vindication for me as well as I predicted it, heres my post from march 2007I suppose at the least it would be vindication for Sony.
Smart move on MS's part.i can see ms buying second life
"It was all to do with freedom," he says. At GDC Online, Bartle presented a surprisingly subversive history of MUD, elegantly masking a critique of modern design values and the class system in the guise of a history lesson about MUD.
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"We wanted people to be able to escape the confines of the real world, to try on new identities, to be... not so much new people, but to try to find out the people they really were."
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Nowadays, given any budget to conceive a world game, people would conceive of the world or genre first -- an approach to conceiving games that Bartle says is premature, as it makes assumptions about what's possible. Developing the "physics" of the world first can create room for conceiving new ideas the developer couldn't have previously imagined.
[Talks about immersion]
"There are, however, more legitimate reasons not to put this kind of thing in," he concedes. One of them is that it can annoy players: would they really have more fun if their character's movement was encumbered by the actual weight of all the gold coins they had collected? MUD's original maxim of conformity to reality in the absence of a reason still applies: a good reason to overlook some principles would be not annoying players, he says.
"[If] you're simulating for no purpose, you can just abstract that out," he suggests.
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At the beginning of MUD, Bartle and Trubshaw might have been a little bit over-ambitious. They wanted to make a world richly-featured enough to be self-sustaining, but unable to do so, Bartle suggested "game-ifying" MUD a bit, hence implementing the equipment, scoring and leveling mechanics that helped it resemble the RPGs of today a little more. Players needed something to do.
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And therein Bartle revealed one of MUD's goals that he'd never publicly disclosed before: He and Trubshaw ultimately decided in favor of implementing levels as a response to the "current social order". It was an intentional political statement, he says.
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But the MMOs that followed, he says, took those foundations and implemented them without context; mere achievement-oriented leveling without a purpose is just consumerism, and lacks any purpose besides "get stuff."
"The why is important," he stresses. "All these choices that Roy and I had... you can still make those choices today."
MUD was "a contrivance... it was Roy and I ripping into our awful situation in the British class system," he explains. "What we wanted to do was to say unpalatable things about the real world through the protected frame of 'it's just a game.'"
Designers working on games "must want to say something... if you're a game designer, you have to have some of your soul in the game design. Because otherwise it's just superficial, there's no vision to it, no substance to it. And that's the biggest lesson I'd like to give you from here," he concluded.
"a good reason to overlook some principles would be not annoying players, he says. "[If] you're simulating for no purpose, you can just abstract that out"
It’s been recently announced at New York Comic Con that the legendary card game Magic: The Gathering is heading to PlayStation Home in the very near future.
Going from the brief interview, the space seems to be heading for release before the end of the year.
Royalties from the new in-game user-created content store in Valve's multiplayer shooter Team Fortress 2 have approached $50,000 for some players.
Five modders, who won a competition to have their creations featured, earned five-figure sums from the in-game Mann Co. Store - which opened just a fortnight ago.
Creators keep 25 per cent of all item sales, with the rest going to Valve. The highest-revealed royalty payment to date is $47,000, meaning Valve would have taken approximately $140,000 from the sales of just one modder's content.
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With over a million eager Home fans having skipped merrily through the Sodium Salt Flats and 100 million Scorpions triumphantly stomped, it looks like Sodium Fans have voted with their feet (all 2 million of them).
As Sodium rapidly approaches its first birthday there is, perhaps, no finer gift than the 1 Millionth player stepping through the neon arches of the Sodium Hub.
Before we go any further a massive THANK YOU to you, our players and friends.
Over the next week we are opening up a few treats to celebrate this momentous event, including:
* A Golden 1 in a Million Emoticon
* Increased Credit Rewards for Scorpio Bar Staff and customers
* Sodium One – Salt Shooter now discounted to an amazing € 3.49//$3.48//£2.99
* Plus Extended Free Access to Salt Shooter levels
If your club is holding its own celebration do please let us know via the Sodium One facebook page!
If your club is holding its own celebration do please let us know via the Sodium One facebook page!
Home needs an update. They need to replace the 2xAA with MLAA, and improve framerate in general. Load times need to be faster and texture filtering could be improved too.
PlayStation Network will undergo maintenance tomorrow, October 28. Maintenance is expected to start at just after 7:00 am Pacific and will last for several hours, until approximately 3:30 pm Pacific. During this time, users won’t be able to access the PlayStation Store, PlayStation Home or Account Management, and may encounter difficulty while signing in to PSN.
Home needs an update. They need to replace the 2xAA with MLAA, and improve framerate in general. Load times need to be faster and texture filtering could be improved too.
Speaking at the Digital Media Conference, Peter Dille, Senior Vice President of Marketing at SCEA, talked about PlayStation Home. Sony’s Second Life style service has 16 million users and the average time spent in home is 70 minutes. "And, users are spending money, which is a big reason why we’re doing it [PlayStation Home]," Dille commented during that portion of his talk.
Dille also mentioned with PlayStation Network they are starting app-like initiatives such as Netflix. "Later this year we’re going to be introducing a music service that we don’t have today," Dille announced. He may have meant Qriocity, which was announced for Europe, but not confirmed for North America.
2 more million users since June this year.
PS Home client update 1.4 will be released during maintenance next Thursday, 11th November.
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Wardrobe Improvements
* The ability to mark items you use commonly as “Favourite” items – making them easier to relocate.
* Newly acquired items will be marked to make them easy to locate. This marking will also appear on categories that contain new items.
* Options for filtering and sorting items have been added, giving you more control over which items you see and how you see them.
New Group Feature and Chat Improvements
The new Group feature will allow up to 8 people to join together in a group. Groups have dedicated voice and chat channels that work regardless of where in Home each group member is located. New voice and chat channels will also be made available for clubs, making communication with your club friends much easier.
New Group Feature and Chat Improvements
The new Group feature will allow up to 8 people to join together in a group. Groups have dedicated voice and chat channels that work regardless of where in Home each group member is located. New voice and chat channels will also be made available for clubs, making communication with your club friends much easier.