It’s a common story-telling technique: build tension over a period of time prior to a major event. Blizzard have done this with each of their expansions (although I felt the pre-Lich King one was a little half-baked), and the Cataclysm lead up has been no exception. I’ve really enjoyed the storyline over recent weeks and loved the feeling of crisis in Stormwind as the changes started occurring. Aside from the rightfully expected story transition, I’m equally impressed at how they’ve managed the technical transition to the new content. From what I can gather, essentially all of the content for the expansion is likely sitting on your hard drive now, with your license key purely unlocking it on the 7th. Additionally, a lot of the smaller new content can already be explored, helping to build excitement when it’s all revealed. Finally, the staged download of the new content works well, with background downloading as you play. Again, none of it is specifically surprising but the implementation has been relatively smooth and Blizzard deserve kudos for it.

The sum-up

On the gaming side of the virtual world equation, the means by which end users are hooked into the product are extremely well established. When an MMO is around long enough that people are emotionally affected by changes to it, you know they’re probably getting a few things right. Less rigid environments like Second Life, Blue Mars, OpenSim grids and the like, can only translate such lessons to a certain extent. What they can mimic 100% is integrating the technical side of things with the user’s experience. That hasn’t changed in decades but it seems there’s still a lot of catch-up being done in that regard.

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True names: identity, safety and Blizzard’s Real ID /2010/07/08/true-names-identity-safety-and-blizzards-real-id/ /2010/07/08/true-names-identity-safety-and-blizzards-real-id/#comments Thu, 08 Jul 2010 07:24:31 +0000 Tateru Nino /?p=2762 #leftcontainerBox { float:left; position: fixed; top: 60%; left: 70px; } #leftcontainerBox .buttons { float:left; clear:both; margin:4px 4px 4px 4px; padding-bottom:2px; } #bottomcontainerBox { width: 50%; padding-top: 1px; } #bottomcontainerBox .buttons { float: left; margin: 4px 4px 4px 4px; } Identity is a perennial sort of a topic, and Activision-Blizzard’s Real ID programme has brought it back into the limelight. Unless you’ve been hanging out under a rock (which would, you know, be fine – especially from a sun-protection perspective) you’ve probably heard about A-B’s programme which is the first phase of tagging your time [...]]]> #leftcontainerBox { float:left; position: fixed; top: 60%; left: 70px; } #leftcontainerBox .buttons { float:left; clear:both; margin:4px 4px 4px 4px; padding-bottom:2px; } #bottomcontainerBox { width: 50%; padding-top: 1px; } #bottomcontainerBox .buttons { float: left; margin: 4px 4px 4px 4px; }

Identity is a perennial sort of a topic, and Activision-Blizzard’s Real ID programme has brought it back into the limelight. Unless you’ve been hanging out under a rock (which would, you know, be fine – especially from a sun-protection perspective) you’ve probably heard about A-B’s programme which is the first phase of tagging your time in Blizzard games (like World of Warcraft and Starcraft II) and supporting services, with your first and last name.

It’s rolling out initially to the forums and to some in-game communications. Quite what Phase 2 is, is not yet clear. One can only speculate as to whether it might be named after the US 2005 REAL ID Act.

The main focus right now is on the Blizzard forums; a place frequented by only an infinitesimal fraction of the user-base, as is normal for most official game and virtual environment forums. After Real ID is implemented, while you will still be able to read them in complete anonymity, posting will display your name (first and last), and you will have the option of adding your character name to that information.

The apparent aim is to reduce the workload associated with moderating the forums (and certain matchmaking and communications services), while simultaneously making them a nicer place to be.

Of course, if you’re under 13, Blizzard cannot legally display your name without your parent or guardian’s consent. An option for that, I understand, is part of the parental controls.

The biggest problem I see right here is one of disambiguation.

While online services almost all insist on unique names, in practice names generally aren’t. This isn’t normally much of a problem in average-sized, geographically-bounded social groups, but does become an issue for large enterprises – and particularly online where geographical boundaries are not key factors in constraining social networks.

Just how do you disambiguate between two John Fitzpatricks or Catherine Joneses? How about ten? How about a hundred?

