Games

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SL old-timers are already getting antsy about all this branding happening in-world. But it’s part of the deal, really.
What I’d like to see? Advertising from big brands and corporations supplementing the more or less free activity of others — allowing regular people to be able to have more objects on their land, for example. Watch me not hold my breath.

Adweek Magazine In Print – Advertising News – Advertising Information

Last week, Bartle Bogle Hegarty’s virtual office, created by the agency’s London headquarters and London production company Rivers Run Red, was officially up and running. And Leo Burnett Worldwide and its marketing-services partner Arc Worldwide are developing an “ideas hub” in Second Life that is expected to be operational by next month. Both agencies expect their virtual offices to offer both private and public spaces, and see the possibilities for client and agency involvement as “limitless.”

Thanks E, for the link!

Just ran across this quote from Mitch Kapor on 3pointD.com —

3pointD.com

Kapor gave great insights into Second Life’s early history, and a nice vision of what the future might hold. 3pointD took as many notes as we could, which we’ll present here essentially unalloyed. The upshot, however, was this: to Mitch, Second Life is a disruptive technology on the level of the personal computer or the Internet. “Everything we can imagine and things that we can’t imagine from the real world will have their in-world counterparts, and it’s a wonderful thing because there are many fewer constraints in Second Life than in real life, and it is, potentially at least, extraordinarily empowering.”

I like hearing stuff like this because it makes me feel a little less like I’m in la-la land with my own thoughts about this stuff.

But if the sim crashes and green cubes rain from the sky, do you get a refund on tuition?

CyberOne: Law in the Court of Public Opinion
“Enrollment to the Harvard Extension School is open to the public. Extension students will experience portions of the class through a virtual world, known as Second Life. Videos, discussions, lectures, and office hours will all take place on Berkman Island. Students from anywhere in the world will be able to interact with one another, in real time.”

Steven Levy, author of the fabulous book Hackers, writes this excellent column about WoW.
World of Warcraft: Is It a Game? – Newsweek Technology – MSNBC.com

What distinguishes Warcraft from previous blockbuster games is its immersive nature and compelling social dynamics. It’s a rich, persistent alternative world, a medieval Matrix with lush graphics and even a seductive soundtrack (Blizzard has two full-time in-house composers). Blizzard improved on previous MMOs like Sony’s Everquest by cleverly crafting its game so that newbies could build up characters at their own pace, shielded from predators who would casually “gank” them—while experienced players continually face more and more daunting challenges. The company mantra, says lead designer Rob Pardo, is “easy to learn, difficult to master.” After months of play, when you reach the ultimate level (60), you join with other players for intricately planned raids on dungeons, or engage in massive rumbles against other guilds.

“Ninety percent of what I do is never finished—parenting, teaching, doing the laundry,” says Elizabeth Lawley (Level 60, Troll Priest), a Rochester, N.Y., college professor. “In WOW, I can cross things off a list—I’ve finished a quest, I’ve reached a new level.”

For the record, I tried WoW and just didn’t find it to my liking. The ‘grind’ to level up was to much work for me and not enough entertainment payoff — that and the lack of creative leeway. But I do see the appeal … if I had a group of friends to play with on a regular basis, and maybe a little more patience, I would probably be donig it every night. Possibly it’s a good thing it didn’t work out ;-)

Still, I think Levy’s column does a great job of exploring the deeper social issues that make something like WoW work for upwards of over 6 million people all over the (real) world.

Anyway, the column ends with this: “Yes, it’s just a game,” says Joi Ito. “The way that the real world is a game.”

I don’t have the presence of mind to go into my issues with this statement at the moment, but I’ll just say that I do think there are things about games that, especially with the increasing digitization of all human experience, are making the physical world more and more gamelike. But I don’t think that’s what Ito means. Or maybe it is?

Well, isn’t this interesting? Makes me wish I still lived in nearby Louisville.

