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World of WarcraftWorld of Warcraft
USQ patenting avatar emotional body-language

Filed under: News items, Second Life, Legal, Academic, Virtual worlds

Well, sort of -- it is hard to be precise in the scant space that a headline provides. University of Southern Queensland (Australia) has a patent in the pipe at the moment that covers the extraction and avatar expression of avatar emotions -- at least if we're reading this right.

The idea is that the system is supposed to work out emotional content based on input text or voice, generate an overall emotion plot in a multidimensional coordinate system, and then express that emotion through your avatar. Essentially your avatar is animated and expressive according to your detected mood in order to communicate the non-verbal cues normally associated with that mood.

Will you see this in (say) Second Life, for example? Probably not. The Second Life Terms of Service grant an "a non-exclusive, worldwide, fully paid-up, transferable, irrevocable, royalty-free and perpetual License, under any and all patent rights you may have" to Linden Lab and all Second Life users as a part of pushing content in or through the virtual world.

That scares the pants off of enough IP-lawyers right there, so it isn't very likely we'll see this show up in Linden Lab's virtual domain.

Dizzywood mapped by Worlds in Motion Atlas

Filed under: Fantasy, New titles, News items, Free-to-play, Virtual worlds, Kids

Dizzywood is a Flash-based virtual world for kids, with a wide variety of environments to explore, ranging from Mayan-themed jungles to skateparks. Worlds in Motion took at in-depth look at Dizzywood and weighed in on how Dizzywood innovates, and how it flounders. The game is developed by Rocket Paper Scissors, who have been getting some love by the media in recent weeks. It's clear to see why; the relatively new company has a simple, compelling vision:

Our aim is to create a website for kids that inspires a sense of imagination, discovery, exploration, and most of all, fun. Frankly, when we took a good look at what was already out there, we felt that kids deserved a lot better. Our hope is that through a commitment to quality storytelling, creative vision, and technological innovation, Dizzywood will deliver an outstanding entertainment experience for young people that inspires the imagination in a safe environment. Our goal is to be the most popular web destination for kids in the 8-12 age range. It's a lofty goal, to be sure, but we're all about dreaming big.

Dizzywood runs in a web browser, with no additional install beyond Flash required. Rocket Paper Scissors has billed the title as free-to-play, but there are pay options to unlock new clothing, items, emotes and powers, as well as avatar customization. The games in Dizzywood are solo-friendly, but encourage cooperative play and socializing in order to solve mysteries. The excellent Online World Atlas over at Worlds in Motion put Dizzywood through its paces, ultimately finding some flaws in the virtual world, yet praising it as one of the 'tween worlds to watch.

Via Gamasutra

World of WarcraftWorld of WarcraftWorld of Warcraft
Mondolithic proves the art of portraiture isn't dead

Filed under: World of Warcraft, Screenshots, Culture, Crafting, News items, Second Life, Massively meta


How long have you spent working on your character? Months? Years? Wouldn't you like a commemoration of all that time and effort? Mondolithic Studios has just the thing: oil-on-canvas portraits of your favorite avatar. For an undisclosed fee, the artists of Mondolithic will create a unique painting based on a screenshot you send them, or they will drop into your world and work with you to get the best shot possible.

While they seem to have a World of Warcraft focus, they will gladly accept commissions for a variety of virtual worlds, including Second Life. For fees and sizes, go check out the website. The perfect gift for someone who has everything!

[Thanks, Kenn!]

Virtual items trader receives Red Herring award

Filed under: Business models, Economy, Events, real-world, MMO industry, News items

Red Herring has named Live Gamer, a virtual items trading company, as one of the top 100 privately held companies in North America in 2008. The annual Red Herring 100 North America Awards are given to companies identified as the most promising tech startups.

Love it or hate it, RMT is not going away. The virtual trading economy, which includes avatars, items and in-game currencies, is estimated to be a market worth more than USD 1.8 billion. Much of this trading takes place on the black market, exposing buyers and sellers alike to potential fraud. Live Gamer aims to remove the sketchiness from virtual item trades, enabling secure player-to-player trading while taking business away from some of the banes of the MMO world: virtual item thieves.

