Virtual Worlds Should Pay Heed To The Rise Of The Orcs

Earlier this year Mitch Wagner had an article published in Information Week about High Fidelity : Second Life Founder Pursues Second Chance. The article talked of how Second Life had not reached mainstream appeal and pondered whether High Fidelity can. Mitch wasn’t convinced because of the time investment, but he did acknowledge that Second Life got a lot right. However for the real reason Second Life hasn’t reached mass appeal we need to go to the comments on the article and consider the issue of Orcs :

Second Life would have fared better if it had appealed to MMORPG fans, the primary proven market for such activities. Philip Rosedale, you need orcs.

This comment misses the point of Second Life somewhat and yet in doing so, highlights one of the issues for Second Life and any other virtual world. People see Second Life as a singular place, it’s not, but the architecture of the platform can make it appear so, which brings us to another comment on Orcs :

I think the Orcs comment is spot on. It’s one thing to fix the technological elements, but Second Life never appealed to me because it was so open and amorphous. Part of the fun of an immersive experience is having an objective and a set of limitations to work within (or against). An open world where you can do anything sounds great, but then you run up against the limits of your own imagination.

This comment hits the nail firmly on the head. Second Life needs to deliver experiences as well as offering open creativity, people want something to do. This also goes back to the points Mitch made about time investment, people want to pop into a virtual world, experience something and logout. They don’t want to build, they want to be guided. The problem here isn’t Second Life itself, it’s the way people view Second Life as .. well, Second Life. I’ve said something along these lines before, but for Second Life to reach mainstream appeal it requires people to stop talking about Second Life. This may sound somewhat odd but my point is that Second Life should be viewed as the technology. The experiences the places people visit, the places people learn at, the places people role-play, they should be at the forefront of the major discussion, Second Life should be consigned to the geeky conversation about technology.

Now of course virtual worlds offer a sandbox experience and the concept is absolutely brilliant. Virtual worlds such as Second Life, Kitely, Inworldz, OpenSim etc. offer authors, creators, designers the opportunity to build their very own stage and bring their own visions to life. This really is a fantastic opportunity for people who want to get creative, to do so. However there are many many people who want to be guided through an experience, they want to teleport right in to the end product. Virtual worlds do indeed offer great potential but to some, a blank canvas is very difficult to grapple with.

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Sony Player Studio Extends To Landmark Marketplace But Don’t Expect Second Life Style Freedom To Create

Sony Online Entertainment’s Landmark, formerly known as Everquest Landmark has issued a call to arms for the creative types to sell their wares on the Landmark marketplace via their player studio :

Player Studio offers players the opportunity to create in-game items that can be sold in the marketplace for royalties (i.e. real world money!)

After you’ve mastered building in Landmark, take your creations to the next level! Save a piece of your creation or the entire project as a template. Price them and place them on the Showcase Marketplace and earn real money when other players purchase them.*

Get to know the builder audience, understand their needs, keep tabs on what is available on the Showcase, and build things that players will need or want. You can contribute to the Landmark community while earning real money. Turn your hobby into a profit center.

The email I received about this had some additional information regarding who can participate, which is rather an important piece of the pie :

Player Studio registration is available for Canada, Denmark, France, Germany, Norway, Sweden, United Kingdom, and the United States. More countries coming soon!

There are other important points to note, some of them very important. The FAQ makes for interesting reading, especially the part about how player studio works :

SOE’s Player Studio program invites players to download sample geometry files for actual in-game objects and through the use of standard third party art tools, learn how to develop, design and personalize items of their own – from re-coloring and re-texturing, to reshaping an item’s geometry. Once complete, players are encouraged to name and create a description for their item, describe how the item will fit into the game’s ongoing narrative storyline, and submit it to SOE for review and possible inclusion in the SOE Marketplace. If a player-created item is selected for inclusion in the SOE Marketplace, SOE will share 40% of the net amount it receives from the sale of the item with the player that created the item.

