EverQuest Next Landmark Announces Closed Beta

EverQuest Next Landmark has announced that closed beta will start on March 26th. EverQuest Next Landmark, for those who don’t know, is a hotly anticipated online social building game linked to EverQuest Next. For example, from the blurb :

This is your chance to help build a game! Build alone or in groups to create Landmarks. Join massive construction contests and your creations could last forever. The best buildings players create will become permanent fixtures in the EverQuest Next world.

It’s a sandbox game, you can build with their tools and people have been happily building away during the Alpha process, now it’s getting close to Beta time.

There will also be opportunities for people to sell their wares for real cash via the Sony Online Entertainment Player Studio, although this will initially be restricted to those in the United States the plan is to extend this to other countries, it should also be noted that sales via the Player Studio will be for multiple games, so content creators may see plenty of opportunities.

There’s a rather epic forum post discussing the business of EverQuest Next Landmark, it’s a free to play title so selling items and encouraging people to purchase items and subscriptions will be important. The opening post, from an official bod, also discusses players selling items :

Phase 4: We launch Player Studio. At that point, all of our players can start submitting templates to the store and letting other players buy them. This should occur early during Closed Beta.

Hopefully that means people from outside the United States will be able to sell items. However it should be pointed out there’s a rather hefty commission fee for selling goods this way:

SOE will share 40% of the net amount it receives from the sale of the item with the player that created the item.

Plenty of content creators will baulk at that, but opportunity knocks for those who think it’s a reasonable trade off between reach and sales. Time will tell whether it’s a success but it’s encouraging to see other products offering content creators the option to sell their own wares.

There are a couple of ways of getting into closed beta, you can purchase a Founder’s Packs, which gives you unlimited access to the Landmark Closed Beta or you can apply to acquire a Time-Limited Closed Beta Key, which is a free method of getting into the Closed Beta, but is far more limited than the Founder’s Packs options.

Founder’s Packs come in three varieties, priced at $19.99, $59.99 and $99.99. All three varieties will allow you full closed beta access. The packs are:

Settler Pack – $19.99

  • Unlimited Closed Beta Access
  • Settler Flag ItemPlant your flag in EQ/EQII
  • Founder’s Pickaxe
  • Title: Founder
  • Forum Title: Founder

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Judge Rules Against Worlds Inc. In Virtual World Patent Claims

Cristiano Midnight over at SLUniverse has posted news of a court ruling in favour of Activision in a patent case brought by Worlds Inc. This is an important case because Worlds Inc. have been challenging a lot of MMO’s and Virtual Worlds over alleged use of their patents.

Cristiano’s post links to a Gigaom article from last week : World of Warcraft beats trolls in fight over 1996 “virtual worlds” patent . One of Worlds Inc.’s patents is US Patent 7,181,690 which makes a claim of :

A method for enabling a first user to interact with other users in a virtual space, wherein the first user and the other users each have an avatar and a client process associated therewith, and wherein each client process is in communication with a server process.

There’s more in the link, but that would cover a lot of MMO’s and virtual worlds were Worlds Inc. to win a case. However in the Activision case Gigaom are quoted as saying :

 U.S. District Judge Denise Casper wrote that patents belonging to Worlds Inc. appear invalid because the inventions they describe already appeared in public before the patents were filed.

Worlds Inc. have in the past said that they may also look to see if Second Life is violating their patents, although a Massively article on the same issue claims:

This isn’t Worlds’ first attempt to sue an MMO studio over these allegations, as it went after (and lost to) NCsoft and Linden Lab several years ago.

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Fairs Offer A Great Opportunity To Encourage Good Building Practices


Skin Fair 2014

2014’s Skin Fair is now open! That means lots of goodies from skin makers, makeup designers and more. Come see old favorites and find new discoveries in three sims of deliciousness. For more information, be sure to visit http://skinfair.wordpress.com/. At the Skin Fair, you’re sure to find something that tickles your fancy.

Visit in Second Life

The Skin Fair is in full swing and will be running until March 30th. Script limits will no longer be enforced as is oft the case with script limits, enforcement was causing upset. The usual reason for the upset is that people find themselves teleported home or find themselves booted out of Second Life because of teleport failure before they’ve even  realised they are being informed they have breached a limit. The really bad part of this is that in many cases, the combination of a scripted device scanning new arrivals and then the teleport process of booting them out is actually causing more load on the sim than the visitor who is deemed to be too heavily scripted.

