Ridemakerz, a retailer of custom-built toy cars, has launched a virtual world for boys with the help of Gamelab and The Electric Sheep Company. Ridemakerz could fill a virtual world niche for kissed missed by more cutesy virtual worlds like Club Penguin and Webkinz.
Ridemakerz Founder and ZEO Larry Andreini says Ridemakerz, "does not draw a distinction between on- and off-line activities, but rather integrates them into a best-of-both-worlds experience. We believe this is particularly important for boys, especially those up to the age of 12, who before Ridemakerz have been overlooked in both real and virtual environments such as American Girl, Build-A-Bear Workshop Buildabearville.com, Club Penguin and Webkinz. Ridemakerz is in a unique position to connect with boys virtually just as we do in the real world - through cars and authentic car culture. Our online experience is an extension of the interactive, off-line experience that boys have customizing RIDEZ and learning about cars at home or in one of our SHOPZ. And while the boys are having fun playing, what they're also doing is being creative, making choices, collaborating with friends and family, and building confidence."
Here's some of what they are promising in the Ridemakerz online universe.
Larger play area - providing a fully immersive look and feel
More sophisticated - improving quality of game play
Higher-quality graphics - increasing authenticity and taking on
movie-like qualities
Console game attributes - a dynamic driving experience that puts
players in the action
Advanced effects - smoke, flames and other particle effects (including farts!)
Yes, they are really promising virtual farts. The virtual world move is probably a smart one for a company like Ridemakerz. It is starting to feel like most toy brands are going to have a virtual counterpart. TechCrunch has more details on the virtual world in this article form earlier this month.
Some data is startng to emerge about the massive size of the gold farming industry which is mostly based in China. Small firms use cheap labor to gather gold and to build-up characters for games like World of Warcraft and then resell them. Some gold farms will also take control of person's characer and build up the character's experience and gold - this is known as power levelling. A BBC article says the industry employs about 500,000 people.
Research by Manchester University shows that the practice, known as gold-farming, is growing rapidly.
The industry, about 80% based in China, employs about 400,000 people who earn £77 per month on average.
The practice is flourishing despite efforts by games companies to crack down on the trade in virtual goods.
Professor Richard Heeks, the author of the report, says it is hard to pinpoint the exact size of this rapidly developing industry.
Some gold-farming operations offer other services such as "power levelling" in which they assume control of a player's character and turn it into a high-powered hero far faster than the original owner could manage themselves.
Prof Heeks said very accurate figures for the size of the gold farming sector were hard to come by but his work suggested that in 2008 it employs 400,000 people who earn an average of $145 (£77) per month creating a global market worth about $500m.
But, he said, the true size of the sector was hard to estimate - it could easily be twice as big.
As long as there are popular online games there are going to be systems that let players cheat to quickly build up a character. Some people with money to burn simply don't have the patience to slowly build a character's experience. That is the reason these gold farms are able to exist.
This video from New Scientist shows how researchers in Dublin are looking at how to make virtual crowds more realistic. Developers want to make sure the animated clones get lost in the crowd. It looks more realistic if people playing a game or watching a movie don't notice the duplicated clones in a given scene.
Google Takes on Second Life and the Sims With Lively
Google isn't leaving much left unchallenged in its battle for Internet dominance but it's new virtual world entry will need work. Lively is the name of Google's embeddable new virtual world. The downloadable service offers avatars that chat, emote and dance and users can create rooms replete with furniture and other objects. The Lively avatars can also interact with these objects and with the avatars of other Lively users. What's missing is the expansive interactive world that Second Life has. It also isn't available for the Mac yet as Businessweek's game blog notes.
Lively is a mash up of instant message, chat room, virtual world, and Web page. Think: Second Life in a web browser. Rooms, like the avatars that represent the users within, can be customized and individually linked to. "If you enter a Lively room embedded on your favorite blog or website," Google's Niniane Wang said in the announcement post, "you can immediately get a sense of the room creator's interests, just by looking at the furniture and environment they chose."
Lively is a 20% project, still in Beta, and it shows. Even on a powerful machine the performance is clunky and, for the moment, it's Windows only. (Mac and Linux clients are on their way.)
Jose Gormez has an interesting review (via Slashdot). In it he notes that porn has already made it was into Lively.