Continue reading Virtual items trader receives Red Herring award

World of Warcraft
Video of CCP artist's Ambulation presentation available

Filed under: Sci-fi, Video, EVE Online, Expansions

CCP character artist Ben Mathis gave a 30 minute presentation at the New York Comic Con last month. He talked mostly about the forthcoming Ambulation expansion, which will allow EVE Online players to leave their cockpits and walk around the interiors of space stations with customizable, 3D avatars. Ten Ton Hammer has a Flash video of the entire session.

We saw some of the presented content at GDC earlier this year, but there's some new stuff in this video, too. As we've noted before, CCP isn't holding back; Ambulation is very technically impressive. It's ironic that EVE -- a game focused almost entirely on spaceships instead of face-to-face interactions -- might soon carry the most advanced avatar creation tools on the market.

Players will be able to customize every thing from body fat to the materials from which their clothes are made. Female avatars will have makeup customization options so powerful that the differentiation between lip gloss and lip stick will be noticeable. New animation blending technology will enable realistic transitions between disparate facial expressions. Infinite morph points will be available when faces are molded, thanks to creative use of shaders. CCP's ambition is astonishing -- let's hope the reality lives up to the promise in the end.

World of Warcraft
Have Clone, Will Travel: Ambulation in the EVE tutorial

Filed under: Sci-fi, EVE Online, Previews, Roleplaying, Rumors, Have Clone, Will Travel

EVE Online is like no other MMORPG. In this sci-fi virtual world you are your ship, and the ship is you.

Indeed, despite the fact that a great amount of time is spent creating a specific look for their avatars, many new players are surprised to see all their efforts being wasted, once they realize that their avatar ends up being nothing but a small head shot. This is one of the major differences between EVE Online and the rest of the MMORPGs. You are not your avatar. But that is about to change.

Most MMORPG players enjoy associating themselves with their characters, but for the last 5 years, EVE capsuleers have never seen theirs, nor have they had a chance to control its movements. This deficiency has been recognized by CCP, the developers behind EVE. After looking into the matter, they came to the conclusion that it was hard for their players to emotionally identify themselves with a spaceship, especially the female minority (about 20%).

Ambulation is CCP's answer.

Continue reading Have Clone, Will Travel: Ambulation in the EVE tutorial

Pirates of the Burning Sea developer wrap-up

Filed under: Historical, Pirates of the Burning Sea, Economy, Game mechanics, MMO industry, Patches, PvP, PvE


In his post-launch developer wrap-up, Flying Lab CEO and co-founder Russell Williams talks about how Pirates of the Burning Sea went from an idea to a game, and what they learned after it launched. Their great idea: kick-ass ship combat, PvP that affected the world, a robust economy and great stories. In 2002, that was all they had -- an idea and a sense that the player should never have to look around too hard to find the fun. What followed was six long years of progress and setbacks as they put that simple idea into code and watched World of Warcraft completely change the face of MMOs.

Players who played PotBS once it went live played completely differently than the beta players. They had tuned the game based on beta testing, but that led them false as players who might, in beta, have spent a substantial amount of time on the open sea, instead spent it on land or in instanced missions. Without the needs of world PvP-ers driving the economy, the economy itself hit a reef. They have a solution for that about ready to go. Williams feels the game plays well to its strength -- ship-to-ship combat, though he acknowledges that many of missions were created with a template, and look it. Could the avatar play better? Yes, he says: and they plan to reduce the instancing in towns and open up more combat options in upcoming patch 1.4.

Players are eager these days to try the new game, play it for awhile, then move on to something new. It's hard to get a hook into these people, but Flying Lab has seen what people actually like best about the game now that PotBS has launched, and will keep playing to strengths and addressing weaknesses as it settles into its niche.

World of Warcraft
Ambulation project closer to reality

Filed under: Sci-fi, EVE Online, Expansions, News items


"So... it's an MMO where you fly a ship through space, but you can never really get out?"


"Well... yeah. Pretty much."

This is how it plays out, almost inevitably, when I show my friends EVE Online. For some, not being able to see yourself as a 3-D avatar creates a barrier to immersion. For others, the game is too much of a departure from how player characters are depicted in most other MMOs. That's due to change soon, with the forthcoming release of CCP's Ambulation project. Ambulation will allow players in NPC space stations to walk outside of their ship hangars and interact with each other in a number of new ways. CCP clarified some information about the Ambulation project at the recent New York Comic Con.

