On being level 70

Early this year I wrote about my initial experiences with World of Warcraft. Since then I’ve been grinding away and recently I reached the Holy Grail of Level 70.

I didn’t track the hours spent reaching the top but I’ve read estimates of 250 hours and that seems about right from my experience.

My thoughts on World of Warcraft after surviving this far:

1. Like any good MMO, the quests are challenging enough to keep you grinding through the levels.

2. Solo play is surprisingly engaging, although I’m biased having played a Mage – I’d be interested in hearing the perspective of other classes.

3. The performance of the game is exemplary – the servers are up and running pretty much 100% of the time except for the scheduled weekly to fortnightly maintenance on a Tuesday. That service level has dropped recently with the latest patch and preparation for the Wrath of the Lich King expansion, but given the scope of the change it’s not unexpected.

4. I wish I’d got involved with battlegrounds much earlier on in the piece. They’re not only fun but I had totally failed to grasp the importance of honour points and am now playing a very large catch-up.

Unless you’re a WoW player yourself, this all may be a little boring, but I am actually working towards a point here. In the past decade, the time spent per game has increased incredibly. Some hardcore gamers I know would cover off a complete game in 10-30 hours. With the current MMOs, you’re looking at potentially hundreds of hours just to level up. Since hitting Level 70, I’ve spent roughly another 150 hours in WoW. Thanks to the recent achievements system implementation, I know that I’ve achieved 69 out of a possible 750 achievement points. This means I could easily spend another couple of thousand hours before the expansion arrives in a couple of weeks. You don’t need me to tell you that’s a lot of time.

It’s time that has to come at the expense of other activities, whether they be other recreational pursuits, time with family and friends, sleep or work. The obvious response to this is – “well you don’t need to achieve everything” – and that’s true. However, the intrinsic structure of most MMOs works toward the opposite. The WoW achievement system is a classic example – it directly motivates players to do quests they otherwise may not have done. Is that a problem? I think in a minority of cases it is.

That said, I was certainly chuffed to reach level 70 and when I pick up the expansion pack I’ll happily work toward level 80. The recent addition of a Barber Shop for avatar facial customisation was a godsend given I kept the bog standard face when I first registered. Now if only I could buy land…

The most successful virtual world: Nintendo Wii

Here’s an astounding statistic: nearly 36 million Nintendo Wii consoles have been sold, and that’s a conservative figure. The Wii is streets ahead of the Sony Playstation 3 and the Xbox 360, and is likely to eclipse behemoths like the Playstation 2 – Sony have shifted nearly 120 million of those but the Wii is at a much earlier stage in its lifecycle than the moribund PS2.

Compare those numbers to even the largest virtual worlds like Habbo and World of Warcraft and they emphasise the dominance of game consoles over similar PC-based activities. It remains difficult in some parts of Australia to buy a Wii over the counter – three months ago when I purchased mine, it took three attempts at three different stores before I was able to pick one up. When I finally did so and set it up, I was really gobsmacked at the centrality avatars are given on the Wii.

It’s all about Mii

A key part of the Wii experience is creating your avatar – your Mii (pronounced ‘me’). Every Mii is highly customisable and it’s very simple to go back at anytime and change your Mii’s appearance. In the pre-teen market this alone can provide hours of entertainment – I’ve seen kids aged between six and ten endlessly altering their Mii. Once your chosen Mii is set up, it then follows you into the Wii games you play. The Wii Fit utilises your avatar totally – it’s truly you as you enter a bunch of personal details like height, weight and eating habits . In the more game-like experiences such as Mario Kart, you can race your Mii against characters like Mario, Bowser and Princess Peach.

I feel connected

All that said, an avatar alone does not a virtual world make – the key is the Wii’s internet connectivity. Your Mii can mix with others you grant access and scores or Wii Fit results can be shared. There’s Mii contests and most games have some sort of online mode – Mario Kart for example allows you to race against other players worldwide, which is enormously fun. Actually getting connected is fairly simple, assuming you know the basic of wireless networking.