The free nature of the Second Life marketplace definitely has advantages over Sony Online’s player studio, both in terms of commission and in terms of freedom to create.

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Versu Continues The Evolution Of The Text Adventure

Last week’s Drax Files Radio Hour featured an excellent interview with Emily Short. The interview starts with discussion of an adventure of its very own, the fall and rise of Versu as our hero or heroine finds themselves stuck in a cave with exists, north, south, east and west all seeming to be blocked and you have the feeling that you are likely to be eaten by a Grue.

However, like in all good text adventures, if you know the right text you find a torch, which you can turn on and so it turned out in this adventure as Versu returned, under new terms and conditions, but interactive fiction app Versu is very much back from the dead.

Draxtor Despres, playing the role of ace interviewer asks Emily about the purpose of interactive fiction and Emily explains how for her it all began with Scott Adams text adventures. Emily also talks of software houses such as Melbourne House and Magnetic Scrolls, both of which I’m familiar with.

Melbourne House made big noises on the Sinclair Spectrum back in the 80’s and I fondly remember Sherlock, based of course on Sherlock Holmes and with a review from Crash magazine that said :

A subset of English, Inglish, first seen in The Hobbit, is used to communicate with the program which utilises a large vocabulary of 800 words. Each sentence must have a verb and there are a few simple, and mostly obvious, rules governing the use of adverbs and adjectives. Several actions or sentences can be linked in a manner which allows many different permutations. ANIMTALK is another strong feature, which allows you, Sherlock Holmes, to instruct the other characters what you would like them to do — but each character remains independent and can refuse to cooperate. Where this form of conversation proves most useful is when discussing the case with Watson and Lestrade, an Inspector from Scotland Yard. You can pick their brains generally or direct their thoughts to a particular item or incident.

Time passes as in real life when in a cab or train which can be profitably used conversing with Watson or examining objects. Of course, being an impatient reviewer I just WAITed … This method of accelerating the passage of time can be disorientating since other characters in the adventure do not stop carrying out their actions. Each independent character will act in a manner befitting his/her personality and will vary each time you play Sherlock. The literature even suggests a crass approach to a suspect or witness may not elicit a response.

Now where this gets interesting is that Versu has been hailed as being wonderful because of the advanced artificial intelligence of the engine, we can see how long people have been trying to make leaps and bounds in this area because Sherlock was released in 1984 and at the time was pretty damn impressive.

Magnetic Scrolls released the excellent The Pawn, I still have the novella that came with this game. The Crash review of the game highlights more advances with text style adventures :

Similarly, the rather more complicated area of picking up items in a crowded location allows the likes of GET ALL FROM THE SCHOOL BAG EXCEPT THE ERASER or GET ALL EXCEPT THE CASES BUT NOT THE VIOLIN CASE which if you follow the logic, actually means you will get the violin case along with all the objects except the other cases! More impressive still, the instructions weigh in with KILL THE MAN EATING SHREW WITH THE CONTENTS OF THE VIOLIN CASE (a sentence which is even ambiguous in plain English!) AND REMOVE THE SHREW’S TAIL, an example of possessive construction I can’t remember seeing before in an adventure (SYMB SHIFT and 7 brings up the raised apostrophe). AND, THEN, punctuation and IT are catered for as well but rounding off the vocabulary with another impressive feature is the intelligent way the program deals with input as when it asks a question to clarify the player’s aims. For example, when dropping a hat the program might wonder which one should you be carrying two. Many programs inquire ‘Which hat?’ or ‘Which one?’, but this program not only is more specific with the query (say, ‘Which hat, the small hat or the spotted hat?’) but also allows the player to just quickly type in which hat without the need to repeat the initial input. Friendly indeed, mighty friendly.

