Showing posts with label VirtualWorld. Show all posts
Showing posts with label VirtualWorld. Show all posts

Wednesday, December 28, 2011

Book Review: Paintwork

Paintwork was a quick fun read. It's a collection of three loosely related novellas stories, all of which are science fiction with an augmented reality premise.

The first story, for which the book is named, follows a near-future graffiti artist who tags corporate AR billboards with his own custom QR codes, overwriting advertising with custom AR artwork. All is fine until someone starts tagging his works within minutes of his doing so, making him wonder if it's an inside job from within the graffiti community.

The second story, called Paparazzi, is a story about gaming culture and celebrity, with a unique take on gold-farming, and some AR stuff thrown in for good measure. It had an interesting twist at the end that made it's premise quite unique, but I found it the weakest of the three stories.

The third story, Havana Augmented, was a real gem. The story centers on some Cuba-based gamer/hacker types who, without legitimate access to technology or game content, hack their own black-market access to leading MMOs. In the process, they innovate in ways the game authors never imagined, open Cuba to investment capital interests, and go on to wage augmented-reality virtual war in the streets of Havana. I loved the vivid picture the author painted and where he ended up taking the story.

This is great near-term sci-fi, with thought provoking near-future pictures of what some of these technologies may bring, combined with action-packed stories with surprising twists.

Paintwork

Wednesday, April 6, 2011

Suwappu! Awesome augmented-reality toy concept

Back in January, one of the trends I called out for 2011 (see #5) was that we'd see more of gaming virtual and physical worlds meeting.


Latest thing to come across my radar (via BoingBoing) is Suwappu, a design concept by London design firms Berg and Dentsu (London office).




Some thoughts on the concept:
- I *LOVE* the idea of using AR to do/modify the facial expressions.
- The twitter feeds seem weak - especially the prius ads, ugh - though I'd like to see each Suwappu character have their own twitter feed, or a series of them depending on mood/context. Like networked tamagochi.
- Facial expressions might be hard due to latency (faces drifting on bodies). Maybe has to wait for higher-power smartphones, or ship it with a little smartphone tripod (note: I wrote this before the video was finished playing, turns out they used one too) so it remains stationary. Work the fiction such that the tripod/phone is a "doorway" for kids.


It may be design concept now, but seems a natural fit for someone to pick up on. A very feasible leap from things like UBFunKeys (which I spoke about back in 2007).

Sunday, January 16, 2011

Book Review: We, Robot

A while back, I reviewed Mark Stephen Meadow's book Tea Time with Terrorists. Since that time, I got to spend a couple days hanging out with him in Mexico, and he sent me a copy of his latest work, We, Robot to check out.


Needless to say, they are pretty different books in terms of subject matter. If there's a common thread though, its that when the author sets out to understand something, he goes out and finds people who know, where ever they might be.

We, Robot is a rather unique look at our progress in robotics. The book looks at a number of famous Sci-fi robots, from The Jetson's Rosie to the Terminator T-1000 to Avatar's avatars. He then compares them to progress of different projects in the robotics world, asking how close we've come to the original sci-fi vision, and of what differs, why.

It's a fun tour of some of the field's better poster-bot/children, and the interviews with some of their creators are quite interesting.

The real gold for me though, was in some of the conjecture and philosophizing that Meadows does in considering implications of robotics near future. This is especially true when looking at the borders between hardware and software which he sees little distinction. I'm of the same school of thought, but it's surprising how many people deem them completely different.

For example, when considering the implications of privacy and giving one's personal information up to 'trusted' parties, he asks us to consider whether we'd accept a "Rosie"-like robot from Google, provided for free, if in exchange we understood that it would mill about the house in spare time, learning about our personal habits and behavior and such. Is this really so different than G-mail? Really, it's not, when you think about it.