The fact that Lively isn't complete means that Google could make many changes to this service over the next 12-24 months. It is certainly worth keeping an eye on because Google is behind it. The embedabble feature could also make Lively grow much more quickly than competing virtual chat tools. The L.A. Timesreports the National Geographic is coming to Lively so maybe this service will quickly get more interesting than it currently is. Here's Google's introductory video to the Lively world.
The BBC reports that NASA is exploring the idea of developing a massively multiplayer online (MMO) game or a virtual online world. NASA does have a project called Cola Labs that includes an island in Second Life but NASA wants a virtual world of its own.
"Virtual worlds with scientifically accurate simulations could permit learners to tinker with chemical reactions in living cells, practice operating and repairing expensive equipment, and experience microgravity," it says.
The document calls for a game engine that includes "powerful physics capabilities" that can "support accurate in-game experimentation and research".
"A Nasa-based MMO could provide opportunities for students to investigate science, technology, engineering, and mathematics career paths while participating in engaging game-play."
Other organisations such as the US armed forces already use online gaming as a recruitment tool.
America's Army for example introduces players to the "seven Army Core Values" and now claims to be one of "the most popular computer games in the world".
According to NASA's RFI (PDF) the RFI submitter is supposed to address the following five things.
How a NASA-based educational MMO should be designed.
How a NASA-based educational MMO should support both formal and informal
education efforts.
How a NASA-based educational MMO should connect to current and future
NASA missions.
How NASA career opportunities exploration and significant STEM learning
experiences would be incorporated into the design a NASA-based educational
MMO.
How a NASA-based educational MMO game play would be engaging for all
participants.
NASA wants responses to its RFI by February 15th so get cracking virtual world developers.
HBO has acquired a documentary film shot in second life that follows the journey of Molotov Alta in Second Life. Molotov Alta is the avatar of the documentary filmmaker Douglas Gayeton. Reuters reports that Gayeton was paid a six-figure sum for the rights to the film.
HBO said on Tuesday it has acquired the rights to a short-form documentary shot entirely within Second Life, as entertainment companies increasingly turn to virtual worlds as a source for new content.
"My Second Life: The video diaries of Molotov Alta" purports to tell the story of a man who "disappeared from his California home" and began issuing video dispatches from Second Life. The popular virtual world, which has its own currency and a growing economy, has drawn millions of users who create alter egos called avatars and interact with people from around the world.
HBO, the premium channel owned by Time Warner Inc, paid a six-figure sum for the rights, Douglas Gayeton, who made the film, said in an interview. Gayeton, who uses the avatar Molotov Alta in Second Life, said the documentary is scheduled for release in 2008.
Second Life has hosted dozens of real world companies in the past year, usually as a means of promoting products like cars or movies. However, Hollywood has been increasingly interested in using worlds like Second Life as virtual movie sets, a process known as machinima.
A website for the documentary can be found here. The documentary film contains seven parts. 1UP reports that HBO is so excited about the film that are submitting it for an academy award in the animated short subject category.
The film was first reported at a mystery documentary by Boing Boing back in March. It was also covered by New World Notes.
Paid Content is reporting that Disney has acquired Club Penguin for $350 million.
Paid Content says Club Penguin has over 700,000 paying members that pay $6 to $58 a year to access Club Penguin's virtual world.
The virtual world for kids 6-14 launched in Canada in 2005 and claims 700,000-plus paying members; subscriptions run about $6 or $58 a year. The site also makes money from virtual goods and other online merchandise sold through the site.
Founders Lane Merrifield, Dave Krysko and Lance Priebe will join Disney and remain the senior execs responsible directly for Club Penguin. Former Disneyland employee Merriefield, now the CEO, will be an EVP of the Walt Disney Internet Group reporting to WDIG president Steve Wadsworth. The founders are the only shareholders; each stands to make $115 million.
The combination of Disney and Club Penguin made sense all along but Disney seemed to be more inclined toward growing its own communities-Toontown (2003), Disney Fairies (launched in 2007 with a game coming in 2008), the upcoming Pirates-in house. Iger said the company is still committed to that strategy and thinks it will be successful but sees in Club Penguin a successful standalone business. With the exception of changing the name to include Disney and supporting the company, Iger promised: "Club Penguin is going to continue to exist as is... The experience will not change at all. It will continue to evolve." Iger added: "We really don't intend to get in the way of that or do anything by virtue of the way we own it."
