Foundation Commissions $50 Million Online Study 70

PreacherTom writes, "It's not a stretch to say that kids use the Internet to play World of Warcraft and to tweak their MySpace pages. Still, the MacArthur Foundation doesn't think that is quite specific enough. The private, grant-making institution is commissioning a $50 million, five-year study to investigate precisely how and why young people use the Net. $10 million in grants is going to to individuals and organizations to work on projects that stimulate research in digital media. Sign me up."

World of Warcraft and UDE Point System Fiasco 251

Richard Manley writes "A report on the card game trinket fiasco. When the UDE (Upper Deck Entertainment) point system finally went live, I would imagine most of the people that logged in felt the same fury I did. Blizzard knows the lengths that its fans will go to get trinkets (look at the price of Murloc cards on eBay), but their arrangement with Upper Deck simply takes advantage of the good will many fans have shown." From the article: "This means that in order to get these trinkets, one would have to purchase 9 BOXES of cards for the fireworks and 21 BOXES of cards for the ogre. What does this mean? Want a fireworks trinket? Sure, it is only going to cost you $900.00. Want an Ogre trinket? No problem, it is only going to cost you $2,100.00. Bear in mind that these items are purely for show off purposes and give no in-game advantage to players." Having been through the Magic: The Gathering addiction twice, I've decided staying away from this Collectible Card Game is a good idea.

Red vs. Blue Makes Green 35

Allen Varney writes in this week's edition of The Escapist about the beauty of Rooster Teeth's machinima, why Red vs. Blue is as good as it is, and why there is money to be made in this burgeoning art form. From the article: "Often, by the time we hear of fortunes being made in a new way, it's already too late to get in. But in machinima, the barrier to entry remains absurdly low, the need for professionalism desperate. If you're funny or interesting, can voice-act well, and produce reliably over the medium term - and you don't quit - there's absolutely nothing blocking you from success." I'm rather fond of some of the supremely odd Machinima based in World of Warcraft - such as Illegal Danish -Super Snacks or the Switcher videos. Any machinima you'd like to recommend to your fellow users?

Male Blood Elves Get Pumped Up 232

Kotaku reports that the Male Blood Elves, from the upcoming World of Warcraft expansion Burning Crusade, have been made more masculine by their Blizzard overseers. Which totally makes sense, because when I think elves I think paragons of masculinity. From the article: "You changed it because your constituency is a bunch of capslock-riding asshats who are threatened by bishy player characters. The reason Blood Elves were Horde in the first place is because everyone was whining about all the Horde races being ugly juggernauts. The point of Blood Elves was to inject some swish into a very physically intimidating set of races. They're not exactly chunky now, and I do not begrudge a game company making prerelease aesthetic changes, but their reasons for doing so are pathetic. " Before and after photos are available in their post.

WoW Burning Crusade Delayed until January 2007 290

Wowzer writes "Blizzard today announced that the release date for World of Warcraft: The Burning Crusade, the first expansion for World of Warcraft, is delayed until January 2007. From the article: 'By adding a few extra weeks to the development cycle beyond its original target date, Blizzard will be able to extend the closed beta test and further refine the new content that will ship with the game.' While disappointing now, what will this mean for the yearly WoW expansions long term? As Blizzard COO Paul Sams revealed plans in August that 'Starting with The Burning Crusade, every year thereafter we plan on bringing out a new expansion set.' 2008, 2009, ad infinitum?"

How Warcraft Really Does Wreck Lives 617

An anonymous reader writes "There's a great blog post about how World of Warcraft can ruin lives, it's written by a person that was for a long time a member of the largest council on what is now one of the oldest guilds in the world." This is a story that is very familiar to a lot of folks. I know people who are actively wrecking their lives and risking their jobs by playing too much of a video game.

Virtual Economies Attract Real-World Tax Attention 247

doug141 writes to point out a Reuters story on the attention tax authorities are beginning to focus on virtual economies. From the article: "Users of online worlds such as Second Life and World of Warcraft transact millions of dollars worth of virtual goods and services every day... People who cash out of virtual economies by converting their assets into real-world currencies are required to report their incomes to the U.S. Internal Revenue Service or the tax authority where they live in the real world... 'Right now we're at the preliminary stages of looking at the issue and what kind of public policy questions virtual economies raise — taxes, barter exchanges, property and wealth,' said Dan Miller, senior economist for the Joint Economic Committee of the U.S. Congress."

