Gaming worlds: World of Warcraft triumphant

The GamerDNA blog have done some further stat crunching for calendar year 2008 (Part 1 and Part 2 here).

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The findings? The excitement around Warhammer Online’s launch translated to players bleeding from Age of Conan, but essentially no impact on the leader, World of Warcraft . There’s an enormous array of other data worth reading through, but the take-home message for me was:

The top 100 chart was remarkably stable for the last six months of 2008. Some big launches made a splash – Spore, Fallout 3 – but overall the big players stayed the same. Four titles were in our top ten “most logged in” the entire time: WOW, Call of Duty 4, Counter-Strike: Source, and Guild Wars. Two other titles were up there four out of six months: Lord of the Rings Online and Warcraft III: The Frozen Throne.

It remains difficult to forsee any real challenge to World of Warcraft’s dominance as a gaming world anytime soon – do you agree?

Linden Lab’s CEO looks back on 2008

Everyone’s retrospective at present, and Linden Lab’s CEO is no different. Read his thoughts here.

A number of Second Life presences are listed as highlights by M Linden – what would you add to the list?

Protest in Second Life: the current Gaza conflict

Over on DIP’s Dispatches from the Information Age, SL resident Eureka Dejavu has posted some pics of a protest held over recent days. The focus of the protest is the current flare up of hostilities between Hamas and Israeli defence forces. Specifically, the protest is against the current Israeli actions in the Gaza strip. This has caused some angst in some quarters, with accusations of one-sideness.

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Although I deplore in the extreme Hamas’ actions to date, I’d be surprised if the protesters were there primarily to support Hamas. Isn’t the distress focused primarily on the loss of innocent human lives in the midst of it all?

Yes, Hamas use appalling tactics of placing themselves in civilian areas, but that doesn’t negate the right of those concerned for those civilians to be outraged at their death? As Eureka summarises in her post, that’s exactly the perspective encouraged at the protest.

For mine, this view expressed in the post says it all:

The gathering is an example of the rich, textured opportunity that 3D immersive spaces like Second Life offer for people to express their concerns about present day issues

Click here for the full photo set (from which the above picutre comes) and judge for yourself. As always, comments are welcome – was this a one-sided protest, a rightful platform to express sorrow at current events, or both?

Metaverse Aid – join the team

Back in October 2007, this site started generating a positive cash flow. After covering all costs, the decision was made to put excess funds to good use. Kiva was chosen primarily for its brilliant model of helping people help themselves, but there was also the tie-in of Kiva having a Second Life presence.

Since then, more than a dozen entrepreneurs in developing countries have been funded from our advertising revenue, but we’d love to see an even bigger impact from the virtual worlds community. In October this year we set up a Kiva team called Metaverse Aid and we’re now starting a campaign to build the team.

If you’d like to join the Metaverse Aid team on Kiva, sign up as a member, then join our team. When you make your first loan you’ll be able to select Metaverse Aid as the team you’re a part of. That’s it!

If you’re already a Kiva member, just click on the ‘Community’ button and search for Metaverse Aid.

Without some assistance, the people requesting micro-finance on Kiva will not likely have access to the opportunities that virtual worlds offer – here’s a chance to influence that.

Another perspective on Twinity

Australian machinima producer and virtual worlds observer, Skribe Forti, has created a very interesting review of mirror world Twinity. It seems a balanced piece that covers both the strengths and weaknesses of Twinity, which is currently in beta:

What are your thoughts? Do you agree with Skribe’s summary of Twinity?

Communities come before commerce

It’s with great pleasure we feature a guest post from Tateru Nino. We’ve profiled Tateru previously for good reason – there are few people who would understand Second Life more fully.

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That’s a simple enough fact. Without communities, there can be no commerce. Even the simplest of communities suffices, but in the absence of it, you’re not going to make sales or effectively market your products.

In the offline, atomic world, communities are largely a matter of geography and infrastructure. Communities form because people are, willingly or unwillingly, in proximity. That’s why the corner store does alright. They’re right there, in your community, and they provide the sorts of things you want.

In the online world, however, matters of geography and mobility infrastructure are largely erased. Community becomes entirely a matter of choice. There’s no captive audience online. There are only interested audiences, and if you don’t have their interest, then someone or something else does.