There are a lot of great nuggets of food for thought along these lines. I found myself dog-earing the corners of a lot of pages with the intent of going back to think about more deeply.
At this year's CES, I saw a surprising number of toys and gadgets blurring the lines between digital and physical worlds. Robots will be one of the conduits between those spaces sooner than we think. This book is a good tour of both the state of the art, as well as a tour of some of the unanswered questions.

Saturday, October 2, 2010

KZero Virtual World dataporn

Raph points us to Kzero (a market research company looking at virtual worlds) and their awesome data visualization of the growth of virtual worlds. I'm a sucker for data porn, and this shows up the worlds split by age demographic, size, and launch date.

Would love to have this as a poster, but for now, here it is in pieces (note that some of these are from last year - guess you have to pay them to get the whole, er, pie.







Wednesday, February 11, 2009

Eve and the Sacking of Rome

[update: Really good summary here.]


I've meant for a little while now to blog this really interesting development in Eve Online, in which the 'Band of Brothers' Alliance was destroyed by a rival faction. As always, I hate playing MMOs but love following the stuff that goes on in them.

For those unfamiliar:

Eve Online: (snipped from wikipedia): is a player-driven persistent-world MMO set in a sci fi space setting. Players of Eve Online are able to participate in any number of in-game professions and activities, including mining, manufacturing, trade and combat. The range of activities available to the player is facilitated by a character advancement system based upon training skills in real time, even while not logged in to the game.

The event (as Destructoid put it): In the most balls-out act of deep space espionage in the 21st century, GoonSwarm, EVE Online’s in-game Something Awful forum contingent, has finally defeated their arch enemies, absolute rulers of the game universe, Band of Brothers. Thus ends a years-long David and Goliath dance that has made modern gaming history on multiple occasions. As this is a breaking story as of today’s wee hours, I’ll spare you my verbal flatulence and put my better-informed friend Bjorn Townsend on blast:
Literally, Band of Brothers is no more. They got a spy into the executor corp at director level, kicked out every corp, stole all the assets they could lay their hands on, and altered standings so that everyone will start shooting everyone else. And then they closed the alliance, and created a new corporation called Band of Brothers with the same corp ticker, so they can't even have the old alliance name back.

How awesome is that. Even more awesome when you remember that there are ways of turning in-game currency into real-world currency, and that this cloak-n-dagger takedown netted an amount equal to about $15k USD. This is Halting State turned real, or close to it.

As usual, Raph offers an interesting perspective, which I agree with:

And the game, as a game, does want BoB to fall, because from a purely mechanical point of view, what is fun about EVE is the struggle, not the victory condition. The victory condition is boring. Lots of folks lose their livelihoods when an empire falls, and players invested in BoB are likely upset that years of work were lost. But EVE is not a game about the height of the Roman Empire. It’s a game about the sacking of Rome by barbarians, so that they can become the next short-lived top dog

Sunday, November 9, 2008

Book Review: Settlers of the New Virtual Worlds

So I've just finished Settlers of the New Virtual Worlds, by Erik Bethke & Erin Hoffman. It's actually both written and edited by them because the bulk of the book is a collection of essays by others.


The book's focus is on the evolving world of MMOs and virtual worlds, and how their progress and evolution is going to demand they transcend the current one-sided state of their EULA's, grant users (scratch that, residents) rights, and discusses many of the issues involved in doing so.

In short, it's a must read for anyone in the games industry - not just in the business of MMOs - and for anyone that is interested in the future of the medium. The book contains many provocative ideas. Not all are great, but that it will spur thought and discussion is reason enough to recommend it.

Among my favorite bits:
  • Raph Koster's piece on a declaration of player's rights (borrowing heavily from the 1789 French Declaration of Man and the Citizen and from the US bill of rights).
  • Ren Reynolds' piece on issues with claims with virtual property and IP in which he compares with precedents in both US and UK law and shows just how murky the water might be.
  • Erik Bethke's opening and closing pieces in which he seems to be putting his money where his mouth is, as he's taken some bold steps with his own EULA, for GoPets, which he runs.
There are some not so good bits as well (I won't name them) but you shouldn't let them stop you from picking up the book.