Ideally there would be a better way of doing this, some sort of arrivals area where people were kept until such time they had reduced their scripts. However that’s not an easily achieved goal in Second Life. Fairs in Second Life are often busy events and the organisers rightly want to minimise causes of latency. The problem is that all too often scripts are seen as the be all and end all, when there are many other factors, especially in terms of textures.

Therefore fairs offer an ideal opportunity for Linden Lab to discuss the concepts outlined in their good building practices wiki guide, they could even point organisers in the direction of Penny Patton’s Building A Better Second Life guide. Penny has some brilliant suggestions around reducing texture sizes and using fewer and more efficient scripts.

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Raster Raster Exhibition Features Provocative Art Work From Second Life

The Aran Cravey gallery in Los Angeles is currently running an exhibition entitled Raster Raster, which features art apparently known as “Postinternet“. The press release informs us that the group exhibition curated by Marisa Olson features work from Conor Backman, Petra Cortright, Alexandra Gorczynski, Marc Horowitz, Christine Sun Kim, Mehreen Murtaza, Jayson Musson, Bunny Rogers, Travess Smalley, Jasper Spicero, Artie Vierkant.

Bunny Rogers is not a name familiar to me but the press release identifies her work as being based on images from Second Life, with rather strong themes:

Raster Raster includes variant work from painting, sculpture, and textiles to videoembedded digital prints, lenticular images of SecondLife self portraits, and a sitespecific installation by Jasper Spicero featuring the artist’s music and 3Dprinted sculpture. Subject matter ranges from Christine Sun Kim’s autobiographical images about the deaf experience, and Conor Backman’s visual puns of art world semiotics to sexual taboo and feminism in Bunny Rogers’ Second Life portraits.

Now I became aware of this because of another article, this one on Flavorwire entitled : The Provocative and Disturbing World of ‘Second Life’ Photography. Now I have seen a lot of Second Life photography, especially on sites like Flickr. Some of it is touched up, some of it is not. There are a lot of themes there and yes some are adult but in the main they are not.

The Flavorwire article says of Bunny’s work :

Bunny Rogers is one of the artists featured in Raster Raster, whose Second Life photography series reveals her provocative and often creepy exploration of digital selfhood, sexual taboo, feminism, and longing using the virtual world’s avatars. 

Creepy and sexual taboo are long time terms used in conjunction with Second Life and in many ways it’s disappointing that this is the subject matter getting attention and yet in other ways, this is positive news.

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Versu’s Emily Short Extends Gratitude To Rod Humble And Linden Lab

New World Notes has recently published a couple of articles about Linden Lab’s decision to end Versu. The first by Iris Ophelia entitled Versu’s Epilogue: How an Interactive Fiction Pioneer’s 15 Year Project Ended Up in Limbo at Linden Lab laments the loss of the title. This is a very good read and I agree with much of what Iris has to say.

The second deals with feedback to that article, Limbo Status of Emily Short’s Long-in-Development Interactive Fiction Project at Linden Lab Goes Viral and highlights a tweet from Gamastura’s Leigh Alexander:

 

From there we can go to Gamasutra itself and find an article by Chritsian Nutt : The end of Versu: Emily Short looks back. This article includes commentary from Emily Short and highlights points Emily has made on her own blog, Emily is extremely grateful to Rod Humble and Linden Lab for supporting Versu in the first place. I’ve seen Emily make this point more than once, if it wasn’t for Linden Lab’s support, Versu would not have reached the stage it did.

This is a point that could easily be lost amidst all the disappointment over how things turned out but it remains a very important point. Emily is quoted in the gamasutra article as saying :

I want to stress this because some of the people I’ve talked to about the closure of Versu don’t seem to understand this point: 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. There are so few opportunities to do this kind of research within existing companies, and if Richard Evans and I had taken venture capital, we would have had to spend a lot more of our time trying to learn to run a business and a lot less writing stories and code.

And that doesn’t begin to count the other resources besides financial support that Linden put at our disposal, such as a hugely devoted and enthusiastic QA team, or the opportunity to work with other experienced interactive-story authors like Deirdra Kiai and Jake Forbes. Both of them not only wrote content but contributed useful thinking about how to develop the system as a whole.

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