The Screen Actor’s Guild (SAG) gets around this by requiring all members to have a unique name, one that isn’t presently used by another member and hasn’t ever been used by a previous member of the guild. This eliminates ambiguity in crediting. The “J” in Michael J. Fox stands for “Andrew” – because, quite simply, his own name was already taken by another Michael Fox (1921-1996). An increasing number of actors need to select pseudonyms or change their names to register with the SAG.

Are you going to change your name to avoid being confused with that inflammatory arse on the World of Warcraft forums? No, I didn’t think so.

If someone with the same (or a confusingly similar) name to yours starts making an idiot of themselves – and people are people, it’ll happen – you’re more likely to distance yourself from the problem by distancing yourself from the forum and anywhere else associate with the game that your name might appear, right?

Anonymity is the default offline

We don’t normally think of anonymity as the default state, but it is. There’s 6.25 or so billion people on the planet. There are numerous occasions that we hand over our identification or give our names for one reason or another, but we generally do so only to people that we trust to handle them properly or that simply don’t really care who we are.

Do you know your barista’s full name? Do they know yours? Would you have any idea what their first name was if they didn’t wear a name tag?

We routinely caution our children not to give out their full names to strangers, or indeed to anyone that they don’t have a very good reason to trust (eg: a policeman).

If you ask the person serving you at the grocery checkout or your bank teller what their last name is, they’ll probably be reluctant to tell you. For many establishments it is against policy to reveal that information.

Large and heavily trafficked call-centres and customer-support services routinely assign pseudonyms to their staff to avoid issues of harassment. In smaller outfits, it’s rarer, but still sometimes done if a staff member has a particularly memorable, distinctive or unique first name – or if another front-line staffer has the same first name.

Why do we go through all of this?

Because we know it’s safer!

Or at least we think that’s what we know. It’s not something we feel comfortable taking a lot of chances with. Some of us are certainly practiced at having our names out in the public eye all the time, and dealing with all of the rubbish that inevitably seems to come with it. Not everyone is willing to put up with it.

Ask around among your friends. In any group of twenty or so, the statistical odds are that one of them has been threatened, harassed or stalked. And that’s not counting being online. With those sorts of odds, it isn’t a risk we’re necessarily willing to take.

Activision-Blizzard would like to think that the problem people will be shamed or peer-pressured into silence, while more reasonable heads will prevail and prosper. In my experience, though, the problem people usually have no issue with being associated with their names. They’re proud of their behaviour; or they don’t give a damn what anyone else thinks.

That sort of competitive/combative battlelust is thought to be common, but really it isn’t so much. It just stands out more. We’re told that the “The meek shall inherit the Earth”, but they won’t inherit online forums, that’s for sure. Not with Real ID.

And if that service really is going to be expanded to other areas, then perhaps the world really has found its WoW-killer.

Imagine if this sort of scheme was implemented on Digg, or Second Life, or Slashdot. What do you think would be the result?

UPDATE: Blizzard have now reversed their decision.

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Three reasons social gaming on Facebook is declining /2010/06/22/three-reasons-social-gaming-on-facebook-is-declining/ /2010/06/22/three-reasons-social-gaming-on-facebook-is-declining/#comments Mon, 21 Jun 2010 14:05:09 +0000 Lowell Cremorne /?p=2693 #leftcontainerBox { float:left; position: fixed; top: 60%; left: 70px; } #leftcontainerBox .buttons { float:left; clear:both; margin:4px 4px 4px 4px; padding-bottom:2px; } #bottomcontainerBox { width: 50%; padding-top: 1px; } #bottomcontainerBox .buttons { float: left; margin: 4px 4px 4px 4px; } Over the past couple of weeks there’s been some focus on the fact that Zynga, maker of social games such as Farmville, had a big decline in users during May. Back in January we predicted some fatigue with those games, albeit in the context of ongoing big growth. The decline for Zynga and its flagship [...]]]> #leftcontainerBox { float:left; position: fixed; top: 60%; left: 70px; } #leftcontainerBox .buttons { float:left; clear:both; margin:4px 4px 4px 4px; padding-bottom:2px; } #bottomcontainerBox { width: 50%; padding-top: 1px; } #bottomcontainerBox .buttons { float: left; margin: 4px 4px 4px 4px; }

Over the past couple of weeks there’s been some focus on the fact that Zynga, maker of social games such as Farmville, had a big decline in users during May. Back in January we predicted some fatigue with those games, albeit in the context of ongoing big growth. The decline for Zynga and its flagship Farmville tend to shine a light on a number of issues that need to be resolved, particularly within Facebook:

1. The Spam Driver

One of the key components of the Facebook-based games has been the promotion of achievements within the game on a user’s Wall. Anyone who’s used Facebook knows this only too well, and the backlash has been considerable, to the point that back in February support this was hobbled. Fast forward a couple of months and you have the widespread drop in numbers. A coincidence?

