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virtual-world posts

Linden Lab acquires Avatars United, Enemy Unknown AB

Filed under: EVE Online, Business models, MMO industry, News items, Opinion, Second Life

In a move that will no doubt perplex, flummox and befuddle many media commentators and technology columnists who erroneously believed that Second Life was a Web 2.0 social networking tool, Linden Lab has acquired social networking site, Avatars United (and developers of same, Enemy Unknown AB). This also has the side-effect of shooting down any semblance of Wallace Linden's identity piece last week being an overture of a conversation, instead making it look like the usual introduction to a Linden Lab fait accompli.

We've written about Avatars United on a couple of previous occasions, but never really had much call to get involved ourselves. The social networking tool includes a large number of MMOGs and non-game virtual environments, being best known for it's strong application support of open-ended space-based MMOG, EVE Online.

Patch 10.6 for Planet Calypso brings item enhancements and a new critter

Filed under: Sci-fi, Entropia Universe, Game mechanics, Patches, News items, Virtual worlds


The hybrid virtual world / MMORPG Planet Calypso has recently leveled up to version 10.6 and has introduced the brand new system of item enhancement to the game as well as the winner of a community contest.

Item enhancement is very much like it sounds -- a way to upgrade and customize your weapons and armors -- but it works more like an item leveling system than a crafting component. As players use items, they will now rank up into tiers. Tiers upgrade the item itself, but they also unlock spaces on the weapon called sockets. Players can add connectors onto the sockets to further customize the item's statistics, but be careful! Connectors can break during the use of an item, but they can be stacked to minimize damage.

Also, the large Proteron has made an appearance on the planet! The creature is the result of the community "Create-A-Critter" contest, so congratulations are in order for Apsara Sofia Rozenkreutz! Congratulations!

For all of the patch note goodness, check it out on the main site.

The Daily Grind: Do you use PlayStation Home?

Filed under: Culture, Opinion, The Daily Grind, Consoles, Virtual worlds, Home


Now here's an odd question that could only be thought up at 8 in the morning. If you own a PS3, are you an avid user of PlayStation Home, or do you avoid the console's virtual world like the plague?

We ask because the world seems to present two very different versions of itself. On one hand, some of the mini-games are kinda interesting, the virtual environment does take full advantage of the PS3's graphical capabilities, and the virtual spaces for the different PS3 games are kinda cool.

However, on the flip side, you get to deal with the worst of the PlayStation Network community while you can't completely remove them from your screen. If you make a female avatar, get ready to get swamped by every guy in a 30 virtual mile radius no matter how you're dressed.

So tell us why or why not you use Home, and don't be afraid to give us all of the gritty details. Go readers, go!

Rumor: Blue Mars to go into open beta on September 2nd?

Filed under: Betas, Blue Mars, Casual, Virtual worlds, Rumors


According to an anonymous source, the new virtual world game on the block, Blue Mars, might be entering into open beta on September 2nd. What does this mean for you? Well, it means that another CryEngine 2 MMO might be making an appearance soon to do battle with Planet Calypso.

Currently we are unable to confirm the exact time of the opening of the Blue Mars open beta, but we can confirm that the game has been shut down and is being prepared for the "public beta" according to posts on the forums.

Blue Mars is the middle ground between Second Life and Planet Calypso. Where Planet Calypso acts as a game with a real money economy and Second Life allows all users to create content and change the world to their preferences, Blue Mars signs up and approves select developers to create content for their world. Standard users will have the ability to open up small shops and/or purchase living quarters (at the developer's preference) as well as interact with the games and events the ruling developer sets up for their players.

Massively Exclusive Interview: MindFuse's Isa Anne Stamos on Gatheryn

Filed under: Betas, Historical, Sci-fi, Interviews, Free-to-play, Massively Interviews, Gatheryn


With the oversaturation of fantasy in the MMO genre, we've been patiently waiting to get our hands on the steampunk victorian coolness of Gatheryn. An indie title currently under development by Mindfuse, Gatheryn seems to be part virtual world and part mini-game laden MMO, much like Free Realms. Considering how wildly popular Free Realms has become in a short period, many eyes are now turning to Gatheryn to see if the combination of casual minigames in a fun, unique MMO/VW setting can strike gold again. Massively's very own Managing Editor, Shawn Schuster sat down recently with Isa Anne Stamos, Game Studio Director for MindFuse, to find out some more about the future of this retro-feel title.

