Interzone’s Football MMO: local conflicts

In 2008, we mentioned the upcoming release of Interzone Futebol, a sporting MMO with some promise.

Over the past week, issues between local developers employed at the Western Australian office of Interzone and the US-based head office came to a head when Interzone’s VP of Business Development, Mike Turner, was confronted by employees.

Game Developer blog Tsumea have a good wrap of events, and for lots more detail, this blog has it in spades (and the Interzone Games URL now redirects to the blog). Finally, Interzone CEO Marty Brickey has responded to the allegations made over at Kotaku, as Seamus Byrne broke the story there in a big way.

The WA developers created the piece below to illustrate the context of what has been going on:

Like any disputes around intellectual property, employee entitlements and job security, it can be near impossible to get a clear overall picture. The video in question shows a bunch of obviously frustrated / angry employees and a defensive CEO not wanting to answer questions on the spot to a camera. The only certainty is that once it has reached to this stage, things have broken down to a level where no-one is likely to see a beneficial outcome.

One of the least certain aspects is why the transfer of game assets from Australia to Collision Games in Ireland – although the touted financial issues would likely be the driving force. Nor is there any reaction from publisher Gamigo on the situation.

The wash-up locally for this, is that Interzone Futebol may still see the light of day, but whether those who’ve worked on it to date get to share in those results is far from certain and arguably very unlikely.

Why the iPad is a game-changer for virtual environments

In the past couple of hours, the official announcement of the Apple iPad has finally been made. As with all these announcements, the rumors have been partly right, but there’s still been a fair share of surprises.

I won’t go into the technical specifics of the iPad here: publications like Australian Macworld * have all that. What I do want to discuss, with as little fanboyishness as possible, is how I see the iPad being a real landmark in the ongoing growth of virtual words:

1. The App Store and Social Worlds = Gold

In the less than 18 months of the App Store’s existence, more than three billion applications have been downloaded. Expect that to continue to grow exponentially on the iPhone and iPod Touch. Add the iPad to the mix and there’s even more fuel in the fire. The real success of the Apple App Store has been its simplicity in installing applications – that’s now migrated to a larger form-factor, with applications developed to make the best of it.

Apple know the appeal of social gaming and games like Zynga’s Farmville and Cafe World are some of the leaders. Facebook and embedded games like Farmville are ideally suited to a tablet-sized screen. As are the thousands of alternatives that’ll follow suit over the coming year. The ones that make good money will need to ensure a satisfying experience for users in the longer term, which means more engaging environments in order to maintain market leadership. With Zynga’s titles being Flash-based, there may actually be some serious challenges for them on the iPad given the lack of Flash support to date on the iPhone. Some will say that’s far from a bad thing.

2. The iPad as Virtual Trojan Horse

Arguably one of the key barriers to widespread adoption of virtual worlds has been their perception as niche, with significant technical and bandwidth requirements. The niche aspect is slowly being broken down, mostly thanks to the ‘Facebook’ games discussed above. What the iPad will do over time is overcome the technical issues for a new user. It’s hard to imagine it’ll be too many months before someone develops effective iPad applications for Second Life, OpenSim, Blue Mars, Frenzoo and so on. When you have those applications able to be downloaded as easy as Farmville, then the iPad has truly become the Trojan Horse that’s smuggled in the heavy hitters in virtual environments.

On the cautionary side, tablet PCs are a very small proportion of the market at present – this announcement might change that but it’ll take more than a few months to do so. The announced prices aren’t exorbitant for the feature set (starting at US $499 for the Wi-Fi Only version), so although there’s not likely to be a stampede, the price is cheap enough to ensure some big sales numbers over coming months.

3. It’s about relaxation

For those of us that spend a lot of time online, sitting at a computer or juggling a laptop is second nature. For the vast majority that spend time online, it’s a necessary evil> The ability to have a portable device that’s large enough to view comfortably but small enough to accommodate most people’s sitting (or lying) poses has got to increase its likelihood of use. Where a casual user may have previously checked their email, read their Facebook timeline and perhaps browsed a website or two, with devices like the iPad they may spend an extra ten minutes chatting in IMVU or grinding through Cafe World.