Continue reading Ambulation project closer to reality

Avatars outnumber people in the USA

Filed under: MMO industry, News items, Virtual worlds


Did you know that there are now more avatars than people in the United States of America? We think that's a pretty cool statistic, even if it takes into account our many alts over the last few years. The number is only going to grow as virtual worlds and massively multiplayer online games continue to evolve over the coming years. The article this little fact-slice comes from also discusses the walled garden issue, by where avatars are stuck in their respective world and cannot explore other worlds.

That kind of misses the point though, as many of us enjoy the difference each avatar brings from different worlds. Then again, it could be argued that having one avatar to build upon would be much more ideal. Either way, the possibility that avatars may some day outnumber the entire world is still an intriguing thought.

World of Warcraft
EVE Avatars come alive, for a price

Filed under: Sci-fi, EVE Online, Culture, Forums


EVE is peculiar compared to many MMOs in that the only real attachment players have to their in-game avatars (at least until the Ambulation feature comes out, that is) are the simple character portraits that they choose when first rolling a new toon. As you might expect, most people grow rather attached to their portrait over those longs hours spent mining and ratting, and as logically follows, there's a pretty high crossover in the use of these portraits as forum avatars.

So when we stumbled on a recent blog post highlighting the creation of enhanced, animated EVE avatars, we couldn't look away. Evidently, a player going by the name of Copter Pilot is creating these bite-sized animated recreations, complete with the player's choice of creepy emotes. All you need to do is give him your character name and email address and he'll send you along an animated avatar in four different sizes. You don't even have to pay him in cash -- he's charging 20 million isk for the service.

MMOGology: Identity crisis

Filed under: Culture, Opinion, MMOGology, Roleplaying, Virtual worlds

Ed Norton is a mild mannered claims adjuster. He's a friendly fellow and a model employee. He's never late to work. He keeps his workspace nice and tidy. He always speaks in a pleasant and clear manner during staff meetings and never raises his voice. But underneath the freshly pressed shirt and polished shoes lies something sinister. Mr. Norton has a dark secret. As night falls on the quaint suburbs where Ed resides, a blue-white light flickers in the otherwise dark bedroom of his modest home. Ed hovers in front of his PC's monitor; the glare reflecting eerily off his horn rimmed glasses. He smiles wickedly as World of Warcraft finishes loading. Suddenly, Ed undergoes a hideous transformation. His perfectly shellacked hair becomes a wild jungle of frizz. His eyes sink back into his skull. A demonic, green light leaks from between his pointed teeth. Ed has become Durden, the blood thirsty, undead warlock. Using his epic staff of carnal destruction, Durden reaps the souls of his victims with reckless abandon, laughing at their pathetic pleas for mercy. He is guildmaster and raid leader and wields ultimate power. All shall obey his commands or be forever be exiled from his presence.

Does this sound like you? If so, please seek psychiatric help immediately.

While most of us don't undergo the dramatic personality change illustrated by Mr. Norton when playing our favorite MMOG, many of us do have an online persona quite different from the one we present to the real world. Akela Talamaska's recent post about the Daedalus Project lead me to a fascinating survey that examined player role reversals. The survey highlights several different scenarios in which the roles of the players are completely inverse from the roles they play in real life. What are some of these roles swaps and how do they tie into our personalities? Why do we chose to act they way we do in our virtual worlds? Find out after the break!

Continue reading MMOGology: Identity crisis

World of WarcraftWorld of Warcraft
'Anti-social' behavior much more innocuous in Second Life

Filed under: Game mechanics, Opinion, Second Life

An interesting new experiment from University College London, UK has an unmanned avatar wandering around Second Life randomly accosting residents in an attempt to study how people react to their 'personal space' being invaded.

The description of the methods used to make the bot operate have me giggling a little -- "The control software sends the avatar off in a random direction until it finds another avatar or object to watch or interact with." How often have I seen someone stumbling around examining this or that object, awkwardly bumping into people, and generally behaving cluelessly? At least 3 times per login session. This 'anti-social bot' is the perfect 5th columnist!

However, I have to take umbrage with the concept of personal space in SL. Other factors influence how we drive our avatars that don't exist in real life, including avatar occlusion and line-of-sight issues. I personally have no problem with someone walking right up to me, but frequently will back off just to be able to see the other person's avatar better. In its effort to understand SL, perhaps too much hay is made of it hewing too closely to real life. Not all conventions come across the same way. Remember this the next time you log in; learn a new vocabulary!

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