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Tuesday, March 24th, 2009

    Time Event
    9:44a
    Blizzard's World of Warcraft add-on policy change

    Blizzard says no to money-grubbing app developers.

    World of Warcraft is insanely popular, and not only do over 11.5 million players subscribe to it, but there's also a huge amount of mods for the game too.

    With the modding and add-ons for the game that add functionality, there's also a few mods that take the 'fun' out and replace it with advertising, donation requests and lots of other distracting (and at times annoying) things.

    Blizzard have just recently decided that they won't stand for that, and that any add-on should be free and actually improve your experience ingame, releasing a list of revised rules for the add-ons.

    We had a huge look at the game, blog-style, and didn't find the add-ons to be too bad, but rules is rules, and they're now updated.

    These updates are as follows:

    1) Add-ons must be free of charge.

    2) Add-on code must be completely visible.

    3) Add-ons must not negatively impact World of Warcraft realms or other players.

    4) Add-ons may not include advertisements.

    5) Add-ons may not solicit donations.

    6) Add-ons must not contain offensive or objectionable material.

    7) Add-ons must abide by World of Warcraft ToU and EULA.

    8) Blizzard Entertainment has the right to disable add-on functionality as it sees fit.

    It's a good move on their part, and should make it more enjoyable for the WoW players out there - just be ready for a few apps to be removed if they won't comply with the updated rules.

     

    9:45a
    The World Needs More Co-op

    Gamers endure a salvo of unfair stereotypes.

    We can’t talk to members of the opposite sex without our voices cracking or our pungent body odor sucker punching our would-be significant others right in the nostrils.

    We can’t talk to anyone — ever — because our truncated vocabulary has been stripped of everything that isn’t level strategies or release dates.

    But the most inaccurate of these stereotypes is that gamers prefer the sort of solitude best obtained by ignoring the greater portion of the human race.

    Anyone who follows the games industry in any capacity knows this simply isn’t true. World of WarCraft wouldn’t pack its servers with 11 million players if gamers wanted to eschew socializing. (There may be some argument as to whether most WoW players are classified as casual or hardcore gamers, but as far as I’m concerned, folks who play games is folks who play games.)

    Obviously, games that champion the competitive spirit require multiple players, such as Call of Duty 4 and 5, but there is an itch next-gen consoles sorely need to scratch: Rather than pick each other a part, a lot of us want a common goal to strive toward.

    I’m not pretending there aren’t decent co-op titles on the market. Left 4 Dead and Resistance 2 provided some of last year’s most intense, team-oriented firefights. Of course, wanting to play together is by no means a new trend.

    In the past, there was no gaming infrastructure. No Xbox LIVE, no PlayStation Network to connect us to one another. And yet, people still gamed socially.

    One of the high points of my week as a kid was heading to the mall to play some Battletoads or the six-person, superpowered extravaganza that was the X-Men arcade game.

    Granted, the co-op modes of the past seldom focused on story. But given the technology we have available today, that can easily change.

    Titles like Resident Evil 5 are proving that a compelling narrative needn’t restrict itself to a single-player format. The more gamers who can share in a well developed plot, the better.

    Game developers, give us a chance to play together. I promise we’ll play nice.

    9:54a
    Sustaining Democracy's Lifeblood

    Kathleen Parker blamed the newspaper industry's decline in part on the MySpace generation, which is too absorbed playing the "The Sims," "World of Warcraft" and Second Life to care about the real world ["Frayed Thread of a Free Society," op-ed, March 15].

    So all those high school and college students who campaigned and voted for Barack Obama last summer were just a fluke, huh?

    I'll admit, I'm probably one of the few kids at my high school who doesn't just read the sports and comics pages. But Time magazine reported Feb. 5 that demand for news content, especially among young people, is higher than ever. They're just getting it free online instead of paying for a printed paper. The problem facing newspapers is that my generation doesn't want to pay for news content.

    Rather than blaming society's problems on youth (a practice as old as humanity itself), newspapers could learn a thing or two from Apple. People thought illegal downloading would mean the end of the music industry. iTunes proved them wrong.

    More people would pay for news content online if all it took was a few cents and one button click.

    EMMA FURTH

    Bethesda

    --

    Thanks to Kathleen Parker for her scary wake-up call. She asked, "How does the newspaper industry survive in a climate in which the public doesn't know what it doesn't know? Or what it needs ?" This reminded me of the words of the American satirist Artemus Ward when he wrote, "It isn't what people don't know that's so dangerous as what they think they know that 'tain't so."

    That just 27 percent of Americans born since 1977 read a newspaper the day before -- as reported by the Pew Research Center for the People & the Press -- was truly shocking.

    I don't have the answers, but this situation is worthy of heavy-duty study because a free, independent press is the very lifeblood of a democracy.

    FRANK RIDGE

    Reston

     

    9:55a
    Video game developers graduate to kid titles

    Some who once made gory games to entertain themselves have grown up and broadened their sense of fun with titles their kids can enjoy.