The old notification spam may have been as annoying as hell but it obviously drew in new players, like any spam-like activity will. It may not be missed, but it’s certainly one of the factors that’s hit social gaming fairly hard. The upside is it will force game creators to make games even more engaging – a better growth driver than spam. Of course, the spam isn’t totally gone either – it’s just simpler to suppress.

2. WoW Without The Wow

Usng Farmville as an example, I only needed to play it for a couple of hours to realise how closely it’s modelled on an MMO framework. Everything from the grinding ‘quests’ and achievements system, through to peer competitiveness and in-world currency. The trouble is, Farmville doesn’t quite have the thrill factor of a hard core MMO. It’s not a fair comparison, but the point is that it’s hard for Farmville to keep innovating so that the endless tasks don’t seem frustrating or even pointless.

I’ve spent many an hour doing pointless / frustrating things in World of Warcraft for example – but it didn’t seem that way as there was always an enticing goal at the end of it. Sure, Farmville offers bigger an better houses / sheds / farming equipment but it wears thin pretty quickly. The challenge for social virtual worlds, like gaming more broadly, is keeping it interesting, and it seems there’s still some work to do. There’s also the issue these social worlds aren’t truly socially interactive: when my avatar can chat and farm with my neighbour, then I’m starting to get interested again.

3. The Trade Embargo

Whether it’s Second Life, World of Warcraft or Entropia Universe, one of the keys to their success has been the ability to make money as well as spend it. In some cases that can translate to hard currency – in others its the ability to earn virtual currency from selling goods that are no longer useful or have been created by their original user (here’s a great post on the growing focus on content creation). Sure, in Farmville you can do some limited selling but it’s the finesse of the more mature platforms that provide a lot of the enjoyment. When I can make decent amounts of real or virtual money in a fair way in a social world, then I’ve got even more incentive to stay there. Money isn’t a driver for a lot of people, but it’s more the link between that money-making capability and a more intricate community that makes the difference.

A reversible decline

All the issues discussed above are evolutionary ones to some extent – as social gaming continues to improve then one can hope their interactivity, creativity and overall engagement will improve also. I’m pretty confident the decline is a short-term one and to some extent a desirable one. Sanity checks like that can lead to better platforms and applications and that’s the way things appear to be heading.

Over to you: what are the gaps in social gaming that need to be filled?

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Interzone’s Football MMO: local conflicts /2010/02/21/interzones-football-mmo-local-conflicts/ /2010/02/21/interzones-football-mmo-local-conflicts/#comments Sun, 21 Feb 2010 02:49:30 +0000 Lowell Cremorne /?p=2552 #leftcontainerBox { float:left; position: fixed; top: 60%; left: 70px; } #leftcontainerBox .buttons { float:left; clear:both; margin:4px 4px 4px 4px; padding-bottom:2px; } #bottomcontainerBox { width: 50%; padding-top: 1px; } #bottomcontainerBox .buttons { float: left; margin: 4px 4px 4px 4px; } In 2008, we mentioned the upcoming release of Interzone Futebol, a sporting MMO with some promise. Over the past week, issues between local developers employed at the Western Australian office of Interzone and the US-based head office came to a head when Interzone’s VP of Business Development, Mike Turner, was confronted by employees. Game Developer [...]]]> #leftcontainerBox { float:left; position: fixed; top: 60%; left: 70px; } #leftcontainerBox .buttons { float:left; clear:both; margin:4px 4px 4px 4px; padding-bottom:2px; } #bottomcontainerBox { width: 50%; padding-top: 1px; } #bottomcontainerBox .buttons { float: left; margin: 4px 4px 4px 4px; }

In 2008, we mentioned the upcoming release of Interzone Futebol, a sporting MMO with some promise.