It’s far from certain, but if a Second Life or OpenSim application is developed that has a feature-set close to as good as the current viewers, then there may also be a spike in use of those more complex environments. For those who use voice in Second Life, a iPad application will be of particular value as the need to type is so much less, although the decision by Apple to offer a physical keyboard as an iPad accessory is a sensible one. Hell, I’ll put my neck on the line and say that a near full-featured Second Life or OpenSim viewer will have been announced and maybe even delivered by the end of this year.

The Sum Up

Today’s announcement isn’t earth-shattering in the scheme of things, but it’s certainly a significant event in a virtual worlds context. The landscape isn’t going to change immediately and perhaps not radically. What is going to happen over time, is an even greater level of growth of virtual worlds users / players / residents as it becomes a less time consuming and technical task to interact with your avatar and the people you enjoy spending time with online. The potential growth may be somewhat under the radar initially, as people focus on the iPad’s abilities as a media reader and ultra-portable ‘productivity enhancer’.

Those potential new virtual world inhabitants won’t necessarily be using a iPad – you can stake your life on clones surfacing in coming months, but like the iPod and iPhone before it, this is a device that has broken some new ground.

For those wanting to discuss the announcement further, Mitch Wagner is holding a discussion this weekend in Second Life – all the details here.

Now over to you: do you see the iPad as a game-changer of just more Apple-driven hype?

* Disclosure: I’m a paid contributing writer for Australian Macworld

Photo courtesy of Gizmodo

Review: Fantage

fantage front page

Fantage” is a contraction of the words “Fantastic Age”, with dual meanings: that the target audience is 7 – 14 year olds, which is presumably a pretty neat age to be, and that the virtual environment itself is fantastic.

I was not overly impressed by Fantage, having previously encountered “Super Secret“, though a good friend of mine, who is within the age range for which the environment is intended, found Fantage to be fun and interesting. Fantage has been around since 2007, and their 40+ servers are often packed to capacity; it would seem that despite my personal misgivings, it is a very popular place to go.

Registration

The registration process is quick and simple, getting you into the virtual environment with a minimum of fuss. You get to choose the gender of your avatar, and do a little customisation of hair and outfit. Choosing a user name with a number in it is typical – when I was online, every avatar except mine had a number in the user name.

Premium Membership

The Premium Membership price compares favourably with that of Club Penguin. A membership confers some advantages: you have much greater choice in what you can buy, you get access to luxury rooms to entertain guests in, and you are given 1000 stars when you first join. At USD$5.99 per month (less for more months paid for at a time), memberships cost little more than a pocket money allowance for that age.

Overall Look and Feel

“Eye candy” is the term that comes to mind in describing the overall look of Fantage. Eye-wateringly bright colours and pretty pastels coat the surface of all buildings, and exterior and interior landscapes. Everything that can be shiny has been made shiny. Everything is smoothed and simplified in shape, like a baby’s stuffed cube. It’s all a bit reminiscent of a child’s TV program, more than of a child’s painting or drawing. It all seems much more geared towards the tastes of girls rather than boys, though there were no shortage of male avatars present online each time I was there: everything is super cutesy.

Avatars are tiny; in anime or manga terms, super-deformed, with overly large heads, huge eyes, and tiny bodies. It makes for a very cute, though entirely unrealistic, appearance.

When the servers are heavily loaded, there is an amazingly large amount of lag. You can wait minutes to be able to move from one place to another, or have huge pauses in the middle of mini-games that make them unplayable.

Navigation and Movement

Navigation of the world of Fantage is accomplished via the world map. There are several places to access, including Uptown, Downtown, and the Carnival. You mouse over a location to bring up the title of the area and a listing of which games and places can be found there, and left click to travel there.

For the most part, movement in Fantage is by left mouse click; you just click on the location you want to travel to. Every avatar owns a skateboard, and floats from one location to another within each local map. Therefore, there’s also no walking animation: avatars never get off their skateboards. There are however animations for gestures, like waving, or jumping, for example.

Purchase of Goods

fantage starries

“Stars” are the currency of Fantage. Stars can be earned by playing mini-games; you also get an initial payout of stars when you begin a premium membership. Considering how difficult it can be to make hair and outfits for avatars of this size and shape, there’s a surprising range of goods available.

