Why The Economist is Clueless, Part 2353
A new business model: give away the game and charge avid players for extras
Well, "new" aside from the fact that free software has been using it in various forms for over 20 years....
open source, open genomics, open creation
A new business model: give away the game and charge avid players for extras
Well, "new" aside from the fact that free software has been using it in various forms for over 20 years....
Posted by Glyn Moody at 6:59 pm 0 comments
Labels: cluelessness, gaming, the economist
An interesting analogy here between Google and markets - with a nasty ecological payoff that we will all pay for people gaming the system (just as spam games the email system, and threatens to destroy it):As every web content producer adjusts to Google, its results become necessarily less and less compelling. The joy of Google past was to think hard about the search query and get a first screen result full of relevant but quirky, even obscure material. A Google result today is much less sensitive to the driver, because every content maker is trying to "buy" space that it can't pay for in genuine links. SEO [Search Engine Optimisation] will ossify Google and a better solution will wipe it out with the speed of an epidemic. The web has become over-fitted to Google like a strain of wheat becomes over-designed to a specific ecology. The web is covered in content strategies over-designed to Google, and new mechanism will find a source of meaningful, un-manipulated information---just as the hyper-link was before PageRank made it a gameable commodity.
Posted by Glyn Moody at 4:36 pm 0 comments
Labels: economics, gaming, google, markets, search engine optimisation, seo, tony curzon price
Great piece by Mr Julian "Tiny Life" Dibbell about the gold farmers of China, and beyond:There was a lot of shouting involved, at least in the beginning. Besides the orders called out by the supervisors, there were loud attempts at coordination among the team members themselves. “But then we developed a sense of cooperation, and the shouting grew rarer,” Min said. “By the end, nothing needed to be said.” They moved through the dungeons in silent harmony, 40 intricately interdependent players, each the master of his part. For every fight in every dungeon, the hunters knew without asking exactly when to shoot and at what range; the priests had their healing spells down to a rhythm; wizards knew just how much damage to put in their combat spells.
Posted by Glyn Moody at 12:13 pm 0 comments
Labels: azeroth, gaming, gold farmers, hunters, julian dibbell, my tiny life, priests, virtual worlds 2007, wizards, world of warcraft
If you believe, as I do, that there is a general convergence between films, virtual worlds and gaming, then it makes sense to nurture gaming talent in the same way as young filmmakers are promoted, for example at the London Film School. It seems that some in the UK Government get this too:Woodward suggested that the industry should help to found an academy similar in function the successful London Film School. “The best way for the video games industry to have the talent and the skills it wants is to move into the hot seat itself; to come to the government and say 'we want to put some money into an - academy'”, he said.
Unfortunately, in his haste to dash any hopes of government handouts, Woodward loses the plot somewhat:The minister appeared to dismiss hopes for tax breaks in the UK, as enjoyed by the film and other creative industries, saying that the games industry had moved beyond an early “rebel period” of “looking enviously at … tax breaks and other state incentives”.
If games are like films in deserving support - not least because they will generate jobs, revenue and tax - why not give them tax breaks just like films? What's the difference - apart from snobbery?
Posted by Glyn Moody at 5:38 pm 0 comments
Labels: films, gaming, london film school, london games academy, snobbery, tax breaks, UK, virtual worlds
An eagle-eyed Mark Wallace spotted the International Association of Virtual Reality Technologies (IAVRT), a new Web site/organisation, with its intriguing - and possibly redundant - Neuronet:IAVRT is working with its VR member peers and the global community to create and govern a new real-time virtual reality network, separate and distinct from the Internet, which will be called the Neuronet. The Neuronet will be designed from the ground up as the world's first - and only - network designed specifically for the transmission of virtual reality and next generation gaming data. The Neuronet will organize the virtual reality world and ensure its safety, reliability, and functionality.
The purpose of the Neurornet will be to facilitate cinematic and immersive virtual reality experiences across distances. These will include almost every type of experience imaginable with some of the most obvious being real-time video chat, video streaming, virtual reality travel, history, adventure, gaming, entertainment, sports, hobbies, business, education, medicine and training to name just a few.
The Neuronet will function similarly to the Internet in its ability connect users in different locations, but instead of the user interface mechanisms associated with the Internet, it will use Virtual reality (VR) technologies to facilitate cinematic and immersive virtual reality experiences for end-users.
Posted by Glyn Moody at 3:47 pm 2 comments
Labels: gaming, iavrt, immersive, mark wallace, neuronet, video chat, virtual reality, virtual worlds
One of things I have come to appreciate, albeit rather belatedly, is how gamer culture is going mainstream. By that, I don't just mean that it's more acceptable to be a gamer, or that more and more sectors of society are playing games, but that the gaming world-view is starting to seep into other areas of life.
Take Amazon's new Askville, for example:
Askville is a place where you can share and discuss knowledge with other people by asking and answering questions on any topic. It’s a fun place to meet others with similar interests to you and a place where you can share what you know. You can learn something new everyday or help and meet others using your knowledge. Askville even helps you learn by giving you cool tools to help you find information online while you are answering questions. It’s all about sharing—what you know and what you want to know—so go ahead and meet someone new today and Askville!
But most interestingly:Every time you answer a question on Askville you will earn or potentially lose experience points in the topics that were associated with that question. Askville uses experience points to determine how knowledgeable a user is in a given topic. Experience points are broken up into various levels. To reach a certain level you need to have earned a certain number of experience points in that topic. Go to Experience Points, Levels, and Quest Coins in the FAQs to learn more about experience points and levels.
Which, of course, is precisely how a game works. In other words, Askville is a game. Life is a game. (Via TechCrunch.)
Posted by Glyn Moody at 1:37 pm 0 comments
Labels: amazon.com, askville, gaming, online games, quests
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