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Posts with tag raph-koster

Raph Koster on Metaplace part 2

Filed under: MetaPlace, Free-to-play, Virtual worlds, Massively Interviews


Obviously what that product offers up is ease of use. From the sounds of things Metaplace is going to offer more powerful tools, though still you're striving for an easy experience. Can you give people who are interested in the project how heavily they're going to need to invest in learning languages or scripting in order to make Metaplace worlds?

Metaplace is designed to be both easy and powerful. The goal is to expose the power gradually as people are ready for it. At the low end using it is a lot like using The Sims. You have stuff you can put down, purchase from a marketplace – it's primarily map building. If you're someone that isn't really technically savvy, you can get going in a pretty straightforward way that's a lot of fun. And of course, it's a multiplayer world. Your friends can come visit you.

As you start exploring stuff you can obtain, these things come with functionality out of the box. Spawners are something you can buy and place. Even at that low level you can get interactivity right away. Some of the things you buy are systems. You can buy the 'shoot fireballs' system, and now every player can shoot fireballs. We actually had a user buy that, buy some zombies, and in about three hours had snapped together an undead version of the game Robotron.

Continue reading Raph Koster on Metaplace part 2

Massively interviews Raph Koster on the State of Metaplace

Filed under: MetaPlace, Free-to-play, Virtual worlds, Massively Interviews


We've spoken before about the Metaplace property – an ambitious project to make everyone an online game designer. As we just announced earlier today, the company is now moving into a new phase of development! They've got a new name, are inviting in hundreds of users to try out their in-development product, and (as we learned) have a whole new round of funding to see them through! In honor of the occasion we were thrilling to sit down with Mr. Raph Koster, one of the founders of the company.

Raph has been a friend of Massively since we launched and, indeed, is well known to MMO gamers for his work on a number of high profile titles. Mr. Koster and the folks at Metaplace are working to put you in the developer's seat now, though, and it was an interesting experience being able to explore the outline of their ambitious project. Read along with us as we talk about the challenges of even 2D, a bit about the Metaplace marketplace, and discuss some of the amazing projects that average folks decide they want to do in their own virtual spaces!

Continue reading Massively interviews Raph Koster on the State of Metaplace

Massively is giving away 100 Metaplace invitations!

Filed under: MetaPlace, Virtual worlds


We've got all sorts of great news today about the upstart startup Metaplace! They've got a new round of funding, a brand-new name, and company founder Raph Koster sat down for us for an in-depth conversation about their plans. They've offered us the unique opportunity to get you involved in the fun, and as a result we have 100 invites to pass out to participate in the grand expiment of Metaplace.

Just like any of our giveaways, entering couldn't be easier. This time entering is just crazy easy; all you have to do is head over to the Metaplace.com website and enter this code into the input box there:

MPMASSIVELY

Once your invite code is in, you'll be able to avail yourself of the really excellent Metaplace experience. You'll be able to test the service and start your own world in the next iteration of the virtual space concept! But hurry! There are only 100 codes available for Massively readers, and first come first serve! Head over there, get signed up, and make sure to tell us how it goes! We'll check back with you in a month or so to see how it's going.

For full details on the new round of Metaplace funding, read on below the cut.

Update: From comments it looks like we're all out folks. Try again next time!

Continue reading Massively is giving away 100 Metaplace invitations!

Today the MUD and the MMO turn 30

Filed under: MMO industry, News items, Opinion, MUDs


Today marks the 30th birthday of the original MUD, created at Essex University by Roy Trubshaw in 1978. We recommend you check out what Richard Bartle -- who worked on later iterations of the project -- has to say about this event, as well as Raph Koster's words on the subject. The question at hand, as presented by Bartle, seems to be: does this matter?

While he is skeptical, we would like to posit that it does matter a great deal -- or at least that it should. Graphics alone shouldn't lead to a strong distinction when the fundamentals are the same, so let's consider the modern MMO to be part of the same tradition as the MUD -- let's say that this is the MMO's 30th birthday too.

Continue reading Today the MUD and the MMO turn 30

Metaplace: Now accepting beta applications

Filed under: Betas, Business models, MMO industry, New titles, MetaPlace

If you missed the first round of beta applications being accepted last year, now's your second chance for an early look at Raph Koster's Metaplace. According to an announcement today, their brand new temporary website is up to promote an expanded beta and their mailing list, both of which you can sign up for quite easily.

To sign up, simply go to the main webpage and click on the "Apply Now" button on the upper left-hand side. From there, you just enter your name and email address, and they will contact you when they're ready. It's as easy as that! Also, look for their newly-designed website to launch soon, as they prepare for what might just be the long-awaited final stages of Metaplace's development.

AGDC08: Devs on why MMOs have a web-based future

Filed under: Business models, Game mechanics, MMO industry, New titles, MetaPlace, Browser

A write-up at Gamasutra of an AGDC panel featuring MMO developers who have begun working on web-based projects gives us an opportunity to explore the new (some would say it's actually the old) frontier of massively multiplayer gaming.