So, we have two rules.

One, you need a community before you can attempt to sell. Two, you need to be providing something that community wants before they will buy.

Both rules are commonly ignored online, and in particular by businesses operating in virtual worlds.

There are basically only two ways to deal with rule one. Either you have to move into an established community, or you have to build one. The latter means you have to get people interested, and keep them interested. Even when they’re not paying you for product. That’s hard, and expensive and pays off big in the long run. It’s not a strategy for those who are into short-term gains or who are undercapitalised or undercommitted.

The alternative, of course, is to cuddle up with an established community. In the offline world, that’s newspaper advertising, billboards, sponsorship and so on. Online this is often done with banner-ads, but banner-advertisers tend to be quite a bit more scattershot. In the offline world, even a poorly-placed advertisement will be seen by many potentially interested people. In the online world, a poorly-placed advertisement may be seen by almost nobody who is interested.

A million impressions in the wrong place may be worth far, far less than a hundred impressions in the right place.

And that brings us to rule two. You’ve got to be selling something that the community wants, otherwise you may as well just be setting fire to your marketing budget. A kiosk promoting mobile phone plans isn’t going to work in a medieval role-playing environment or a historical recreation. It’s so out-of-place that you’ll get negative impressions, regardless of how many eyeballs and apparent engagement you’re deriving.

This is one of the few times that I actually counsel marketers to behave differently online than offline. You need to keep the same offline core fundamentals of marketing: Know your market, do your research, and refine your approach through empirical trials — but out in the virtual environments, you need to stop assuming you have a ready-made community. You’ll have to find an appropriate one, or make one — or go back to print ads and billboards.

New Second Life website goes live

As announced on the official blog, the new design developed over recent weeks has gone live, initially for those not already registered as Second Life residents. The new version loaded for me this afternoon:

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The re-design has attracted a lot of comment, a significant proportion of which has been criticism. For what it’s worth, I like the new design. Is it derivative? I believe so, but pretty much everything on the 2D web is. The new site does provide a real showcase of what Second Life has to offer, which must count for something. What are you thoughts – do you like it, hate it, or couldn’t care less?

Winterfaire in Second Life

Torley Linden has returned to the official Second Life blog with a detailed roundup of Second Life’s annual Winterfaire event.

Anyone on the east coast of Australia may actually feel a greater bond to the event given the near absence of summer to date. If you’re running an Australian Winterfaire event, post a link in the comments. I know the ABC Island admin team are working on some great stuff, not necessarily for WInterfaire but it’s the time of the year for celebrating new things.

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Photo by Krasakitten as part of the Winterfaire Flickr Group

It’s also a great opportunity to wish you all a wonderful Xmas and New Year’s – thank you for taking the time to read our stories over the past year and we’re looking forward to doing the same again in 2009.

A quick tour of Sony’s virtual world – Home

Below is a great end-user tour of Sony’s Home virtual world for Playstation 3. There’s a lot to like about the graphics and parts of the user interface with Home. It’s certainly thrown down the gauntlet to Microsoft and Nintendo who have some catching up to do with their consoles. The most obvious question to me when seeing worlds like Home and Twinity, is why would you bother with Second Life unless you were passionate about creating your own content or engaging in adult activities not available on the consoles?

On to the tour:

A big thanks to Skribe Forti for the heads-up.

The Watch – virtual worlds in the news

1. Wired (USA) – Georgia Town Might Create Its Own Virtual World. “In a bid to promote community networking and participation while stimulating economic development, the town of Decatur, Georgia, is considering establishing a virtual world. The proposed “Virtual Decatur” is still firmly rooted in the planning stages, with potential features and tools being discussed, to determine the viability of such a project.”

2. The Telegraph (UK) – Second Life founder finds virtual world a ‘very interesting alternative to reality’. “Philip Rosedale doesn’t look like his avatar but that, apparently is the point. The founder and chairman of Linden Labs, the US group which runs the Second Life virtual internet universe, is a blond, 40-year-old Californian with boyish good looks, while his internet alias is “a cool cowboy with a handlebar moustache”.