My only complaint was that there wasn't one of the essays that attempted to tackle the issue of virtual property as a sort of promisory note of service, as I've alluded to before*.

Anyhow, pick it up. Good read.

* One additional thought on the 'promise of service' idea. It's occurred to me in re-reading my earlier post in current economic times, that this is not unlike a sort of derivative. I have to think about that a little before expanding on it.

Monday, November 3, 2008

The Virtual World Taxman Cometh

As aluded to previously, we all knew it was coming.


And notes:
[the ruling] seems to apply whether or not the value is cashed out.
(and goes on to note)
However, if the value is not cashed out and taxes are still paid, that could mean (maybe should mean) that the companies are liable if they manage to accidentally delete some of it. In other words, they’re banks.
I commented on his post that non-Chinese MMOs like Wow are probably glad they licensed the right to run servers in that country to other parties. Boggles the mind to think how something like this would apply, be determined, be policed, etc, if numerous countries were to institute similar laws. Thousands of individuals all paying taxes on income incurred in other countries (where the servers reside), and businesses in some cases being run from elsewhere than where the servers reside. Blech. What a mess!

It's already moderately messy to do taxes for, say, stock purchases & sales, if you do anything moderately frequent in the way of trading. Now imagine that on a micro-scale at an accelerated pace. 

As I understand it, in the USA, Internet commerce has been relatively hands-off in the area of taxation; as an incentive to promote growth. However that can't last forever, can it? At some point, growth has happened. Plus, no one is doing VW business in the US only going forward. 

This whole idea of 'countries' is obsolete :-)

Tuesday, October 28, 2008

$38M Bust in Korean MMO laundering case

"...Korean police arrested a group responsible for laundering money generated by CHinese gold farming from Korea back to the mainland. Over 18 months, the group wired $38M from Korea to a Hong Kong paper company [ed. Mildly ironic] as payments for purchases." (link)


As Raph concisely puts it "...and where it happens on large scales, regulation cannot be far behind."


Wednesday, September 3, 2008

More on retail's evolution

Not one, but two trips to Target in close succession. Ugh. Anyhow, another interesting observation.


Last time, I'd posted something about retail's evolution, upon which Raph added some thoughts.

This week, I noted the huge end-cap of point-of-sale point & subscription cards for virtual worlds:


Some thoughts:
  • Look at how many there are! Twenty or so varieties and that's just what I got in frame! It wasn't so long ago that only WoW was doing this and even then it surprised people.
  • Look at the variety! Acclaim, Toontown, WoW, Dora, City of Heroes, Club Penguin, Pirates of the Caribbean, Habbo...
  • Look at how many I've never heard of! BrainPop.com?
And this doesn't even count those who's retail transaction is obfuscated by masking it in a plush (or other) toy, like Webkinz, BuildaBear, BarbieGirlz... (of which I've written here, and here).

Evolution indeed!

Wednesday, July 9, 2008

Here comes Google...

Google pulls the covers back on Lively!



Looks like cartoony 3D space social network, with limited user creation tools (I'm going off other's posts - will give it a go when I get some time).

no content creation tools at the level that Metaplace is doing (i.e. not sure you can actually MAKE GAMES with it), but I might worry if I was someone like Habbo, etc.

As one of the commenters on Alice's blog points out, it's a vehicle for advertising, so that may turn off some users and limit how much people can do with it (because most people don't want their banner ads popping up on the sides of flying penii.

As Casey once put it, 'now the dancing turns German'.

(via Wonderland)

Thursday, April 3, 2008

Bartle's Indie MMO Conference Keynote

Here's an Indie MMO conference going on in Minnesota (?) and it looks like Richard Bartle's keynote was really good.

Gamasutra has a good synopsis, and Bartle has posted slides.