It seems like that Disney will run a multitude of virtual worlds - possibly even one for each of its popular brands. Club Penguin bills itself as a "kid-friendly virtual world" where kids can meet online and play web games.
We have launched a twitter profile which provides news about virtual worlds. You can find it here. This is in addition to our gaming news Twitter we announced a couple months ago. Twitter is a microblogging service and communication tool that allows you to post short 140 character updates. To get our updates on Twitter you need to join Twitter and then follow our Twitter profile.
An article in the BBC says that analysts Screen Digest believe the valuation of MMOs and online worlds has passed the $1 billion mark.
Games such as World of Warcraft and worlds like Habbo Hotel are fast becoming "significant platforms" in the converged media world, the report said.
"There's a whole ream of different genres and spaces emerging," said the report author Piers Harding-Rolls.
Revenues from subscriptions to MMOGs will hit $1.5bn by 2011, he said.
But the growth in MMOGs remains limited compared to developing markets such as video on demand, which is expected to be worth $11.4bn from revenues in four years' time.
The range of MMOGs has started to diversify in recent years with new genres and types of games. There has also been an expansion in the different ways the games generate revenue.
The $1 billion evaluation mark is going to seem awfully low very quickly especially if an online world browser allows these universes to expand. The study did find that "10 million people will subscribe to MMOGs by 2011."
Most of the coverage of persistent online worlds is focused on WoW or Second Life but MTV's September launch of Virtual Laguna Beach was noteworthy. MTV turned the reality-tv idea into a virtual world as the New York Timesreported two months ago when Virtual Laguna Beach debuted.
Now the cable channel aims to push the boundaries of false reality one step further. This week, MTV will introduce Virtual Laguna Beach, an online service in which fans of the program can immerse themselves - or at least can immerse digitized, three-dimensional characters, called avatars, that they control - in virtual versions of the show’s familiar seaside hangouts.
"You can not only watch TV, but now you can actually live it," Van Toffler, the president of the MTV Networks Music, Film and Logo Group, said in an interview.
Wednesday's introduction of Virtual Laguna Beach is the first of three virtual worlds that MTV plans over the next year as part of an effort to steal a march on popular Web sites like MySpace and YouTube that have diverted the attention of the MTV audience. Virtual Laguna Beach will be making its debut two weeks after the abrupt dismissal of Tom Freston as chief executive of Viacom, MTV Networks' parent. One reason cited by Viacom’s chairman, Sumner M. Redstone, for replacing Mr. Freston was that the company had not been aggressive enough in its online expansion. Judy McGrath, the chief executive of MTV Networks, said the timing with the Web site was unrelated to Viacom’s corporate turmoil.
CNET also had an article about the launch of VLB which is a partnership between MTV and There.com. The site includes features like avatars, chat, shopping, games, videos and event parties. There is no charge to register. The site has included tie-ins with the Laguna Beach reality-tv show like this one:
As Tessa, Chase, Cameron and the rest of the cast attend the Winter Formal in this week's episode (10 p.m. ET/PT Wednesday, Sept. 27), viewers can live the experience for themselves a day earlier in Virtual Laguna Beach (VLB), the new, immersive 3D social-networking experience from MTV Networks' Music Group. They can also catch the following night's episode a day before its on-air debut -- a move that marks the first time a television show premieres in its entirety in a virtual world.
Wikipedia has a list of some of the guests that have made appearances in VLB. Terra Nova also has a post with some interesting thoughts about VLB. If MTV's idea catches on we may see many virtual worlds pop-up to live side-by-side with their tv show counterparts.
A Second Life user named Laukosargas Svarog has created a virtual ecosystem inside the game. You can read about how she did it and what the world is like here.
A two decade veteran of the UK music and game industry, Laukosargas recently left work for family reasons, mostly. "The main reason I stopped is because I had a child," as she puts it, "but I was also getting very disapointed with the lack of inspired work in the games industy." As it happens, she worked for a time on Black & White, the classic "god game" from legendary British designer Peter Molyneux.
"It was an experience that gave me a real insight into how great games can be," she says. "It was a truly brilliant idea but it lacked play testing, I think." She's referring to the constant micromanagement required by the player, acting as a tribe's god, to provide a steady stream of resources to survive on. "It required TOO much attention." She nods to her island. "It's a balance I'm still working on here."