Massively: We first took a look at Gatheryn at GDC earlier this year, and liked what we saw so far. Can you describe some of the major feature changes or updates to the game since then?

Isa Anne Stamos, MindFuse
: Generally, we've been focusing on building out the early stages of the Gatheryn experience – adjusting the layout of the city, adding variations to character customization, and creating a deep casual gaming experience that players can enjoy the minute they enter Gatheryn. Specifically, we just added a Player Health feature that measures your avatar's fatigue and gives us some creative options for healing items and quests. We're also filling in a lot of the quests and minigames – we've probably added a few since you saw us at GDC. We're also working hard to build up the community tools because we rely heavily on them to communicate with our beta users - they're crucial to getting player feedback in these early stages of development.

MetaPlace open beta is on

Filed under: Betas, New titles, News items, MetaPlace, Browser, Virtual worlds

Are you fond of world or story building? Maybe you're thrilled about trying your hand at creating items. Do you have an idea for a great game, but no place - or way - to design it? Are you fascinated by the concept of in-browser-only (not browser/spawn another app like FusionFall or Free Realms) games. Or maybe you're just the type of person who loves to check out new and interesting things created by other people. If any of the above sounds interesting to you then you'll likely want to pop over to the MetaPlace site and check out their shiny new open beta test!

MetaPlace, designed to be a place full of infinite possibility where players can meet, game together, and socialize, has been in closed beta for quite some time. We're curious to see how this world evolves, considering Raph Koster's view on avatar rights to their own created property versus other virtual world platforms like Linden Lab's Second Life. Between that and the basic concept for MetaPlace, we suspect virtual world and MMO afficinados alike will be keeping an eye on this.

Did LucasArts invent the avatar-based virtual world in 1985?

Filed under: Culture, MMO industry, Education, Virtual worlds


The computer gaming industry of the 1980s was akin to the automotive industry in the 1950s: experimental and courageous. LucasArts (through a branch known then as Lucasfilm Games) had the money to throw around in game development at the time. As we can read in a new book, one of their experiments was at least a decade ahead of its time.

This book, entitled Rogue Leaders: The Story of LucasArts, chronicles the history of George Lucas' vision through more than just his films. A project entitled Habitat enabled Commodore 64 users to create an avatar and chat with other players in a simple virtual world via a modem. Despite the fact that this game never got off the ground, its ideas were still brand new to everyone. Why didn't the project ever see the light of day? There were several reasons, but mainly the fact that C64 users were paying CompuServe $12 an hour for network access back then. This innovation also pushed Commodore to invest in a new company called Quantum Computer Services to undercut CompuServe with rates "as low as" $3.60 an hour. Quantum Computer Services eventually changed their name to America Online. Sound interesting? There's much more to the story, as you can read over at GameSetWatch, or the book itself, found at Amazon.

Anti-Aliased: See the griefing, taste the griefing

Filed under: Culture, Game mechanics, Opinion, Virtual worlds, PlayStation Home, Anti-Aliased


If home is where the heart is, then PlayStation 3 users have some pretty cold, racist, and sexually demeaning hearts. Hearts that make Halo 3 players look like cute puppies in comparison. Now I'm not saying that PlayStation Home is not a great idea -- in theory it's a brilliant idea. Play in a world like Second Life, meet other users, play mini games, launch into full PS3 games, what's not to love about any of that?

Well, it seems Sony forgot about the precedents of other virtual worlds. Second Life, while nice, can have the uncanny ability to resemble slums in certain areas thanks to the scary nature of some of the creators. Xbox Live sports some of the most offensive users (NSFW) around. So how exactly was Home suppose to avoid the travesties that affect other worlds?