His keynote looks back 20 years, from the year 2028, and paints three alternate portraits of the future: One in which game designers and other creatives thrive (the good), one in which lawyers and accountants stifle development (the bad), and one in which business and academia drive VW's to practical usage - and thus make them mundane in the process (the ugly).

On the front of the second of those possible futures, Congress recently held hearings on Virtual Worlds.

Friday, March 14, 2008

Build-a-Bear building a head of steam

Build-a-Bear's online virtual world, buildabearville, which I wrote about here and on Gamasutra, hit 1 million users it's first month, and recently 2 million (it's less than 3 months old). They are also adding celeb appearances with kids from High School Musical and the like.

Phenomenal. How many other MMO/VW's are going to sneak up and surpass the traditional games industry?

Tuesday, March 4, 2008

Rent-a-world

Raph once again finds time out from his startup presidency to find interesting things in MMO-space.

This time it's Tommorrow Space, a VW offering Second-Life-esque virtual meeting spaces for social or business/conference purposes. Pretty unique business model: Rent the space by the day. $5.99 per day.

Sunday, February 17, 2008

Internet reports shortage of [255,166,166]

Hello Kitty Online, the spectacularly pink virtual world, has opened for business. Millions of girls (and some boys) the world round are as excited as the girl standing next to Hello Kitty herself (himself?) below.

While I'm not an MMO player, I'm willing to give to give it a shot if it will make me feel like that girl does. Who wouldn't? :-)




Thanks to Raph for the link.

Wednesday, December 12, 2007

Halting State's Sharpening Focus

I purchased Charles Stross' Halting State a while back but only got to reading it while on vacation last week.

It's a fun read. Not a great read, but a fun one, and one that should be required reading for those in our industry.

The book is a story of a couple reluctant heros that get wrapped up in an investigation of bank heist that unravels into a story of international espionage, etc, etc. On that basis alone, it's kind of a 'B' read. It's not a superb story as far as heist or spy stories, and doesn't have the page-turning action sequences of, say, Neal Stephenson's Snowcrash, though there are parts that almost get there.

However, what makes the book interesting, and makes Snowcrash a good point of comparison, is that the bank heist takes place in a virtual world, with a band of rogue players cleaning out a bank and then selling off the items for millions via online auctions. The heros' sleuthing takes place in both the real and virtual worlds.

Where the book succeeds, as Raph Koster pointed out a while ago, is in how well it nails all the details and issues around virtual worlds. To quote Raph:

Among the stuff that pops up, “namechecked” so to speak: PvP sploits. God mode. ORLY. Zombie flash mobs. Leveraging ARGs for real work. Impositional game design. VC bubble shenanigans. Cross-world avatar portability. Cons and cosplay. Discworld. LARPing. 4th edition D&D. Second Life. Mirror worlds.

... add to that Augmented Reality, cross-platform gaming, serious games, using VW's to launder money, etc, etc. Stross shows that he really gets it, and as great science fiction should, projects the possible implications that stem from the 'science'.

The thing that struck me most was this: If Stephenson's Snowcrash drew us a picture of the metaverse (and excited a bunch of people enough to run out and start VRML companies :-), then Stross, some fifteen years later, uses his book as a lense to sharpen that picture for us.

Highly recommended. Go Get it!

Tuesday, July 17, 2007

Hey! You got GoPets in my Messenger!

Pretty cool product launch we did today that I thought was worth pointing out here.

If you are running Windows Live Messenger, and you try adding lilypanda@gopetslive.com to your friends list, and then start a conversation with Lily and say "play", you will (after some plug-in install fun the first time around) get an activity window that looks something like this:

GoPets, is a 3D persistent virtual world (some would say 'casual mmo meets tamagochi') with an in-game item sales biz model. Windows Live Messenger is a communications app with an installed base of over a quarter billion people. I'd say that's got some potential, no? :-)
Congrats to the GoPets team and the folks on the Messenger team that made this all happen.