Over the past week, issues between local developers employed at the Western Australian office of Interzone and the US-based head office came to a head when Interzone’s VP of Business Development, Mike Turner, was confronted by employees.

Game Developer blog Tsumea have a good wrap of events, and for lots more detail, this blog has it in spades (and the Interzone Games URL now redirects to the blog). Finally, Interzone CEO Marty Brickey has responded to the allegations made over at Kotaku, as Seamus Byrne broke the story there in a big way.

The WA developers created the piece below to illustrate the context of what has been going on:

Like any disputes around intellectual property, employee entitlements and job security, it can be near impossible to get a clear overall picture. The video in question shows a bunch of obviously frustrated / angry employees and a defensive CEO not wanting to answer questions on the spot to a camera. The only certainty is that once it has reached to this stage, things have broken down to a level where no-one is likely to see a beneficial outcome.

One of the least certain aspects is why the transfer of game assets from Australia to Collision Games in Ireland – although the touted financial issues would likely be the driving force. Nor is there any reaction from publisher Gamigo on the situation.

The wash-up locally for this, is that Interzone Futebol may still see the light of day, but whether those who’ve worked on it to date get to share in those results is far from certain and arguably very unlikely.

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Why the iPad is a game-changer for virtual environments /2010/01/28/why-the-apple-tablet-is-a-game-changer-for-virtual-environments/ /2010/01/28/why-the-apple-tablet-is-a-game-changer-for-virtual-environments/#comments Wed, 27 Jan 2010 18:56:45 +0000 Lowell Cremorne /?p=2514 #leftcontainerBox { float:left; position: fixed; top: 60%; left: 70px; } #leftcontainerBox .buttons { float:left; clear:both; margin:4px 4px 4px 4px; padding-bottom:2px; } #bottomcontainerBox { width: 50%; padding-top: 1px; } #bottomcontainerBox .buttons { float: left; margin: 4px 4px 4px 4px; } In the past couple of hours, the official announcement of the Apple iPad has finally been made. As with all these announcements, the rumors have been partly right, but there’s still been a fair share of surprises. I won’t go into the technical specifics of the iPad here: publications like Australian Macworld * have all that. [...]]]> #leftcontainerBox { float:left; position: fixed; top: 60%; left: 70px; } #leftcontainerBox .buttons { float:left; clear:both; margin:4px 4px 4px 4px; padding-bottom:2px; } #bottomcontainerBox { width: 50%; padding-top: 1px; } #bottomcontainerBox .buttons { float: left; margin: 4px 4px 4px 4px; }

In the past couple of hours, the official announcement of the Apple iPad has finally been made. As with all these announcements, the rumors have been partly right, but there’s still been a fair share of surprises.

I won’t go into the technical specifics of the iPad here: publications like Australian Macworld * have all that. What I do want to discuss, with as little fanboyishness as possible, is how I see the iPad being a real landmark in the ongoing growth of virtual words:

1. The App Store and Social Worlds = Gold

In the less than 18 months of the App Store’s existence, more than three billion applications have been downloaded. Expect that to continue to grow exponentially on the iPhone and iPod Touch. Add the iPad to the mix and there’s even more fuel in the fire. The real success of the Apple App Store has been its simplicity in installing applications – that’s now migrated to a larger form-factor, with applications developed to make the best of it.

Apple know the appeal of social gaming and games like Zynga’s Farmville and Cafe World are some of the leaders. Facebook and embedded games like Farmville are ideally suited to a tablet-sized screen. As are the thousands of alternatives that’ll follow suit over the coming year. The ones that make good money will need to ensure a satisfying experience for users in the longer term, which means more engaging environments in order to maintain market leadership. With Zynga’s titles being Flash-based, there may actually be some serious challenges for them on the iPad given the lack of Flash support to date on the iPhone. Some will say that’s far from a bad thing.

2. The iPad as Virtual Trojan Horse

Arguably one of the key barriers to widespread adoption of virtual worlds has been their perception as niche, with significant technical and bandwidth requirements. The niche aspect is slowly being broken down, mostly thanks to the ‘Facebook’ games discussed above. What the iPad will do over time is overcome the technical issues for a new user. It’s hard to imagine it’ll be too many months before someone develops effective iPad applications for Second Life, OpenSim, Blue Mars, Frenzoo and so on. When you have those applications able to be downloaded as easy as Farmville, then the iPad has truly become the Trojan Horse that’s smuggled in the heavy hitters in virtual environments.

