




Just when you thought we’d finished blogging SoP2! Before memories of the conference fade, I wanted to post a few thoughts about the final session, a workshop titled "Law Teaching on the Screen" held at the New York Law School on October 31, 2004. In this session, Paul Maharg, a professor of law at the Glasgow Graduate School of Law in Scotland, presented an overview of a virtual learning environment called “Ardcalloch,” in which law students and tutors take on roles of lawyers and clients to solve simulated legal cases over a period of 9 weeks. This is an attitude (deeper than that, it's a disposition) which I'd suggest is rooted in developer practice generally, and computer games developer practice specifically. It is a view which recognizes that which is scripted, modeled, or otherwise generated according to the practice of software development as seemingly both the (only) site of creativity and (therefore) the ultimate locus of value. Cheap FFXI Gil is on hot sale on all servers, especially on American servers.

In other words, spaces like the cantina cannot be easily partitioned by their users based on the kinds of social activities they would like to engage into. Alternate definitions of the place collide and conflict: “AFK macro-ers” and live entertainers have a different understanding of what the appropriate behavior is, but they have to share the same floor. Ultimately, the most vociferous users tend to dominate the space: in the case of both the cantina and the starport, players running a macro are the most visible. But a different organization of space could have let them both cohabit more peacefully. It also raises some interesting non-design problems. It looks to me as if it would discourage RMT, for example, because investments won't necessarily be seen as sufficiently long-term.

Nicolas Ducheneaut and Bob Moore run the PlayOn project at PARC. The PlayOn project investigates the social dimensions of MMORPGs, fccusing on SWG and EQOA in particular. Papers available here. They'll be showing up at Other Players next month and this week, they're presenting a paper at the ACM's CSCW in Chicago entitled The Social Side of Gaming: A Study of Interaction Patterns in a Massively Multiplayer Online Game It also raises some interesting non-design problems. It looks to me as if it would discourage RMT, for example, because investments won't necessarily be seen as sufficiently long-term. The truth is World of Warcraft Gold doesn’t HAVE to take a long time to get, especially in the higher levels. Buy WOW Gold here, and then enjoy your excited WoW life!

Reading a description of a place plugs into very different parts of your brain than seeing it, hearing it, and interacting with it. I've just started reading Steven Johnson's "Everything Bad is Good for You" and one of the early discussion enumerates the differences between reading and playing games.

Are graphical digital worlds just text worlds with pretty graphics? After all, people get all excited about sales of virtual items, weddings, stalking, gender bending, and governance, yet all of these behaviors happened in earlier text-based worlds and were probably discussed on MUD-Dev in 1997. Several of these comments touch on this topic in the context that creativity in Second Life is no different than MOOs, so I wanted to put a stake in the ground and then duck and cover: I suspect that the difference here comes down to one's view of embodiment, the avatar-as-self, and the distinction between game worlds and social worlds. They looked friendly enough--at least, no one had fruit ready to throw at us. It was simply kind of surreal, after reading the comments on TN this past week and hearing other things at the conference about the problems with game studies and developer/academic relations.

Game Journalism reports (via WSJ Online) that Viacom has paid 160$ million for the Neopets website and 20 million subscribers. This is significant money, e.g. when compared with many MMORPGs.

"Moreover, SOE also obtained the exclusive rights to create a MMOG based on DC Comics properties. I suspect that the difference here comes down to one's view of embodiment, the avatar-as-self, and the distinction between game worlds and social worlds. They looked friendly enough--at least, no one had fruit ready to throw at us. It was simply kind of surreal, after reading the comments on TN this past week and hearing other things at the conference about the problems with game studies and developer/academic relations.

On the same day, rumors (later confirmed) abounded that Monolith had sold The Matrix Online to SOE. Twenty-six people on the team were given offers to go to San Diego, the rest were out of jobs. The future of Monolith in the wake of this, not to mention the entire market, appears uncertain. " [Hiro Pendragon: Ah, that's different from seperation, though. :)] I suspect that the difference here comes down to one's view of embodiment, the avatar-as-self, and the distinction between game worlds and social worlds.

This game is divided up into four really different modes of play: Campaign, Battle for Europe, Skirmish, and Multiplayer. Campaign mode is where you will be put into different scenarios and has to take out various enemies from taking over your territory.

Set in the near future where crime is becoming a serious problem for society and corruption is rampant, COPS 2170 is a role-playing game that uses turn-based combat and movement.