    ALEX PHAM | LA Times Staff Writer

    Reporting from San Diego - It's no coincidence that most of the blockbuster video games of the last two decades have been gorefests and war simulations. Their creators were single guys in their teens and 20s whose all-night coding sessions were fueled by Doritos and Mountain Dew.

    John Smedley was one of them. In the mid-1990s, he helped make the trailblazing online game EverQuest, a slash-'em-up fantasy world that only a Dungeons & Dragons-obsessed geek could love.

    But Smedley has grown up, and so has the industry.

    Now 40, he is broadening his definition of fun and putting the finishing touches on a game that he wants his four children to be able to play. Free Realms, expected to go live on the Web in early April, reflects a level of maturity that's starting to change the nature of games now bursting onto the market.

    The cliche of game developers 20 years ago is that of socially inept young men who sleep under their desks," said Billy Pidgeon, an analyst with IDC who worked as a game producer in the late 1980s and early 1990s. "Many of those have now climbed out from under their desks and started families."

    Smedley and the San Diego company he runs, Sony Online Entertainment, are prime examples. Sony Online has gone from creating Cash Money Chaos, a bang-bang game released in 2006 that features guns, girls and
    wow gold, to Free Realms.

    Instead of death, blood and foul language, Free Realms has tutu-wearing goblins, puppies and snow angels. Like EverQuest, the game has adventures, but these quests involve exploration rather than combat.

    "I wanted to make a game that would be fun for my kids," Smedley said. "But I also wanted to make it safe enough so parents like my wife wouldn't have to worry about them."

    Smedley is in a good position to reinvent the nature of virtual worlds. He pioneered the game genre. As a computer science student at San Diego State, Smedley spent $600 (and hundreds of hours) a month playing an online game called CyberStrike. It was so much money that he had to quit college after 18 months to get a job developing games for Alien Technology Group.

    In 1993, he shifted to Sony. Three years later, he proposed the idea for EverQuest, which could be played simultaneously by thousands of players in a lush graphical environment. It was a radical departure from the crudely rendered, text-based online games that existed then. Six years later, EverQuest was released.

    Its creators hoped the game would break even within two years by garnering 70,000 players paying $10 a month. They doubled that in six months.

    Today, these figures pale in comparison with the 11.5 million people who play World of Warcraft, an online game released in 2004. But in 1999, the EverQuest flood nearly ground San Diego's Internet traffic to a halt.

    "John really helped invent this genre," said Geoff Keighley, executive in charge of game content at MTV Networks.

    Players loved EverQuest, sometimes a little too much. Some clocked more hours in the game than they did for work, leading people to call the game "EverCrack." There was also a lot of bullying. Smedley hired hundreds of employees to constantly patrol it, resolve conflicts and banish players who got out of hand.

    The game is rated "Mature," which means only adults are supposed to play. That doesn't prevent teens from finding their way in, often by getting permission from their parents. Smedley once took a call from an outraged parent who demanded to know why his son was banned.

    "I told him his son used bad language," Smedley said. "The parent insisted that his son never cursed. So I pulled up the logs of what his son had typed in the game and e-mailed it to him right then. He read it and said, 'I'll take care of this.' "

    The incident taught Smedley to be more aware of what his own kids were doing online.

    Instead of a pool table and a pinball machine, the game room of Smedley's San Diego-area house has half a dozen high-end computers, each with a 30-inch monitor.

    One Sunday afternoon last year, Catherine, 11, fiendishly typed away at her keyboard, constructing an online story involving a unicorn in a game called Neopets. His two younger girls, Emily, 9, and Rose, 7, clicked through pages filled with cute animals in another online game called Webkinz. And Patrick, 14, toggled between EverQuest and World of Warcraft.

    Smedley peered behind Catherine's shoulder, marveling at the story she was creating with her online friends.

    "There's a whole subculture of kids her age who do nothing but write stories," Smedley said. "We added a similar feature to Free Realms just because of what Catherine does in this game."

    Other developers at Sony have also recruited their own children, bringing them into the company's test lab to get input. Some of the characters in the game are named after those young testers.

    Based on feedback from hundreds of kids, Sony's developers have made Free Realms a lot different from EverQuest. The screen is less cluttered. There's greater emphasis on finding and making friends. Quests take minutes, rather than hours, to complete.

    Smedley is also motivated by the business opportunity. He watched Club Penguin waddle its way to immense popularity among kids 4 to 14 years, including his own. It was acquired by Walt Disney Co. in 2007 for $700 million. Another game for kids, RuneScape, hosts 15 million active user accounts. At its peak in 2002, EverQuest had just half a million subscribers.

    Unlike EverQuest and World of Warcraft, however, Free Realms and these other kids' games cost nothing to play. Publishers make their money from selling virtual items, including pets, homes, clothes and even colored "contact lenses" to change the eye color of avatars. Some analysts estimate that players of these online games have spent about $1 billion so far on such online goods.

    During the last two years, 6 million people started playing online games who had rarely or never done so before, said Joseph Olin, president of the Academy of Interactive Arts & Sciences.

    "To succeed in this new market, developers are going beyond just making entertainment for themselves," he said. "They're now getting greater satisfaction, personally and financially, from entertaining a broader audience. That includes their families."

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