Hair, clothing, shoes, accessories, and skateboards, are available for purchase, as you might expect, however there are also extravagant costumes, phone accessories, and furniture on offer as well.

For the most part, you need to be a premium member to be able to purchase items. While each shop is packed full of things to look at, the only thing you can do once you have entered the store is to look at the store catalogue and interact with that.

Meeting People and having Friends

As with other “tween” oriented virtual environments, there’s not a whole lot of communication action to be seen. Possibly on the days when there are lots of people online, they are just IMing each other, instead of chatting out loud. I didn’t manage to have any contact with anyone else while I was online.

You get a buddy list which will hold up to 200 names.

Mini-Games

The mini-games have two purposes: to entertain, and to allow the player to earn stars to spend on items.

The mini-games are essentially casual, with low entry requirements. The rules are simple, and are usually encapsulated in a sentence or two of explanation. Most of the mini-games are single player, though there are at least a couple of multi-player games. The mini-games in Fantage cross a fair spectrum of game types, some requiring good hand-eye coordination, others needing good estimation skills, yet others requiring good pattern-matching skills.

Despite these benefits, I found the games to be unsatisfactory. The games failed to engage me, being either far too simple, or too difficult. The difficulty often did not ramp up well either, in games where the difficulty was variable. I found there to be an insufficient number of games; if you were drawn only to one type of game, likely there’d only be one or two available for you to choose from.

Missions

fantage missions

Missions lump together several mini-games not otherwise available into a theme-consistent whole with a storyline.

I didn’t find the mission itself to be all that attractive, but, despite some grammatical and punctuation errors, the interplay between yourself and some of the characters is decidedly amusing and entertaining.

Missions are probably the best part about Fantage.

The Sum-Up

Overall, Fantage is a pretty good environment, but not outstanding. It would be a nice, safe place for a child to start learning about virtual environments, however I think that most children would grow out of it quickly.

World of Warcraft, your boss and succeeding at work

For a lot of people, politics, corporate strategy and philosophy are the sort of topics that lead to thoughts of using a cheese-grater on an inner thigh. If you’re a cubicle jockey in an office, or someone questioning their existence in the meatspace, then WoW may be able to help. When I say help, I don’t mean in the ‘yep I’ll call in sick and play WoW for three days straight to show those idiots’ sort of way. I’m talking about the real-world opportunities that WoW can provide you as far as leadership development, strategic thinking, political nous or plain old perspective on the important things in life.

And no, winning 100 Wintergrasp battles for your achievement is not ‘important’ in this context. I’m talking about improved work performance or perhaps (don’t laugh) improved relationships at work or home. It’s not Mana oil I’m trying to sell you, it’s more telling you some stuff you probably already know, but hadn’t thought about in this way. So onto the first instalment: talking about WoW at work, legitimately.

Chances are you’ve talked about WoW at work. In order of likelihood, you’ll have talked to a fellow player, a good friend who humors your WoW passion, or a vague acquaintance that is your only conversation option on a particular day at lunch (the same person that will avoid you the following lunchtime). Unless your colleague plays and has the odd Level 80 or two, the reality is they can’t understand why you’re passionate about WoW, let alone being able to see any real-world outcomes. This is where a change of tack is required. Let’s cross to a typical office lunch room:

Colleague: I’m not sure what to say to my boss in my performance review tomorrow.

You: (deciding colleague would be a ranged DPS if they played) Are you happy with your performance?

Colleague: Yeah pretty much, I haven’t had any complaints.

You: (knowing how a sucky ranged DPS can hide in a big raid) Well, have you ever had people say you have been doing a good job?

Colleague: Not really.

You: (having used the ‘Gear Score is crap as a raid effectiveness measure’ argument many times yourself) Well, there’s your strategy for the performance review. Tell your boss you’re happy with your performance to date, but that you’re really interested in getting better job definition so you can improve further. It’s not reasonable for you to be penalised if the ground rules haven’t been clearly laid out.

Colleague: Yeah that might work. Is that what you did?

You: (Being a leet melee DPS) Nope – I had plenty of positive feedback from people that I was able to show my boss. I actually applied some of the teamwork stuff I’ve learnt in World of Warcraft to my job, and it seems to have helped a bit.