On the cautionary side, tablet PCs are a very small proportion of the market at present – this announcement might change that but it’ll take more than a few months to do so. The announced prices aren’t exorbitant for the feature set (starting at US $499 for the Wi-Fi Only version), so although there’s not likely to be a stampede, the price is cheap enough to ensure some big sales numbers over coming months.

3. It’s about relaxation

For those of us that spend a lot of time online, sitting at a computer or juggling a laptop is second nature. For the vast majority that spend time online, it’s a necessary evil> The ability to have a portable device that’s large enough to view comfortably but small enough to accommodate most people’s sitting (or lying) poses has got to increase its likelihood of use. Where a casual user may have previously checked their email, read their Facebook timeline and perhaps browsed a website or two, with devices like the iPad they may spend an extra ten minutes chatting in IMVU or grinding through Cafe World.

It’s far from certain, but if a Second Life or OpenSim application is developed that has a feature-set close to as good as the current viewers, then there may also be a spike in use of those more complex environments. For those who use voice in Second Life, a iPad application will be of particular value as the need to type is so much less, although the decision by Apple to offer a physical keyboard as an iPad accessory is a sensible one. Hell, I’ll put my neck on the line and say that a near full-featured Second Life or OpenSim viewer will have been announced and maybe even delivered by the end of this year.

The Sum Up

Today’s announcement isn’t earth-shattering in the scheme of things, but it’s certainly a significant event in a virtual worlds context. The landscape isn’t going to change immediately and perhaps not radically. What is going to happen over time, is an even greater level of growth of virtual worlds users / players / residents as it becomes a less time consuming and technical task to interact with your avatar and the people you enjoy spending time with online. The potential growth may be somewhat under the radar initially, as people focus on the iPad’s abilities as a media reader and ultra-portable ‘productivity enhancer’.

Those potential new virtual world inhabitants won’t necessarily be using a iPad - you can stake your life on clones surfacing in coming months, but like the iPod and iPhone before it, this is a device that has broken some new ground.

For those wanting to discuss the announcement further, Mitch Wagner is holding a discussion this weekend in Second Life – all the details here.

Now over to you: do you see the iPad as a game-changer of just more Apple-driven hype?

* Disclosure: I’m a paid contributing writer for Australian Macworld

Photo courtesy of Gizmodo

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Review: Fantage /2010/01/26/review-fantage/ /2010/01/26/review-fantage/#comments Tue, 26 Jan 2010 04:24:46 +0000 Feldspar Epstein /?p=2509 #leftcontainerBox { float:left; position: fixed; top: 60%; left: 70px; } #leftcontainerBox .buttons { float:left; clear:both; margin:4px 4px 4px 4px; padding-bottom:2px; } #bottomcontainerBox { width: 50%; padding-top: 1px; } #bottomcontainerBox .buttons { float: left; margin: 4px 4px 4px 4px; } “Fantage” is a contraction of the words “Fantastic Age”, with dual meanings: that the target audience is 7 – 14 year olds, which is presumably a pretty neat age to be, and that the virtual environment itself is fantastic. I was not overly impressed by Fantage, having previously encountered “Super Secret“, though a good friend [...]]]> #leftcontainerBox { float:left; position: fixed; top: 60%; left: 70px; } #leftcontainerBox .buttons { float:left; clear:both; margin:4px 4px 4px 4px; padding-bottom:2px; } #bottomcontainerBox { width: 50%; padding-top: 1px; } #bottomcontainerBox .buttons { float: left; margin: 4px 4px 4px 4px; }

fantage front page

Fantage” is a contraction of the words “Fantastic Age”, with dual meanings: that the target audience is 7 – 14 year olds, which is presumably a pretty neat age to be, and that the virtual environment itself is fantastic.

I was not overly impressed by Fantage, having previously encountered “Super Secret“, though a good friend of mine, who is within the age range for which the environment is intended, found Fantage to be fun and interesting. Fantage has been around since 2007, and their 40+ servers are often packed to capacity; it would seem that despite my personal misgivings, it is a very popular place to go.