There are many MMOs that are experienced via a web interface (such as Sherwood), but traditional gamers have largely shunned the trend. Why, then, did some of the most hardcore MMO developers (including Dan Ogles, Raph Koster, and Scott Hartsman) abandon the traditional MMO in favor of this new frontier? Some of their work, like Ogles' Loudcrowd, is barely recognizable to traditional gamers.

They offered some answers on the panel. For example, Koster (originally of Ultima Online and Star Wars Galaxies fame, now working on the creative platform MetaPlace) said that game devs have more to learn from web devs than vice versa. Ogles talked about using Adobe Flash so anyone can embed elements of the game anywhere on the web they like. It's worth a read if you're able to work through some pretty technical development speech.

Picking apart the MetaPlace Bill of Rights

Filed under: New titles, Opinion, MetaPlace, Legal, Virtual worlds

MetaPlace is not an MMOG. It's a platform for creating virtual spaces that can be used for anything the creators can imagine. As such, the traditional MMO EULA is completely inadequate. Raph Koster -- the head honcho on the MetaPlace project -- made that clear in a panel at AGDC08. So, the folks working on MetaPlace had to come up with a whole new set of rules -- rules that allow users ownership of their virtual property, for example. There's a veritable landmine of problems awaiting this endeavor, of course. That's not to say it's impossible. It's just going to be extremely challenging.

Koster published a first draft of the Terms of Service for MetaPlace on his blog the other day. It's based based on the Declaration of the Rights of Avatars that he conceived back in 2000. Readers of the MetaPlace ToS are likely to come away with two impressions. The first: that it's really cool and admirable and that in a general sense, Koster and friends are on the right track. Two is that the MetaPlace team seems to be underestimating just how epic a quest it's committed itself to.

Continue reading Picking apart the MetaPlace Bill of Rights

AGDC08: On avatar rights and virtual property

Filed under: MMO industry, Academic, Massively Event Coverage


If you're anything like the average MMO gamer, you click through that 'shrinkwrap license' without even batting an eyelash. The End User License Agreement, or EULA, is just a speedbump in the logon process for game players. For game companies, though, they're extraordinarily important documents. They require legal consultation, careful thought, and even more careful wording. They do exactly what the name says, spelling out the rights a player has in an online world.

Noting that he really enjoys it when panel participants argue and disagree, Erik Bethke brought together a group of people to debate and discuss the issue of user rights. Along with Bethke, author Erin Hoffman, legal representative Greg Boyd, startup VP Scott Hartsman, and noted industry designer and analyst Raph Koster filled out the panel. Read on for notes from their fascinating discussion, which covered everything from government intervention in online worlds to the 'ownership' of virtual property.

Continue reading AGDC08: On avatar rights and virtual property

World of Warcraft
Research profiles the typical fantasy MMO player

Filed under: Fantasy, EverQuest II, Culture, News items, Academic

Researcher Dmitri Williams and his team have been doing some very hardcore MMO-related research. Thanks to Raph Koster, they were given free reign with the whole of SOE's EverQuest II-related user statistics. They've produced the first of many papers, this one called "Who plays, how much, and why? Debunking the stereotypical gamer profile," which is completely and freely available online.

There are a bunch of interesting things about EverQuest II player demographics in there, some of which is surprising. For example, older players play more than younger players, and EQ2 players in general are physically healthier than the general population. There's a shocker! Of course, EQ2 arguably has a different sort of playerbase than something like EVE Online, or even other dikus like World of Warcraft. It's too bad we can't see the differences.

More studies are coming, though (but all of them from EQ2 data). Williams and his international team of researchers are planning to uncover information about gender differences and more in future papers.

[Via Raph Koster]

Raph Koster on the Metaplace idea

Filed under: Business models, MMO industry, New titles, MetaPlace, Browser, Academic, Education

After a recent question from a Metaplace forum member last month, Raph Koster decided to sit down and explain to us just where exactly the idea for Metaplace was born and how it has evolved into what it is today.

He begins by explaining his MUD roots and how much that influenced him in the multiplayer online space. He explains that he'd had ideas for web-based sandbox worlds ever since then and had frequently toyed with the idea to create his vision, but finances and other limitations restricted that. Now that he has the resources, this vision he's had for so long can finally be put into action with a team of professionals, instead of just him working on it in his spare bedroom. It's an inspiring little story and certainly worth a read if you're interested in Raph's work or the potential future of MMOs in general.

World of WarcraftWorld of Warcraft
2008 Worlds in Motion Summit schedule announced

Filed under: Business models, Events, real-world, News items, Second Life, Virtual worlds

The 2008 Worlds in Motion Summit schedule has been announced, along with a synopsis of this year's speeches and panels. The conference on virtual worlds and social gaming will be held on September 16th and 17th, during the Austin Game Developers Conference.