So while she raises a child at home, she takes creative respites to nuture a self-sustaining ecology in Second Life, adjusting variables here and there, working for the moment when she can stand back like Newton's clockmaking God and let her world unfold on its own. And, well, have her Sunday of rest.
Even this early into its creation, she's noticed some limited forms of emergence (the holy grail of artificial life developers) particularly in the development of her plant life.
The artificial ecology system includes clouds, sun, bees, birds, flowers, etc. She may be the first to do it but others will no doubt try and duplicate it.
(via Destructoid)
Gamers are used to playing against the computer in video games but VR software will eventually let people play against pets and other animals. Wired reports on
some games being developed that could have you running away from your hungry pet hamster on a virtual screen.
As in a traditional video game, players navigate a virtual world in a bid to stay alive. The twist? Computerized movements in Mice Arena are mapped to and from the real world, where an actual predator (your hamster) gives chase to a digital avatar (you) by pursuing a real piece of bait. The avatar's movements in the virtual environment direct the bait around a small tank fitted with actuators that mold and twist an elastic latex floor into the changing terrain of the game map. The hamster's pursuit in the tank is monitored by infra-red sensors that relay its position to the computer screen.
Researchers at Emerging Art and Architecture Research Group, or RASTER, and Singapore's Mixed Reality Lab have so far developed a game engine for Mice Arena, and they're currently syncing it to actuators that manipulate the shape of the arena floor. They are also in the process of building a remote-control bait mechanism for the hamsters to chase. They expect to demonstrate a fully functional prototype by November.
"We want to enable pets to play games in a way very similar to the way human players' play," said RASTER's Vladimir Todoroviæ, a collaborator working on the Metazoa Ludens project. "To play a computer game with your hamster would definitely make us think about where we have come with digital tradition now."
It may sound like a really complicated version of Ms. Pac-Man, but the goal of the game makers is ambitious: to merge human spaces with pet spaces through pervasive computing interfaces. By creating high-tech, pets-versus-owners computer games, researchers hope to gain new insights into animal behavior, and perhaps develop new technologies that could close the gap between the species.
Wired says another game is Chicken Petman, where "a real chicken will don the role of a ghost and chase movable bait controlled by a person within a maze." With the technology in place there are lots of games that could be devised. The creators hope the technology will be a tool to add a new layer to pet-human interaction.
As the tax deadline looms closer it is important to look back at the issue of taxing virtual assets. News.com has an article that discusses the idea of taxing not only real world earnings from the sale of virtual assets (which are taxable) but also taxing the player's current stash of as-yet-unsold virtual assets like virtual property, gold coins, magic swords, etc. The idea first appeared in Legal Affairs magazine in an article called, "Dragon Slayers or Tax Evaders." Fortunately, the IRS has so far only said, "that it expects players to report any real-world earnings from the sale of virtual goods." One expert, a Stanford Law School professor, quoted in the article had the best answer.
To Joseph Bankman, a professor at Stanford Law School, the question is not one game players or publishers should worry too much about.
"I think the common-sense answer is that the IRS wouldn't and shouldn't go after folks until they sell the assets," Bankman said. "The common sense reason for this is that for most folks, the 'assets' represent enjoyment value--what we call imputed income--that's not taxed. It's a little bit like getting an autograph of a baseball player or movie star. You could sell the autograph, and folks do, but we don't tax folks who get the autographs and don't sell them."
That is really the way it should be handled. It would be far too annoying and complex to try it any other way.
CNN reports a space resort in the game Project Entropia has sold for $100,000. The buyer plans to turn the space resort into a theme park with monsters that other players can hunt.
Jon Jacobs, a director of independent films, plans to call the space resort, in the science-fiction themed game Project Entropia, "Club Neverdie." Like other land areas in the game that has been visited by 300,000 players, the resort grounds will spawn dinosaur-like monsters, which visitors can kill.
Jacobs will take a cut of the virtual resources that the carcasses yield, like hides.
Jacobs, 39, plans to hire famous disc jockeys to entertain visitors once a week or so at the resort but still reckons on netting $20,000 a month from the hunting tax and other income.
"I want to operate this thing at the level of a major nightclub in a major city," Jacobs said.
The Project Entopia website has more about virtual property ownership here. The Second Life online game has also seen its share of online property trades.