Registration

The registration process is quick and simple, getting you into the virtual environment with a minimum of fuss. You get to choose the gender of your avatar, and do a little customisation of hair and outfit. Choosing a user name with a number in it is typical – when I was online, every avatar except mine had a number in the user name.

Premium Membership

The Premium Membership price compares favourably with that of Club Penguin. A membership confers some advantages: you have much greater choice in what you can buy, you get access to luxury rooms to entertain guests in, and you are given 1000 stars when you first join. At USD$5.99 per month (less for more months paid for at a time), memberships cost little more than a pocket money allowance for that age.

Overall Look and Feel

“Eye candy” is the term that comes to mind in describing the overall look of Fantage. Eye-wateringly bright colours and pretty pastels coat the surface of all buildings, and exterior and interior landscapes. Everything that can be shiny has been made shiny. Everything is smoothed and simplified in shape, like a baby’s stuffed cube. It’s all a bit reminiscent of a child’s TV program, more than of a child’s painting or drawing. It all seems much more geared towards the tastes of girls rather than boys, though there were no shortage of male avatars present online each time I was there: everything is super cutesy.

Avatars are tiny; in anime or manga terms, super-deformed, with overly large heads, huge eyes, and tiny bodies. It makes for a very cute, though entirely unrealistic, appearance.

When the servers are heavily loaded, there is an amazingly large amount of lag. You can wait minutes to be able to move from one place to another, or have huge pauses in the middle of mini-games that make them unplayable.

Navigation and Movement

Navigation of the world of Fantage is accomplished via the world map. There are several places to access, including Uptown, Downtown, and the Carnival. You mouse over a location to bring up the title of the area and a listing of which games and places can be found there, and left click to travel there.

For the most part, movement in Fantage is by left mouse click; you just click on the location you want to travel to. Every avatar owns a skateboard, and floats from one location to another within each local map. Therefore, there’s also no walking animation: avatars never get off their skateboards. There are however animations for gestures, like waving, or jumping, for example.

Purchase of Goods

fantage starries

“Stars” are the currency of Fantage. Stars can be earned by playing mini-games; you also get an initial payout of stars when you begin a premium membership. Considering how difficult it can be to make hair and outfits for avatars of this size and shape, there’s a surprising range of goods available.

Hair, clothing, shoes, accessories, and skateboards, are available for purchase, as you might expect, however there are also extravagant costumes, phone accessories, and furniture on offer as well.

For the most part, you need to be a premium member to be able to purchase items. While each shop is packed full of things to look at, the only thing you can do once you have entered the store is to look at the store catalogue and interact with that.

Meeting People and having Friends

As with other “tween” oriented virtual environments, there’s not a whole lot of communication action to be seen. Possibly on the days when there are lots of people online, they are just IMing each other, instead of chatting out loud. I didn’t manage to have any contact with anyone else while I was online.

You get a buddy list which will hold up to 200 names.

Mini-Games

The mini-games have two purposes: to entertain, and to allow the player to earn stars to spend on items.

The mini-games are essentially casual, with low entry requirements. The rules are simple, and are usually encapsulated in a sentence or two of explanation. Most of the mini-games are single player, though there are at least a couple of multi-player games. The mini-games in Fantage cross a fair spectrum of game types, some requiring good hand-eye coordination, others needing good estimation skills, yet others requiring good pattern-matching skills.

Despite these benefits, I found the games to be unsatisfactory. The games failed to engage me, being either far too simple, or too difficult. The difficulty often did not ramp up well either, in games where the difficulty was variable. I found there to be an insufficient number of games; if you were drawn only to one type of game, likely there’d only be one or two available for you to choose from.

Missions

fantage missions

Missions lump together several mini-games not otherwise available into a theme-consistent whole with a storyline.

I didn’t find the mission itself to be all that attractive, but, despite some grammatical and punctuation errors, the interplay between yourself and some of the characters is decidedly amusing and entertaining.

Missions are probably the best part about Fantage.

The Sum-Up

Overall, Fantage is a pretty good environment, but not outstanding. It would be a nice, safe place for a child to start learning about virtual environments, however I think that most children would grow out of it quickly.