Synthetic Worlds Initiative at Indiana University
“The Synthetic Worlds Initiative is a research center at Indiana University whose aim is to promote innovative thinking on synthetic worlds. Synthetic worlds are immersive digital spaces that can host many online users on a persistent basis. The most popular applications of this technology today are massive video games. Our goal is to learn about this technology and deploy it for research and education. The Initiative holds a bi-annual series of conferences, the Ludium, and is building Arden: The World of William Shakespeare, a massive synthetic world.”

We Live Here

The article I wrote for the August/September 2006 ASIS&T Bulletin is up. Thanks to Stacy Surla and the gang at the Bulletin for helping me get it into shape. I’m pleased to say it’s sharing space with a lot of really excellent writing.

It’s weird to read it now, in a way. It’s a snapshot of where my head was 2-3 months ago, and now I my thoughts about the topic have changed somewhat. Not drastically, but just natural drift (hopefully some evolution?). If I can get my wits about me I’ll write about it here.

I’ve been working for a couple of months now on an article for the ASIS&T Bulletin (American Society for Information Science and Technology). It started out as an article version of my “Clues to the Future” presentation, but I soon realized that 1) I couldn’t really explain the same stuff very well in a 4000 word article, and 2) to do so would be a bit redundant with the presentation itself (which is fairly well explained in the text part of the pdf download). I also realized (I guess this is 3) that there were other things I really wanted to say but hadn’t managed to figure out how to articulate them yet, and this was a good incentive and/or opportunity to do so.

After banging my head against a few walls (both real and virtual) for eight weeks, and the extreme patience of an editor, I think it may manage to at least form the beginnings of what I’ve had rolling around in my brains.

Writing it was hard. Period. It always has been, at least to do it well. This is true when I’ve written fiction or poetry (in mostly a previous life) but I found it especially hard writing a long-form essay for print. I’ve been so used to writing PowerPoint presentations and blog posts, I was quite out of practice with developing my ideas with any rigor. And I’m still not sure how effectively I’ve articulated this stuff, but so it goes. One of my favorite quotations ever is E.M. Forster’s “I don’t know what I think until I see what I say” or some version of that. It’s so very true — the act of putting it into parsable language inevitably changes any idea for good or ill, but hopefully makes it better.

Especially, though, writing about things that don’t really have a solid, agreed-upon vocabulary just yet is quite difficult. I used to curse the philosophy texts I read as a student because they were so full of neologisms — especially from those pesky Germans like Heidegger — but I sort of understand that they were trying to express ideas that hadn’t been expressed yet, and needed rubrics by which to signify them without re-explaining each time.

The piece is called “We Live Here: Games, Third Places, and the Information Architecture of the Future.” Egad, now that I see it here it sounds awfully pompous.

When it’s published I’ll post a link or excerpt or something.

WSJ had a front page (!!!) story on Friday called “To Find a Mate,
Raid a Dungeon Or Speak Like an Elf” that tells of people who have met their significant others in MMOGs. Luckily, it’s not written as a puff piece or a “hey, look at these weirdos” piece but seriously considers the fact that people really can get to know one another pretty well in a MMOG setting. Not that it’s as satisfying or fulfilling as real life, but that it can allow for much more insight into another’s character than their profile on eHarmony.

I think a major factor is that these games (for the most part) aren’t about dating (or job hunting or any other RL relationship/pairing endeavor, for that matter) but some other goal. On a dating site — or a date — both parties are generally on their very best behavior, but you don’t get to see what they’re like in a stressful or non-romantic goal-oriented situation. But in a goal-driven MMOG you do.

One interesting statistic I hadn’t yet seen: “Yankee Group, a Boston technology-research firm, estimates that MMOGs, which can be played simultaneously by thousands of people using the Internet, are played by 25 million to 30 million people world-wide.”