Colleague: Really? What are you doing for lunch tomorrow / can I marry you / omfg I’m signing up for WoW tonight.

It may sound cheesy, but conversations similar to the one above happen all the time. Sure, your chances of getting hitched by providing some WoW-based advice is pretty low, but the odds are better than embarking on a 25-minute discussion with same colleague, of how the well-geared but stupid tank you had to heal in the Pit of Saron wiped your 5-man run three times. All that will lead to is you being tied to your desk and pelted with staplers. Plus, those sort of discussions need to be saved for work friends who actually play and may even laugh at your WoW anecdotes. Maybe.

Over to you: have you ever discussed WoW in the workplace, and if so, did it work for you?

Games for Health at Game Connect Asia Pacific

gameconnect-nov2009 Game Connect Asia Pacific 2009 is convened by the Game Developers Association of Australia.

On the 6th December there is a workshop session on games for health, supported by HISA. Registrations are through http://www.gameconnectap.com/register.html (Forum pass, Sunday only).

This event is a key part of the strategy to create momentum in games for health in Australia, so if that’s an area of interest for you, this is a must-attend event.

A detailed map of Exodar vendors and trainers

Exodar map now located here!

DUST514: bridging the platform divide

We’re pleased to introduce Phillip Street (SL: Jageral Kuhn) as gaming writer for The Metaverse Journal. He’ll be writing pieces intermittently about upcoming gaming worlds that may have impacts wider than their brief.

dust514 A game currently under development has caught my interest lately. It’s CCP’s DUST514 – a console based MMOFPS that is aiming to tie in with CCP’s EVE Online, which is well known to many in the MMO community as a premier SciFi MMORPG. It’s not so much the gaming aspects of DUST514 I’m interested in, but the fact it plans to bridge the divide and merge gaming platforms.

DUST514 was announced a while ago on August 18th, 2009 at the Game Developers Conference in Germany, so it’s not breaking news and I’m not all that interested in the games announcement itself. What is interesting is that CCP is planning to allow players from DUST514 to affect players on EVE Online and vice-versa, but the games themselves differ greatly in game-play and targeted platform.

DUST514 will be an infantry-based FPS style game running on console platforms (such as the PS3, Xbox360 and Wii), where the intent will be to assault and conquer planets as well as undertake contracted tasks. I believe there will also be gaming elements that do not require interaction with EVE Online. For those not familiar, EVE Online is a Sci-Fi based MMORPG that runs on the PC platform (Windows and MacOSX), and it is iconic in the MMO arena as being a game with quite a high level of difficulty but also being one of a few that boasts a rich, detailed economy and gaming environment.

I’m really excited by the prospect of MMO’s branching out onto other platforms and not only duplicating the gaming experience but extending and transforming it into something unique and different that caters for players on those machines. CCP are really breaking some ground, and yes I’m aware other companies have explored the idea of bringing their games to various platforms, but there are none that I’m aware of that have taken the same path and tried a hybrid approach with differing gameplay.

With the advent of smart-phones capable of connecting to the internet that also boast 3D graphics and powerful processing capabilities, it would be the next logical step to think that these devices could also play a part in the Hybrid MMO platform lineup. With a lot of the smart-phones allowing third-party software development, I’m sure it won’t be long before enterprising companies take the plunge and release official applications to support and even extend the online gaming experience.

This doesn’t only apply to gaming either, as I think that Second Life and non-gaming MMO platforms could make use of gaming consoles and portable smart-phones. It would be another great way to reach an audience that might otherwise not be able to connect to the online community.

A detailed map of Darnassus vendors and trainers

This map has been updated and moved to here

How to win at PvP in World of Warcraft

It’s been a while since I’ve done a WoW post, and I can’t think of a better reason than a piece of machinima called ‘How to win at PvP’. If you’ve ever been involved in PvP in any extensive way in WoW, you’ll get many a laugh from this masterpiece:

There’s also some good info in this piece for MMO developers, on what not to do in PvP combat. Over to you: what are your pet PvP hates?

Thanks to Wow.com for the heads-up.

A detailed map of Undercity vendors and trainers

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