3. Silicon Alley Insider (USA) – Sony Muzzles PS3 Sex Fiends. “Sony has updated its PS3-based virtual world “Home.” In the current release, voice chat has been removed from the service. No reason is given for shutting down the chat lines, but we imagine it has something to do with reports of female avatars getting harrassed in Sony’s virtual world. (Which is what we thought would happen.) MTV gaming reporter Tracey John had her own run-in with PS3 sexual harassment.”

4. Net Imperative (UK) – Guest Comment: I’ve seen the future – and it’s augmented. “As social networks and virtual worlds grow in popularity, the lines between our ‘digital’ and ‘real’ lives are becoming increasingly blurred. Steve Richards, Managing Director at Yomego, explores how this ‘augmented reality’ will affect our lives as technology evolves. In 2009, it will be ten years since that groundbreaking slice of futuristic virtual reality science fiction, “The Matrix”, was launched on an expectant world. A decade on, and science fact is rapidly catching up through a growing phenomenon called augmented reality.”

5. Globe and Mail (Canada) – Family-friendly games to quiet the naysayers. “The two poles of opinion regarding video games remain very far apart as 2008 comes to a close. The consensus view at a recent book-club meeting in rural British Columbia, according to an inside source, was that young people and their violent games are the root cause of many of society’s problems. At the opposite end of the scale, game fans speak of them as new and exciting educational tools and the “convergence of everything” in arts and entertainment, as the creator of BioShock, Ken Levine, put it recently. The good news is this: The games released this year make it easier to imagine those two extremes getting together. Connecting people has emerged as the driving force behind many new games and interactive experiences, and this was the best year on record for producing a rundown of group-play and family-friendly games.”

6. Wired (USA) – Report: Gore Verbinski To Direct Second Life Movie. “Variety reports that the director of Pirates of the Caribbean will partner with Universal Pictures to make a film about Second Life, the popular virtual world. It’s to be a film about relationships, specifically based on a 2007 Wall Street Journal article concerning a man’s alternate Second Life ego. In his “first life,” the article’s subject is a married, middle-aged, diabetic chain-smoker. But in Second Life, he’s a successful entrepreneur — a muscle-bound hunk with a chain of successful (in-game) clubs and retail stores, who’s “married” to another player.”

7. The Straits Times (Singapore) – Second life couple tie the knot. “Doe-eyed Rinaz Bijoux met hunky Cartridge Partridge four years ago, they fell in love, and got hitched.
On Saturday, Ms Marina Noordin, 31, and Mr Roberto D’Andrea, 45, held a traditional Malay wedding dinner for family and friends at a void deck in Taman Jurong. They had met four years ago. These are the same couple. Their first marriage was made in Second Life, the popular virtual world. ‘Rinaz’ is Ms Marina’s avatar, or virtual character, while ‘Cartridge’ is Mr D’Andrea.”

8. Dusan Writer’s Metaverse (Canada) – ThinkBalm, the Immersive Internet and Collaborative Culture. “A while back I was invited to something called the “ThinkBalm Innovation Community” and I suppose it was the word innovation: I’ll even open spam if it uses the word, and if I ever get an e-mail from some Nigerian with $5 billion in a bank somewhere who needs my INNOVATIVE help in getting that money out, I’d probably respond.
Turns out that ThinkBalm wasn’t spam, of course, but a community of like-minded individuals with a passion for the immersive Web, a bank full of ideas, and the moxy to actually make stuff happen.”

9. GameZone (USA) – KingsIsle Entertainment Reveals Wizard101 World: Dragonspyre. “Online entertainment company KingsIsle Entertainment, Inc. today officially announced Dragonspyre, the first new 3D world to be added to the popular virtual world Wizard101 (www.wizard101.com) since the game launched this fall. Dragonspyre is a large, high level world expected to launch in January 2009.”

10. Allazhazam (USA) – Dangers of Sanrio Town. “Due to the relatively anonymous nature of the internet, the safety of children is paramount in the eyes of most parents, law enforcement officials and other concerned people and organizations. Whether it’s through online games, social networking sites, blogs, forums or chat rooms, youngsters can interact with strangers at a rapid pace. And in the world of Hello Kitty Online, all of these communication tools have been combined to make a player’s life accessible at the click of a button if they so choose.”

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