2008. június 1., vasárnap

Maple reaps over $29 million in US virtual item sales





2007 proved to be a good year for Nexon in the United States, particularly with its free-to-play MapleStory. The Wall Street Journal (subscription required) reports that the although the game has 85 million users worldwide, only 5.9 million of them are U.S. players.
Given the relatively small percentage of its player base located in the United States, it's surprising that MapleStory made an absolute killing on in-world transactions in 2007; the WSJ reports that 'Nexon's U.S. revenue last year more than tripled to $29.3 million from $8.5 million the prior year.'
Jeremy Liew provides some additional commentary on the Nexon windfall over at Lightspeed: "With $30m in US sales and 6m US registered users, assuming a 20% "active player" rate and 10% "buyer rate", that implies an ARPU of $20/mth which sounds about right and is consistent with number we've seen from games in Asia. It sounds like the US will be following very similar models of virtual goods monetization that we've seen in Asia." It's interesting that the predominantly Asian business model of legitimized RMT is already gaining some degree of acceptance in the United States, albeit a slow acceptance.
Source : massively.com

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AoC dethrones GTA IV in Europe


With the amount of hype, advertising, positive reviews and media attention Grand Theft Auto IV has received over the past few months, we wholly expected it to remain on top of the software sales charts until our video game consoles grew sentient and attempted to purge humanity from the planet. Strangely enough, a dark horse recently overtook Rockstar's well-received crime drama in many European territories -- a horse mounted by a brawny, rippling Cimmerian.
Yes, Funcom's decapitation-rich MMORPG Age of Conan: Hyborian Adventures recently outsold GTA IV in a number of European locations, including Germany and Sweden.
Since Rockstar's latest opus is still selling like freshly baked hotcakes in North America, we can't help but wonder if GTA's themes of living the American dream and hooker brutalization got lost in translation as the title crossed the Atlantic -- or whether Age of Conan's musclebound mascot reminds German gamers of a certain pop culture icon who is quite revered in their country.

Source : www.massively.com

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Battlestar Galactica fans in EVE Online ?


EVE Online has made first contact with a whole new group of sci-fi fans, through some carefully chosen TV advertising. EVE's first TV ads were shown during the most recent Battlestar Galactica episode on the SciFi network. If CCP Games wanted to target the viewers who would be the most receptive to checking out EVE, they didn't go wrong by choosing Galactica fans. The TV ads were an unexpected move, and came as a big surprise to many EVE players. Ethic at Kill Ten Rats said: "My jaw hit the floor while watching the latest episode of Battlestar Galactica on SciFi tonight. There, before my eyes, was a commercial for EVE Online. Amazing. Nice work CCP!"
High visibility TV adverts for an MMO had previously been something only associated with Night Elf mohawks, Shatner, and a company with some rather deep pockets. EVE Online dev CCP Wrangler made a full announcement about the company's leap into prime time advertising.
"For the first time ever, EVE Online can be seen on TV! A revised version of the Empyrean Age teaser trailer will be run during the last few episodes of Battlestar Galactica starting tonight! It will run six times total, four times during "prime time" shows and twice during "late night" shows (after 2300 local time). Check local listings for availability and times."
This is a great move on CCP's part, but no doubt an expensive one. However the steady progression made by CCP Games, seen over the relatively short time since this Massively writer joined the ranks of New Eden's capsuleers, is impressive: A merger with White Wolf Publishing and a second gothic horror MMO in the works; quarterly economic newsletters and E-ON magazine issues; in-world journalism and collaborative fiction; a player-elected representative council; EVE TV; and live broadcasts of PvP tournaments. The Icelandic innovators are clearly willing to take some risks by breaking out of the MMO industry's status quo, and co-opting fans from another sci-fi IP is just one bold move among many by CCP. With any luck, the Empyrean Age teaser trailer will be enough to tempt diehard Galactica fans to put that search for Earth on pause and finally check out this 'New-fracking-Eden.'