Limiting Bandwidth Hogs on Public Wireless Nets? 171

arglesnaf asks: "I'm a consultant and spend a lot of time on public wireless networks at client sites (mostly hospitals / universities), coffee shops, and hotels. Quite often, the problem is that some person is running BitTorrent and eating 100% of the bandwidth. The result is that I can't get email during the day or play World of Warcraft in the hotel. I have considered sniffing and spoofing TCP resets to free up some bandwidth but need an automated way to handle new BitTorrent connections. Does anybody have any ideas on how to automate the sniff and reset strategy, or other ways to carve out a little bandwidth from hogs on public wireless?"

Fans Celebrate the Return of Uru Live 19

C|Net is reporting on the resurrection of Uru Live , the Massively Multiplayer chapter of the Myst Saga. Now a part of the GameTap network (which just seems to be getting better and better), Uru is scheduled to launch with great fanfare later this year. Despite being cancelled all the way back in 2004, there are already a number of people lined up to get back into the game. From the article: "Some 500 players are participating in a beta of the game, which formally launches this holiday season on Turner Broadcasting's GameTap game network, and 7,000 more are waiting to join them ... 'There are a number of factors now that I think will help it be successful,' said Ron Meiners, who for the last few months has been working as a contract community manager for GameTap. He was an 'Uru Live' community manager at Ubisoft, which published the original game. 'In many ways, it was ahead of its time. There's more broadband penetration now, and a lot more mainstream understanding of what an MMO is, due to 'World of Warcraft', 'Second Life' and other virtual experiences.' There are also a number of changes to the game. GameTap has implemented a new 'physics engine' that governs movements in the game's virtual space and has new sound support for 'Uru Live.' While there are still bugs in the system, there should be no problems with the scheduled holiday launch plan, Meiners said. "

What Are Your Top Five 'Comfort' Games? 588

Via GameSetWatch, an article at The New Gamer talking about comfort games. These reliable, fun titles are the old favorites you consistently look to for amusement and solace after a bad gaming session, a bad day, a bad week. From the article, with the author's comfort games: "Mega Man 2 - This Capcom classic has been with me since I was a kid, and I know it like the back of my hand. I'm sure that, if blindfolded, I'd somehow intuitively be able to maneuver through the levels, but I'd much rather be able to view it in all of its 8-bit goodness and remind myself of the good times." My current top five would have to be Super Mario World, Half-Life 2, World of Warcraft, God of War, and Civilization IV. What are yours?

Public Betas For CrossOver Mac and Linux 183

Jeremy White writes, "I am happy to announce that we have put up a new version of our public beta of CrossOver Mac as well as an equivalent public beta of CrossOver Linux. For Mac users, this release includes fixes to Internet Explorer, fixes for many cases where programs would crash when run (e.g. Microsoft Office 2000 and similar older applications), fixes for Outlook 2003, and a range of other improvements. For Linux users, the big highlights are support for World of Warcraft and many Steam based games (including Half Life 2 and Counterstrike), as well as support for Outlook 2003. Version 6 also represents a major improvement in the core of Wine since version 5 of CrossOver, so you may be pleasantly surprised as you try running unsupported applications."

Satellite Internet for Gaming? 131

SphericalCrusher asks: "I have been using Comcast high-speed internet for the last three years. Before that, I used Bellsouth DSL and then random dial-up services — but I have to say that overall, I love Comcast the best. Now that my parents are moving, to a new house some 12 miles away, and having no money for my own place, I'll have to move with them . The thing is, the road that it is on is pretty far off the highway, and after calling all broadband providers in the area, I've found out that broadband is not available at my new location. Charter Cable Communications covers the entire area of Summerville, Georgia except mine and neither Bellsouth or Alltel offer DSL. Now, I'm forced to either go back to dial-up or try out a satellite broadband service, which is what I want to do. Has anyone here had any success in gaming online with satellite internet?"

Interview with Star Trek Online's Design Director 35

eldavojohn writes "In a brief QJ article about STO, the Glen Dahlgren (Design Director of Star Trek Online) mentions a few details about STO:
Dahlgren insists that it's still too early to reveal the game's specifics and in-depth details, but tells that players will be able to choose whether to group in space or join a crewed ship. Gamers will also be able to fly more powerful ships and vessels and the captain will have some incredible abilities that players will surely look forward to. He also reveals that they are currently working on ensuring that new players will get the help they need when faced with unfamiliar terrain. There won't be auto-leveling of characters but they will provide tools to make off-line time valuable to the online experience.
What makes this interesting is that there have been a lot of indicators that STO will be aiming to achieve 'high-end content' and not just combat content. It's becoming obvious that MMO's new to the scene need to offer consumers more than just combat content. Will STO be able to coax both the Sims Online and World of Warcraft crowds?"