Worlds in Motion bills the 2008 Summit as a conference geared toward those who wish to better understand the business opportunities offered in the expanding social game networking space, and who plan to leverage their content and brands into interactive online worlds. Early bird registration ends July 31st; details can be found at the Austin GDC homepage. Read on after the jump for highlights of the upcoming 2008 Worlds in Motion Summit.

Continue reading 2008 Worlds in Motion Summit schedule announced

MetaPlace closes in on first beta stage

Filed under: Betas, New titles, News items, MetaPlace, Free-to-play, Browser, Casual, Virtual worlds


Ever want to tighten up the graphics in your own game or interactive environments without going to a video game design college? Okay bad joke, but that only a small part of the plan with Areae's MetaPlace. The project envisioned by Raph Koster will give users a dynamic platform and the accessibility to create embeddable shared virtual spaces, interactive games, and or a mish-mashing combination. News has been light but there are some new updates on the latest MetaPlace blog. Tami "Cuppycake" Baribeau shares some development accomplishments that took place over the past year and states MetaPlace is nearing the first closed beta stage!

What's genius is the planned badge and achievement system intended to encourage user participation. The more users share creations, explore, customize, invite, and participate in numerous other activities they'll unlock badges. No, they won't be stored away in a virtual closed account space all sad and lonely. Instead your friends can check them out and probably earn a badge in the process. Who knows what will end up unlocking a badge, but we love collecting things. All thanks to optional and fun achievement systems.

Koster: MMOs removed more features from MUDs than they added

Filed under: Game mechanics, MMO industry, News items, Opinion

Areae president, MetaPlace developer, and all-around-MMO-authority Raph Koster wrote up a blog post about the influence of MUDs on today's graphical MMOs. The post is part of the broader, cross-blog discussion that began with our interview with Richard Bartle last week. You can read Koster's post in that context if you really want to, but it's interesting on its own.

He started out by saying which MUDs influenced the developers of which early MMOs. For example, LP MUDs had an impact on Ultima Online. Then he named a handful of the best innovations of the modern MMO -- "advanced raiding," instances, improvements to combat via spaciality, etc. After saying all those positive things though, he dropped a bit of a bomb, saying that despite all that, "MMOs have removed more features from MUD gameplay than they have added, when you look at the games in aggregate."

Oh noes! Are the Warhammer Online fans fuming yet? Well, they shouldn't be. "Failure to evolve more radically isn't a flaw," said Koster. He finished up by positing that all the current MMOs "are already Old Guard," and that "the mudder crew is already the Older Guard. So in a sense this is kind of like an argument between art rockers and disco musicians."

SuperNova '08: All the world's a game

Filed under: Events, real-world, Game mechanics, MMO industry, Academic

Supernova 2008, an annual conference on how pervasive connectivity and decentralization is changing the world, decided to take a look at how massively multiplayer games "offer glimpses of how social interactions and work will develop in the Network Age." On the panel were Doug Thomas, Dave Elfving, and Metaplace's Raph Koster. Koster pointed out that there's a natural desire on the part of MMO players for "transgressive" gameplay -- for doing things the game designers never intended. For instance, raiding was not an original part of EverQuest, but something created by players and later made by the developers into a central part of gameplay. Doug Thomas predicted that gamers will become more successful than non-gamers in the workplace, as we are more focused on getting things done, as well as being more open to diversity. Dave Elfving brought up the topic of hikaru dorodango, shiny balls of mud that Japanese children obsessively mold and polish for hours, and how the grind that most MMOs encourage might be tying in to a basic human compulsion.

Uptake
's Elliot Ng was there for (almost) the full panel, and has the complete write-up on his blog. Raph has his own take on the panel, and points out the similarities to an earlier talk he gave at Project Horseshoe.

There's a natural desire to justify the games we love by insisting they will give us an edge in business, or that we are merely expressing natural human behavior in a new way. Is this the case, or is this just wish fulfillment?

Opinion: pay more money to experience less game

Filed under: Business models, Economy, Game mechanics, MMO industry, Opinion

Think about this a moment: people are actually paying money to experience less of their games. Every day. Probably all day. These are often games that they've already purchased and, in effect, pay someone else to play for them. The existence of RMT and power-leveling services isn't exactly breaking news, but it makes these aspects of MMOs no less bizarre a notion. The thriving business built upon such tenets of how online games should operate is a matter of some concern to Jesse Henning, a writer at GameCyte.

Despite the can of worms it can be,"from a business standpoint, subsidizing RMT is a fantastic move," Henning writes. If players will buy items and currency outside of the system anyway, what company wouldn't prefer that cash to enter their own pockets? "From a design standpoint, however, RMT is a treacherous path to walk," Henning cautions, and goes on to look at the pitfalls of game design that incorporates RMT. Conversely, the writer then discusses the level-disparity design problem in World of Warcraft and how it actually encourages players to buy gold and use power-leveling services. Henning also looks at how the ancillary services operating within and around a world pull in more revenue than the world operation itself, citing Raph Koster on the issue as well. Have a look at the piece at GameCyte, which discusses how RMT affects console gaming as well as MMOs, and just how inescapable it really is.

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