Not surprisingly, there’s also a Wii Shopping Channel where you can buy credits that can be exchanged for a range of products including old Nintendo Classic games like the original Mario and Zelda games. They work out at over $10 per download which isn’t cheap given their age, but the pull of sentimentality and convenience is likely to persuade some.

The contender for the title

There’s no standout aspect in the Wii offering that makes it a dominant virtual world contender – though the motion-aware Wii controller is an amazing piece of gear that cements that link between you and your avatar. It’s the overall offering that makes me think it’s likely to come out on top. Specifically:

  • It’s extremely easy to set up after purchase
  • You’re guided every step of the way when performing any activity the first few times
  • It’s plain fun
  • It has wide age appeal
  • It’s already got a lions share of the console market, and that’s only going to increase in the medium term
  • On the age aspect, I’ve seen people in their 60’s immediately grasp the avatar concept as it’s presented on the Wii – two had never owned a computer. The Wii is far from unique in its offering – the Xbox 360 is testament to that. However, Nintendo appear to have created a product that has penetrated the mainstream entertainment market in a way no other console has to date. When you’ve got grandparents happily retelling stories of playing Wii sports with their grandchildren, something fundamental has occurred in the way gaming is perceived in society. Sony’s Home offering may provide some stiff competition in the medium term – but until then it’ll be fascinating to see how much the Wii saturates the market.

    So there’s my hypothesis: by 2010 the Nintendo Wii will contain the world’s most populated virtual world. I’d really like to hear your thoughts on this.

    A big thanks to beastandbean on Flickr for the Wii Fit photo and to gamesweasel for the Mario Kart Wii pic.

    Linden Lab instigate price rises: backlash plus

    In a move that’s already garnered some heavy criticism, Linden Lab today announced some significant prices on a type of land called Openspaces. It’s the type of land meant for ‘light’ use. Over the past seven months that Openspaces has been available, some have exceeded any sane definition of ‘light use’.

    That’s not a bone of contention – but Linden Lab’s response to it is. Instead of warning or banning the offenders, all Openspaces owners are being slugged with an extra US$50 per month (from $75 to $125), effective 1st january 2009. In addition to that, the previously available educator discount is being removed. From an Australian perspective, our current exchange rate woes mean that the cost hit is even higher.

    To use a real-world example, this decision is the equivalent of a local council informing all ratepayers in a particular zoning area that they have to pay much higher rates each year because someone in their street has ignored zoning regulations. Add to that the real world economic situation and you can imagine the push back from Second Life residents. It’s actually one of the more nonsensical decisions I’ve seen Linden Lab make and aside from some short term revenue gains it seems the end result will be an even greater momentum for OpenSim grids who provide more competitive pricing. The educator discount hit is particularly significant – they’re a key demographic driving innovation and interest in virtual worlds and treatment like this is far from deserved.

    No-one can fully blame a private company from seeking to increase revenue, but when the rationale doesn’t match a community’s expectations of fair play, only dissent and an impact on the Second Life economy are the likely outcomes.

    What are your thoughts? Is this decision going to affect your current land holdings or influence your future purchasing decisions?

    Update: There’s an excellent roundup of the coverage and protest options on Vint Falken’s blog.

    Update 2: Linden Lab CEO Mark Kingdon has communicated a backdown on the pricing policy.

    World of Warcraft demographics: no big surprises

    Over at GamerDNA they’ve crunched some numbers on some key demographics of World of Warcraft players – the sample group are GamerDNA members combined with Armory data, so the sample is representative to say the least.

    The results aren’t surprising but still interesting. The key points:

    1. There remains a preference to sign up an Alliance character than a Horde one, particularly if the player is female.

    2. The Hunter class is the most popular across both factions.

    3. Men tend toward the more ‘manly’ classes such as Warrior.

    As Sanya Weathers, the data cruncher says:

    The most popular class, the Hunter, is slightly preferred by female players by the same margin in both factions. Same for Mages. Priests skew heavily female in both factions, again by roughly the same margin. Rogues and Paladins have the same stair step proportion across the factions, but with men outnumbering women. More men play Warriors than women across the board, but the difference is more pronounced on the Horde side thanks to the whole “women don’t do Orcs” thing.