So we can see that computer text adventures were trying to stretch the boundaries of artificial intelligence in characters back in the 80’s. The text adventure mostly evolved into the graphic adventure on computers, but it didn’t quite die. Inform, which Emily Short was involved with bravely fought the good fight for the beauty of text and now Versu shows the potential to take it to new levels. In the interview Emily explains some of the power of text, how you can do more with words to describe reactions and emotions, these are difficult concepts to fully portray in a graphic adventure.

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Versu Gets A Second Life

Oh come on, someone was always going to use that headline! Back in February, not long after Ebbe Altberg arrived, Linden Lab announced :

After careful consideration, Linden Lab has decided to cease development and support for dio, Versu, and Creatorverse. We’re grateful for those who took the time to experiment with these products in their early days, but ultimately we have determined that due to a number of factors, we and our customers will be best served by focusing our efforts on continuing to provide exceptional service and compelling new experiences for the users of our other products.

I was somewhat aghast at this as I liked the look of  interactive fiction app Versu in particular, although the long awaited Android release was still being long awaited. Versu developer and author Emily Short hoped to be able to negotiate a deal with Linden Lab to buy the IP and codebase, but in March came the news that Linden Lab had said a firm no :

So for those who were curious, Linden has now given me a definite no about selling me the codebase and IP. – Emily Short

I was not alone in being disappointed about this news and the story was picked up by Gamasutra who interviewed Emily Short. Now it should definitely be noted that unlike me, Emily was very dignified and professional about the closure of Versu and she remained very grateful to Linden Lab, saying :

I remain hugely grateful to Rod Humble and to Linden for picking us up when they did, and for giving us the run they gave us.

The disappointment of course remained and one of the most disappointing aspects of this affair was that Emily had a new Versu title entitled “Blood and Laurels” on the verge of release, three days from release to be precise. As Emily had penned this title whilst employed by Linden Lab, not only was Versu gone, but so was her Blood And Laurels story as Linden Lab, not Emily, owned the IP to that title. There was also confusion amongst some as to why Linden Lab had decided to leave a title with such huge potential gathering dust on a shelf. This was a title after all about which a former Linden posted on Emily’s blog :

The Versu underpinnings are genuinely revolutionary; my jaw dropped in the meeting where you explained how the engine works.

Part of the reason some would speculate, is that interactive fiction is not known for being a huge money spinner, although it does appear to be a growing market. However that seemed to be that and we all went about our merry business, until now that is. Inara Pey has discovered that Versu is back.

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The Elder Scrolls Online Players Hit By Billing Bombshell

Iris Ophelia over at New World Notes feels that The Elder Scrolls Online is a good MMO, but not a good Elder Scrolls game. Iris didn’t enjoy the beta but since the game went live, she has very much enjoyed it, explaining that something changed :

The very first thing that I will tell you about my time with The Elder Scrolls Online is how much I absolutely hated it during the beta. Playing it was like a chore — gaming housework I had to do — and I just wasn’t having fun, full stop. The second thing I will tell you is that at some point, that changed. Since Head-Start access opened last week, I’ve spent every day eagerly anticipating the moment when my work is done and I’m free to play more. It’s hard to pin down exactly why I’ve done a complete 180, but I think it has something to do with adjusting my expectations.

Over at SLUniverse, Cristiano Midnight agrees with Iris regarding the beta to live game change over, saying : “After playing it for the past week, I have to admit I’ve been pleasantly surprised how much I enjoy it, as I hated the beta.

However, not everyone is having fun and feeling the love. One of the controversial aspects of The Elder Scrolls Online has been the subscription model, this is why it’s also known as The Elder Subscription Online, as a subscription only model is definitely not the way MMO’s are heading these days. However there’s another issue with the subscription, one that has players who have paid for the game and want to subscribe up in arms, as reported by Kotaku : Players Upset Over The Elder Scrolls Online’s Subscription System. This is different to people being upset about the existence of a subscription model, this is a tale of woe about how players who tried to subscribe after they had bought the game and found their pre-authorisation for a subscription payment method failed.

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