Is World of Warcraft More Than Just A Game? 339

walnutmon writes "Newsweek has published a three page article asking whether World of Warcraft is more than just a game. Though some spend their time in WoW grinding, others take a break from the monotony of gaming to interact with others from the community in a meaningful way. From the article: 'Generally, though, players of the game enjoy a form of community rarely seen in the real world; higher-level players go out of their way to tutor newbies and accompany them on quests. Deep friendships are forged. Relationships begin that flower into marriage, with Tauren brides and Undead grooms tying the knot in some virtual tavern in Thunder Bluff.' I guess the question is, does a game become more when people do more than play to win, or is this just an added feature?" Raph Koster has been of the opinion, for quite some time now, that all MMOGs are virtual worlds; it just so happens you can play a game inside many of them. What's your view on this? Are Massive games just another kind of game title, or are they something special?

How They Made World of Warcraft 140

SiliconJesus writes "Rob Pardo, VP of Design at Blizzard, gave an interesting keynote at the Austin Game Conference outlining the Blizzard philosophy on designing game content, core and casual players, and why story should always drive the game." From Raph's writeup: "If you extend the leveling curve too far, it becomes a barrier. You hit a leveling wall. Our walls are shorter and there are less of them. The short leveling curve also encourages people to reroll and start over. We had some hardcore testers who would level to 60 in a week. There was much concern within the company. But I would tell them that we cannot design to that guy. You have to let him go. He probably won't unsubscribe, he's going to hit your endgame content or he'll have multiple level 60s. In games with tough leveling curves, it discourages you from starting over." More is available from the conference, with Gamasutra having a rundown on Mark Terrano's writer's keynote, and Gamespot's piece on the MMOG Rant session. Paneled by the likes of Matt Firor, Lum, Rich Vogel, and Jessica Mulligan, that must have been entertaining to see live. One more thing - WoW has 7 Million subscribers now.

WoW - The Game That Seized the Globe 287

The New York Times reports on the global appeal of World of Warcraft. An unmitigated success world-wide, the article examines why the title's U.S. roots haven't stopped it from succeeding abroad. From the article: "Perhaps more than pop music or Hollywood blockbusters, even the top video games traditionally have been limited in their appeal to the specific regional culture that produced them. For example the well-known series Grand Theft Auto, with its scenes of glamorized urban American violence, has been tremendously popular in the United States but has largely failed to resonate in Asia and in many parts of Europe. Meanwhile many Japanese games, with their distinctively cutesy anime visual style, often fall flat in North America. One of the main reasons Western software companies of all kinds have had difficulty in Asia is that piracy is still rampant across the region. Games like World of Warcraft circumvent that problem by giving the software away free and then charging for the game service, either hourly or monthly." Keep in mind that distribution and access rates are different in Asia than they are here in the states. The majority of WoW players pay an hourly fee, and didn't have to buy the box.

Can Anyone Beat WoW? 365

Next Generation is running an article penned by DFC Intelligence Analyst David Cole, exploring the overwhelming popularity of World of Warcraft. Coles asks Is It Possible to Surpass World of Warcraft? He explores the reasons behind WoW's success, and what it means for the market as a whole. From the article: "All of these factors point towards one conclusion: World of Warcraft's success, admirable as it may be, will be extremely difficult to duplicate. This will be bad news for all the frothy investors who are suddenly discovering the MMOG business model. In the new DFC Intelligence Online Game Market report we forecast revenue in the MMOG market to grow over 150% from 2006 to 2011. However, this doesn't account for all the investment money that is likely to be lost chasing after that revenue growth."

Does WoW Influence Warhammer Online? 69

OGX writes "While old school geeks & gamers know that Warhammer predated Warcraft, there are many MMORPG fanatics these days that don't know the history of both franchises, and comment that Warhammer Online resembles World of Warcraft. OGX has an article about this very question with some input from Mark Jacobs (Studio GM EA Mythic, VP EA)." From the article: "This history factors heavily in the present situation wherein the Warhammer Online game looks, to many, to be a descendant of the success of World of Warcraft in a market filled with many games trying to be just that. It's easy to see how this confusion would arise, and I asked Mark Jacobs, Studio GM EA Mythic, VP Electronic Arts, to share his thoughts about the situation." Warhammer may have influenced WoW, but WHO's interface still looks like a WoW rip-off to me.

More WoW, Major 2007 Announcement for Blizzard 121

Blizzard has announced their intention to follow up this year's Burning Crusade expansion with a new World of Warcraft add-on every year. While not terribly surprising, they have also announced that they're working on a major announcement for next year. Consensus seems to be that it will likely be another Starcraft game, given comments by Blizzard COO Paul Sams. "StarCraft is my absolutely favorite game of all time. As you probably already know, there is no doubt that we will continue the StarCraft and Diablo franchise, and trust me, I will be the happiest person in the world when we announce StarCraft 2."

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