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2008. május 31., szombat

The Dynamic Dimension of Real-Money Trading


Making a living from online gaming is the fantasy of thousands of gamers across the wold, but in this internet age it is fantasy no longer. Monetizing and profiting 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. The "virtual warehouse" of workers is immense, with the working population of thousands in the People's Republic of China working alongside the millions of avid MMORPG gamers.
Negligible press attention is given to this explosive industry and the coverage it does get is usually negative. Despite this the industry is well known in the communities of World of Warcraft, Final Fantasy XI, EverQuest and EVE, to name a few. This can be shown in FFXI where participants battle through numerous dungeons, quests and scenarios in order to stockpile the game's currency. Many gamers decide to spend their hard-earned currency on themselves, but many decide to sell their precious Gil for real money - others even dedicate themselves (and others) professionally to this task, all in the search of profit.
MMORPG creators rarely agree with or tolerate the practice of in-game trading. Major developers and distributers often cite intellectual property violations as their reason for objection, claiming that participants are selling part of the game which actually belongs to the game's creator. Hyper-inflation of the game's economy is another issue put forward, but the evidence of this inflation is questionable. Whilst some action has been taken by game developers, it has never been directly targeted at the transaction of company to customer.
On the other hand, some MMORPG companies are now merging the practice of real-money trading into their business models and examples can now be seen in many minor games. The bottom line for many is that there is money to be made, and the industry is continuing to grow. Future games such as Warhammer Online and Stargate Worlds will no doubt act as the future venues for this ever expanding industry.
Pay a visit to www.MOGS.com - online retailer of FFXI Gil

2008. május 30., péntek

Age of Conan: 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

MMO MMOnkey: Age of Conan reinvents the early game


Like a damsel in distress, MMO players have been held captive by game openings that have relied heavily, much too heavily, on bounty quests of the "Kill twenty of these and then come back to me" variety. Trapped in chains of tedium, experienced players blitz through early levels to get to the point where something interesting starts to happen while gamers new to the genre often wonder why anyone bothers to play these games before they quit from boredom. At least that's the way it used to be.

Lord of the Rings Online took a giant step toward freeing the damsel when they placed the player in a solo instance at the very beginning that gets the player immediately involved in the story that drives the game while also providing instruction in basic game play. It is a terrific way to begin an MMO and the people at Turbine did a great job with it. LotRO weakened the chains but did not quite free the damsel. Now Age of Conan has arrived and by incorporating LotRO's approach into an extended opening that is innovative, immersive and exceptionally well implemented Conan has rescued the damsel by reinventing the early game.

Your character begins AoC in a solo instance. You've washed up on shore with shackles on your wrists after your slave ship has wrecked at sea. Your first task is to free a damsel in distress named Casilda. She's gorgeous, scantily clad, and provocative, follows you everywhere you go, and never misses an opportunity to tell you you're a stud muffin as she bails your sorry ass out of whatever trouble you've blundered into. In other words, she's a wet dream for 14 year old boys of all ages.

Casilda keeps you alive as you play through the instance learning the basics of game play while picking up starter weapons and armor. If you talk to her, she'll also begin to fill you in on the dire situation that will occupy your efforts through the first part of the game. Talking to her is a good idea for two reasons; she's your introduction to the terrific story that drives AoC's early game, and she has an accent that would make listening to the grocery list enjoyable. (If you enjoy listening to Casilda, just wait until you meet Tina.)

AoC is following in the path blazed by LotRO in its use of a solo instance as an introductory tutorial that puts the player in the story. Once you reach the starter city of Tortage, however, Age of Conan goes where no MMO has gone before.

The early game in AoC is divided into daytime and nighttime segments. The daytime game is a fairly typical shared-world MMO with vendors, quests, several different locations, and lots of other players running around. Some of the quests are of the standard bounty hunter variety that turns the early game into a dreary grind in so many other MMOs. However, there are so many other kinds of quests in both the day and nighttime games that you can skip the bounty quests if you don't want to do them. If you like them, they're there for you; if you don't, you can avoid them without penalty.

The nighttime game is a single-player adventure in which you learn about the evil things that are going on in, around and under Tortage and play your part in trying to put an end to them. It is also the mechanism AoC uses to let you build your character to the point where you are ready to enter the main game world. During character creation you choose one of AoC's twelve character classes but when you wash up on shore your memory is gone and your character doesn't know who or what they are. Both character and story development are carried out through a single series of destiny quests in the night game.

You can go back and forth between the day and nighttime games whenever you please; day and night are not on a timer in the early game. The destiny quest line is designed to take you through approximately twenty levels and you must attain a certain level to unlock the next series of quests in the sequence. Quest mobs are tuned to your level so the destiny quests are always both challenging and doable. Some players are finding the destiny quests difficult but that has not been my experience. When you have finished the destiny quests you can go to the mainland and enter the main part of the game or you can stay on the island; your choice. If you leave, you can come back at any time.

The combination of a single player game and a shared-world MMO is an interesting and innovative game mechanic in and of itself but what makes it work so well in AoC is how well Funcom has combined the two in a coherent whole. The evil that you uncover at night is reflected all around you in the world you see during the day, and the experience of living in the daytime world deeply enriches the adventure you have at night. The day and night games beautifully compliment and reinforce each other in such a way that their whole is greater than the sum of their parts. It's two different games in one seamlessly integrated world and the result is a deeply immersive experience for the player.

