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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Share Your Favourite Virtual Cities With The Guardian

The Guardian is so famous for it’s typos that it has a nickname of The Grauniad, so much so that http://www.grauniad.co.uk redirects to The Guardian website. However, despite their support for The Liberal Democrats it remains a decent newspaper, more so probably for the left leaning types, but it’s a decent newspaper.

They have also long had an interest in technology and that has included Second Life. Back in 2006 Suart Jefferies and Victor Keegan were talking about their Second Life experiences. Victor Keegan’s experience would later turn a little sour as he got involved in a trademark case regarding use of “SLART” over Second Life art galleries.

However The Guardian has boldly continued to cover all sorts of virtual world issues and has now issued the following call :

we want to hear your favourite virtual places – from a beautiful view in GTA to that 20-million-strong SimCity megalopolis you’ve been building (or possibly destroying). What are the best game cities to live in? The worst? Perhaps you’ve designed one you think would be better than your own city?

Second Life users were quickly on the case using Guardian witness, which revolves around user generated content. 1920’s Berlin, New Babbage and Philomenaville have all made an appearance as favourite virtual cities.

Linden Lab have been tipped off about this by 1920’s Berlin owner Jo Yardley. Linden Lab have blogged about The Guardian call and in doing so, exemplified a degree of spotting a good marketing opportunity when they see one :

This is a great chance to share some amazing Second Life locations with The Guardian’s readers. Whether it’s a place you created personally, discovered (maybe through the Destination Guide?) and love, or just a spot you always find yourself returning to, the Second Life locations that ‘wow’ you are great ones to share to help show off Second Life to the uninitiated.

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The Challenges Of Oculus Rift Usage In Second Life

Digital mischief maker Loki Eliot recently posted an excellent blog post : Mapping a Gamepad to Second Life & OculusVR with Voice to Text. This post highlights quite a few issues and challenges for the usage of Oculus Rift within Second Life as well as highlighting issues with Oculus Rift and that level of immersion in any virtual world.

In the post Loki explains how he mapped an old game controller that is compatible with the xBox and mapped the buttons on that to control some of the menus within Second Life. Loki also used a voice to text dictation application to allow him to send voice to, well text, and therefore communicate with other Second Life users in text. I’ll embed Loki’s video at the end of the blog post but you should really read Loki’s post to get a good grasp of the issues.

Loki makes some points I’ve heard before, such as this one regarding the field of view and keyboard usage :

Instead they wrapped EVERYTHING around your field of view and expect you to be able to touch type which i know some superhuman SL users can do. Im not one of them unfortunately.

This emphasises a problem with trying to make Oculus Rift compatible with existing experiences, not just Second Life by the way but Second Life has an additional challenge that many games don’t face because communicating via text in Second Life is massive. That’s why people complain about Group Chat not working as well as they would hope.

However Loki’s use of a game controller reminded me of people I know who swear by game controllers. I actually have one but hardly ever use it, although it’s a chicken and egg situation because I’m sure if I used the game controller more often, I would be far more impressed by it. However the people whom are fans of game controllers in general are, gamers. No surprises there but as Second Life isn’t well known for attracting gamers, it highlights another challenge for Oculus Rift and Second Life harmony.

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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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The Elder Scrolls Online Faces An Uphill Battle

I went back to World Of Warcraft recently, the road back has been a slow one but I’m now firmly back playing. One path on the road to return was the free to play option whereby you can play for free up to level 20, this was how I first returned to the fold. Getting to level 20 these days doesn’t take long and there are some other restrictions on the account, but it took me back to Azeroth and from there I was hooked enough to subscribe again.

The Elder Scrolls Online launches tomorrow, in what is called an early access stage. Those who have purchased the correct version of the game start five days ahead of the official launch. There are some who will start three days ahead of the official launch. The game comes with a 30 day subscription and then the monthly subscription costs are :

  • $14.99/30 days
  • €12.99/30 days
  •  £8.99/30 days

This is hardly extortionate but comes in an era when more and more titles offer a free to play option. The thing that oft gets forgotten with free to play options is that there are payment models included, some offer a monthly subscription with perks.

I started and subscribed to Age Of Conan, Star Trek Online and Star Wars, so I’m familiar with subscription models. However the times have changed and yet, World Of Warcraft is still going strong, with a largely subscription only model. This is the game that many cite as an example of how the subscription model works and they use it as an example of Zenimax making the right choice in going subscription only with The Elder Scrolls Online. However there are some gaping flaws in this theory.

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