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World of Warcraft, your boss and succeeding at work /2010/01/14/world-of-warcraft-your-boss-and-succeeding-at-work/ /2010/01/14/world-of-warcraft-your-boss-and-succeeding-at-work/#comments Thu, 14 Jan 2010 12:41:49 +0000 Lowell Cremorne /?p=2477 #leftcontainerBox { float:left; position: fixed; top: 60%; left: 70px; } #leftcontainerBox .buttons { float:left; clear:both; margin:4px 4px 4px 4px; padding-bottom:2px; } #bottomcontainerBox { width: 50%; padding-top: 1px; } #bottomcontainerBox .buttons { float: left; margin: 4px 4px 4px 4px; } For a lot of people, politics, corporate strategy and philosophy are the sort of topics that lead to thoughts of using a cheese-grater on an inner thigh. If you’re a cubicle jockey in an office, or someone questioning their existence in the meatspace, then WoW may be able to help. When I say help, I [...]]]> #leftcontainerBox { float:left; position: fixed; top: 60%; left: 70px; } #leftcontainerBox .buttons { float:left; clear:both; margin:4px 4px 4px 4px; padding-bottom:2px; } #bottomcontainerBox { width: 50%; padding-top: 1px; } #bottomcontainerBox .buttons { float: left; margin: 4px 4px 4px 4px; }

For a lot of people, politics, corporate strategy and philosophy are the sort of topics that lead to thoughts of using a cheese-grater on an inner thigh. If you’re a cubicle jockey in an office, or someone questioning their existence in the meatspace, then WoW may be able to help. When I say help, I don’t mean in the ‘yep I’ll call in sick and play WoW for three days straight to show those idiots’ sort of way. I’m talking about the real-world opportunities that WoW can provide you as far as leadership development, strategic thinking, political nous or plain old perspective on the important things in life.

And no, winning 100 Wintergrasp battles for your achievement is not ‘important’ in this context. I’m talking about improved work performance or perhaps (don’t laugh) improved relationships at work or home. It’s not Mana oil I’m trying to sell you, it’s more telling you some stuff you probably already know, but hadn’t thought about in this way. So onto the first instalment: talking about WoW at work, legitimately.

Chances are you’ve talked about WoW at work. In order of likelihood, you’ll have talked to a fellow player, a good friend who humors your WoW passion, or a vague acquaintance that is your only conversation option on a particular day at lunch (the same person that will avoid you the following lunchtime). Unless your colleague plays and has the odd Level 80 or two, the reality is they can’t understand why you’re passionate about WoW, let alone being able to see any real-world outcomes. This is where a change of tack is required. Let’s cross to a typical office lunch room:

Colleague: I’m not sure what to say to my boss in my performance review tomorrow.

You: (deciding colleague would be a ranged DPS if they played) Are you happy with your performance?

Colleague: Yeah pretty much, I haven’t had any complaints.

You: (knowing how a sucky ranged DPS can hide in a big raid) Well, have you ever had people say you have been doing a good job?

Colleague: Not really.

You: (having used the ‘Gear Score is crap as a raid effectiveness measure’ argument many times yourself) Well, there’s your strategy for the performance review. Tell your boss you’re happy with your performance to date, but that you’re really interested in getting better job definition so you can improve further. It’s not reasonable for you to be penalised if the ground rules haven’t been clearly laid out.

Colleague: Yeah that might work. Is that what you did?

You: (Being a leet melee DPS) Nope – I had plenty of positive feedback from people that I was able to show my boss. I actually applied some of the teamwork stuff I’ve learnt in World of Warcraft to my job, and it seems to have helped a bit.

Colleague: Really? What are you doing for lunch tomorrow / can I marry you / omfg I’m signing up for WoW tonight.

It may sound cheesy, but conversations similar to the one above happen all the time. Sure, your chances of getting hitched by providing some WoW-based advice is pretty low, but the odds are better than embarking on a 25-minute discussion with same colleague, of how the well-geared but stupid tank you had to heal in the Pit of Saron wiped your 5-man run three times. All that will lead to is you being tied to your desk and pelted with staplers. Plus, those sort of discussions need to be saved for work friends who actually play and may even laugh at your WoW anecdotes. Maybe.

Over to you: have you ever discussed WoW in the workplace, and if so, did it work for you?

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