Unfortunately, the article likely won’t be readable without a subscription for more than a few days, but here’s a chunk:

http://online.wsj.com/article_email/article_print/SB114980862872575564-lMyQjAxMDE2NDA5OTgwMDk4Wj.html

David Knife, 32, fell in love with his wife, Tracy, 30, while playing Anarchy Online, a science-fiction game. Mr. Knife says he was impressed by her leadership skills. Ms. Knife, who in the game led a guild of about 50 players, “was very motherly to many of the players,” he says. “It’s the way she controls everyone by still being very nice.”

He also liked her use of emoticons, the symbols in text messages that denote kisses or hugs, among other things. “She was very forward in the game, especially with me,” he says.

In August 2004, about six months after they met in the game, her character proposed to Mr. Knife’s. That prompted Mr. Knife to inquire about a possible relationship outside the game, even though he is an Australian, who was living in Melbourne, Australia, and she lived in Red Lion, Pa., where she was raising a daughter after a divorce.

They started talking regularly using an online voice-chat service and said “I love you” before they met in person. “We have very similar personalities,” says Ms. Knife. “We’re both kind of computer geeks.” In February last year, Mr. Knife flew to Pennsylvania for a two-week vacation and proposed on Valentine’s Day.

“I have to remember two wedding days and two engagement days,” says Mr. Knife. The couple were married in January and live in Red Lion.

This is mindblowing. Take a bit of time to read about it and let your head wrap around the idea for a bit.

At first, it looks like another one of those hokey “three-dimensional OS” ideas — but the architecture behind it is anything but. Essentially, it’s a peer-to-peer generated massively shared metaverse-as-operating-system. The implications make my brain hurt.

The Croquet Project

Croquet was built to answer a simple question. “If we were to create a new operating system and user interface knowing what we know today, how far could we go?” Further, what kinds of decisions would we make that we might have been unable to even consider 20 or 30 years ago, when the current operating systems were first created? We decided that it was time for an existence proof that innovation could still continue and succeed on the personal computer. We felt that the very definition of the personal computer and its role needed to be shifted from a single-user closed system to a next generation broadband communication device.

More here as well: http://www.opencroquet.org/about_croquet/index.html

Also, Microsoft’s John Scoble blogs about it, open-mouthed.

Evidently the company behind this is called Qwaq … and it’s funded by modern-OS grandfather, Alan Kay.

(found via 3pointD)

Coworker & colleague Priyanka alerted me to this conference, which is relevant to my Summit presentation: DIS2006 | workshop | Designing Interactive Systems

The game industry is often involved in game-specific game design methodologies and academics are concerned with theoretical foundations. The goal of this workshop is to start a dialogue between the two communities and generate general themes and underlying theories. These theories will serve to aid game designers in constructing games, and help tool designers build tools that allow designers to focus on critical issues.

While my presentation was about conventional software design learning from game design and how upcoming users behave in game environments, this focuses in a different direction: getting the world of game design to leverage academic research & knowhow, and to get conversations going between the two communities.

Fascinating stuff… it’s just over in Pittsburgh; it’d be fun to go.

Ubiquitous computing research from AIGA

AIGA – Augmenting the City: The Design of a Context-Aware Mobile Web Site

The produced solution augments the city through web-based access to a digital layer of information about people, places and activities adapted to users’ physical and social context and their history of social interactions in the city.

Thanks to Irene Wong who pointed me to this article at HBS from a couple of years ago. I haven’t managed to read the “Gamer Generation” book yet, but it sounds like I really should have.

Managing the Gamer Generation : HBS Working Knowledge

This is one of the huge points creating the generation gap. Gaming is actually much more social than boomers understand. A lot of it is very social, done with friends, and now increasingly, over the Internet. Maybe as a result, gamers really value other people—more than people who didn’t play games growing up. They also firmly believe in a team environment. But they’re not egalitarians—they believe someone should lead, they are generally happy to do it, and they have more skills than other people their age, more fluency with different leadership styles.

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