    The only flaw I can see in the gender analysis applies across all virtual worlds: there’s arguably a lot of avatars out there that are the opposite in gender to their real-world counterpart.

    Aside from the obvious interest of such stats to WoW players, there’s a much wider application. Don’t imagine that marketers, game developers and educators aren’t looking at data like this intensively. There’s a thousand PhD theses in this sort of information and a few hundred of them are likely well underway.

    If you’re a WoW player, do the statistics match your impressions?

    The Watch – virtual worlds in the news

    1. CNET (USA) – Metaplace secures funding for its virtual world. “Metaplace, a company that plans on letting users build a virtual world and use social networking conventions to allow groups to enjoy them, announced today that it raised $6.7 million of funding in a round that was led by Charles River Ventures and Crescendo Ventures, as well as independent investors, Marc Andreessen and Ben Horowitz.”

    2. Salon (USA) – Muxlim Pal to be world’s first Muslim-themed virtual world. “For the last couple of years in Second Life, there have been reproductions of Islamic holy sites, including a virtual Mecca (with a virtual Kabaa), and a small handful of virtual mosques, including replicas of the Hassan II mosque in Morocco, the Chebi mosque (a replica of the Mezquita mosque in Cordoba, Spain), Istanbul’s Blue mosque and a few others.”

    3. Times Online (UK) – Jilted Japanese woman questioned by police after ‘murdering’ her virtual husband. “It was a classic crime of passion: a bored husband walking out on his marriage, his spurned wife so enraged by the desertion that she was driven to kill him. The murder, in May, was swift and cold-blooded but justice is inexorable. The perpetrator, a piano teacher from the southern Japanese island of Kyushu, sits in police custody awaiting charges that could send her to jail for years. One thing sets this apart from the standard crime passionel, however: it happened in a virtual world to online characters in an interactive game. But the legal consequences for the “killer” are being played out in the real world.”

    (The mainstream media have loved this story in the past few days – nearly 600 publications have run the story so far)

    4. The Canadian Press (Canada) – Compulsive gamers build strong emotional attachments to online world. “When 15-year-old Brandon Crisp occasionally got out of line, his parents would discipline him with the method they believed worked best: take away his prized Microsoft Xbox. Steve and Angelika Crisp would eventually return the gaming console to the Barrie, Ont., teen, who would resume playing his favourite game, “Call of Duty 4,” late into the night.”

    5. Sydney Morning Herald (Australia) – Reality bites? A second life is virtually yours. “Ricardo Malveira has a simple piece of advice for those faced with the grim reality of the slowing global economy: avoid it. While the Australian dollar and the All Ordinaries shed huge chunks of their value in recent months, Mr Malveira’s business has been booming; where other businesses in the retail sector have seen a downturn in demand, he has a long list of clients. The business Mr Malveira created with his wife, Maria, exists in the virtual world Second Life, though his profits and business prospects are more stable than those of the outside world.”

    6. iReport (USA) – Virtually Very Angry. “n real life you have to deal with all sorts of emotions, joy, sadness, love and anger. CNN have asked the members in their Second Life group of ireporters to tell them about how people deal with anger in the virtual world and what makes them angry. Well, real life is stressful enough, as most people know, and sometimes anger is a hard emotion to cope with. I have seen people angry in Second Life when personalities clash and they argue, resulting to name calling and even using the limited power of SL weapons to pay their enemy back.”

    7. Wired (USA) – Dutch youths convicted of virtual theft. “A Dutch court has convicted two youths of theft for stealing virtual items in a computer game and sentenced them to community service. Only a handful of such cases have been heard in the world, and they have reached varying conclusions about the legal status of “virtual goods.”