The sense of immersion is greatly enhanced by the story line that drives the nighttime destiny quests. No spoilers here, but suffice it to say that the story is a very good one that is very much in tune with Robert E. Howard's classic Conan stories. The night game carries the main story line but several quest sequences in the day game fill out some of the details. As always, there's the big bad guy that you're going to have to deal with in the final confrontation but along the way you'll get up close and personal with his lieutenants, minions and soldiers. In the daytime world you'll witness their depravity and be personally subjected to their arrogance and disdain. They will scorn and demean you and, like the other denizens of Tortage, you will be powerless to do anything about it. Other than pray your paths will cross in the night, that is. If and when your paths do cross, you will understand at a gut level the joy in wreaking physical destruction on your enemies that is so much a part of the Conan stories. You really want these people to die, you really want your friends and allies to survive, and you find yourself this deeply immersed in the game during the first twenty levels. These are the same twenty levels that other games have you grind through before the fun starts.

The day – night mechanic also contributed to my sense of immersion in the game in a way that was completely unexpected. Many MMOs have a day – night cycle that is designed to contribute to the player's sense that the virtual world is a real place that exists independently of the player's actions. At first glance, allowing the player to control when day and night occur appears to be a large step backward from this kind of immersive realism. It didn't work that way for me, however. I found I quickly fell into a rhythm where I would play the day game for awhile, get tired of the daytime quests, switch to the night game, play that for awhile, switch back to the day game, and so on. Alternating the two games like this led me to think that AoC captures the functional difference between night and day like no MMO before it and by doing so draws the player more deeply into the game.

What do I mean by the functional difference between night and day? In the real world, night comes, it gets dark, and there's nothing we can do about it. AoC 's early game utterly fails at depicting this aspect of the day – night cycle. Don't want it to get dark? Don't play the night game. It's that simple. But for most of us, day and night involve much more than a difference between light and dark. We generally do very different things during the day and the night. Day is for work, night is for relaxation and fun. Day and night fulfill different functions in our lives and for many of us this functional difference is much more important and meaningful than the simple difference between light and dark. By splitting the day and night games between a shared-world MMO and a story-driven solo adventure AoC does a wonderful job of capturing this functional difference. Nighttime not only looks different, it feels different because you're doing different things, and that makes it more real and more engaging than the regular application of a dark color scheme on a cyclical timer.

The integrative aspects of AoC's early game are not limited to melding the day and nighttime games into a single fully realized world. There are four class archetypes in AoC, soldier, rogue, priest and mage. The destiny lines for the rogue and soldier archetypes (the two I've played through to the end of the early game thus far) have some quests in common but each also has a number of special quests that are tailored to the archetype. For example, the soldier goes on a rescue mission while the rogue has a sneak and assassination mission. In addition, the differences in the quest lines provide interlocking pieces of the overall story. As the soldier you are told that because X has happened you must now do Y; as the rogue you are the one that did X so that the soldier can do Y. Playing out the different parts of the story with different characters greatly adds to the fullness of the world and the richness of your experience in it.

It also appears to be the case that the adventure you have in the early game is only a small segment of a much larger story that will play out through the rest of AoC. The destiny story line has hooks aplenty for subsequent development in the larger world. Your victory in Tortage may well have brought your character to the attention of much more dangerous foes. You'll just have to keep playing to find out.

Age of Conan opens like no game before it and I expect the changes will not be to everyone's liking. The weary complaints from people who assert that World of Warcraft didn't do anything new because it was just an easier version of Everquest seem to be counterbalanced by the segment of the MMO community that wants every new game to be just like WoW only better. The latter group may find AoC confusing and I've seen some minor pissing and moaning in OOC chat from people who are frustrated by being challenged to do something other than mindlessly grind out the first twenty levels to "get off this damned island" as fast as possible. In many other MMOs the first ten to twenty levels are a chore you need to get through. In AoC, they're an exciting and compelling introduction to the game and the game world. If you can adapt to this difference in the early game, you're in for a treat. If you can't, you're going to blow through an experience that's meant to be savored and miss one of the most enjoyable parts of the game.

With Age of Conan Funcom has melded innovative game design with the centuries-old standby of a good story that is well told and then deeply embedded the combination in a world that is so fully realized it draws you in almost immediately and doesn't let go until you set sail for the mainland. AoC sets new and very high standards for what the early game in an MMO should be. Having played through the adventure in Tortage, grinding out five, ten, or twenty levels at the start of an MMO just to get to the part where the fun begins isn't going to cut it anymore. Age of Conan has come roaring out of the gate and like the mighty Cimmerian for whom it's named has put a boot in the ass of the early game in nearly every other MMO out there. Conan has rescued my damsel from her early-game distress and she's never going to want to go back to the way it used to be.

Source : massively.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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