    8. Globe and Mail (Canada) – U.S. campaign heats up in Second Life. “It’s not just Earthbound voters who are intensely following the U.S. presidential campaign: The race also is a hot topic in the virtual world of Second Life. John McCain supporters and Barack Obama supporters – more accurately, the personas they have created – meet regularly in Second Life, described on its website as “an online, 3D virtual world imagined and created by its residents.” They watch the presidential debates together. They make T-shirts, banners and yard signs. They hold voter registration drives and rally on Capitol Hill.”

    9. PSFK (UK) – Augmented Reality, Virtual Insanity. “There is an old curse that goes like this: “May you live in interesting times” It doesn’t get any more interesting than two recent strange news stories about digital worlds sparking irrational behavior in the real world. These two items illustrate the weird problems we could be encountering on a regular basis as bleed-through increases across the border of the real and virtual worlds.”

    Second Life servers to hit Singapore?

    According to the Straits Times, Singapore-based Second Life servers are on their way to Singapore within six months. This is potentially good news for Australian users, although the news would be a lot better if it were Australian servers being announced.

    Given the growing focus on Twinity in Singapore, Linden Lab need to be making some strategic moves in South-East Asia. Japan and Australia are the only two countries in the region that make the top twenty for active Second Life users, so there’s plenty of ground to be made up.

    Of course, the story could be based on information with a level of veracity matching the ‘real soon now’ claim made by Linden Lab nearly 18 months ago in regard to Australian servers.

    Twinity passes 50K beta users

    According to the indefatigable Andrew Peters, mirror world Twinity has reached the landmark of fifty thousand beta users.

    That’s certainly a good critical mass of users, and it comes on top of a big week for Twinity. The Singapore Government has awarded funding via its Media Development Office to Twinity developers Metaversum. The funds are to create a virtual Singapore with geo-tagging and geo-located media streaming. It’s certainly a show of faith in Twinity.

    We’d love to hear from any Australian users that make up those fifty thousand beta-testers. How are you finding it so far?

    Weekend Whimsy

    1. CPA Australia in Second Life

    2. DreamSphere v1.0 Demo – DJ Dee – Second Life

    3. Warhammer Online: Beam – The Raid ( Epic Story / English)

    Linden Lab announce blog revamp: same old?

    Linden Lab’s Robin Linden has announced that the official Linden blog is undergoing a revamp. It’s a lengthy post that to me seems to repeat the same promises of previous months: greater communication and a more uniform user experience.

    The aim of the revamp is for your login to be uniform across the whole Second Life experience, and there’ll be new Linden employee blogs. The timeframe though is a little grey:

    We aren’t announcing a specific timeframe for the completion of each phase of the project right now, but we will keep you updated.

    A month ago we opined on the growing secrecy at Linden Lab – the employee blogs will be a small step toward remedying that issue, assuming free reign is given to those blogging. Anyone like to take a bet on the chances of that?

    Australians in Second Life Update – small declines

    Linden Lab have released their metrics up until September 2008, and in the Australian context there’s been a slight drop in activity – 686,872.48 hours, which is nearly eight thousand hours less than last month. Across 10-15 thousand active users, that’s not a big drop and Australia maintains the 11th spot worldwide.

    Overall:

    – user hours dropped from 34.8 million to 33.2 million

    – the number of islands owned jumped from 1,610 to 1,723

    – in-world accounts with positive cashflows grew from 60,788 to 62,633

    – premium accounts (those that people pay a monthly fee for) continued their decline to 83,23, down from 84,883 last month and December 2007 highs of 93,219.

    It’s a mixed picture and I’ve had a lot of people ask me in recent weeks how the real-world economic issues is impacting Second Life. These metrics don’t point to a significant decline related to the worldwide economic downturn and I’m not seeing any erosion of confidence. That said, the worst of that downturn occurred in October from a public perception viewpoint, so next month’s metrics should make for fascinating reading.

    What are your thoughts? Are you seeing people spend less in-world? Have your spending habits changed in recent months?

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