Sony has already stated that "user behavior and feedback" will shape where they go with the Home beta. If that's the case, where are they going to go? Totalitarian state, anyone?

Kotaku outlines differences between PlayStation Home and Second Life

Filed under: Business models, Second Life, Consoles, Virtual worlds, PlayStation Home


There has been plenty of speculation on PlayStation Home and how it compares and contrasts with Second Life as a virtual world. Heck, the creative director spoke about it months ago stating that Second Life players would probably not find much of interest in PS Home. Well, Kotaku has stepped in to explore just that subject.

For those not wanting to get too down and dirty with the full tale, Second Life has much more personal customization. Everything from outfits to dance moves to land masses can be user-generated and added to the world. On the other hand, PlayStation Home allows for minimal add-ons, focusing on creating rich, stable environments - even if that means sacrificing little things like avatar diversity. But with much more content promised, PS Home may well become a better contender for virtual world time.

One Shots: Overlooking New Switzerland

Filed under: Fantasy, Screenshots, Entropia Universe, Free-to-play, One Shots


For today's One Shots, we're bringing you a treat. This is a screenshot from a virtual universe we don't see very often at all, but is absolutely gorgeous. What title is this, you might ask? It's Entropia Universe, developed and published by MindArk. While the graphics are somewhat stylized, nobody can dispute that they're not lovely to look at. What else can we tell you? Well, according to Mike S. who sent this screenshot in, this is prior to the upgraded CryEngine2 graphics -- so it looks even better now, if you can imagine that! With lovely graphics, a free-to-play model, and the ability to cash out items you find into real-world funds, we're surprised we don't see this title more often.

Do you have a screenshot from a world we haven't seen recently? Would you like to brag on your favorite game or world? We'd love to see your screenshots. All you have to do is email them to us here at oneshots AT massively.com along with a note telling us a bit about what's going on in the screenshot, your name and the name of the game. Then relax and enjoy the limelight!

Gallery: One Shots

KotORO it ain't: There's a third Star Wars MMO out there

Filed under: Sci-fi, News items, Humor

Star Wars Galaxies and Star Wars: Knights of the Old Republic Online (or more likely, Star Wars: The Old Republic) apparently aren't the only two Star Wars MMOs out there. We didn't originally mention this because lacking the Star Wars bit it was under the radar of our normal coverage, but McDonald's is including keys to virtual worlds for kids in its Happy Meals.

Among the worlds: a Sci-Fi environment based on the animated film Star Wars: The Clone Wars, which hits theaters across the United States and the United Kingdom today. The environment is some kind of space station, and be there Yoda will. (You see what we did there?) So if you're really, really desperate to wander around a Star Wars-based virtual world other than SWG, well ... this is your chance, right?

Yeah, okay, it's probably best to wait for KotoRO. We just thought you should know in case you're really hardcore.

[Via Raph Koster]

Animax Entertainment appoints new CTO for undisclosed projects

Filed under: MMO industry, News items, Free-to-play, Browser, Casual, Virtual worlds, Kids


Animax Entertainment is a full-service creative studio that specializes in character-driven digital content. Animax is the company behind TyGirlz.com and Beanie Babies 2.0, virtual worlds that accompany lines of plush toys, and has new ventures in the pipeline for the virtual space. In preparation for its new projects, Animax has appointed Sabri Sansoy to the position of Chief Technology Officer, where he will spearhead Animax's expansion into MMOs and virtual worlds.

Sansoy, formerly the vice president of interactive entertainment technology at GSN (Game Show Network), was chosen by Animax for his past experience with convergent media. (And presumably not for his attempt to fly around the world in a hot air balloon!) "Animax is a leader in building cutting edge interactive applications with a robust portfolio of innovation, exceptional talent, and exciting business opportunities in the pipeline. I am very honored and excited to contribute to the growth and success of this company," Sansoy said of his appointment. If the new offerings from Animax Entertainment are anything like what they've produced in the past, we're likely to see 'play' with more lines of toys extending into the virtual realm through interactive narratives, that place where toys and games meet.

One billion people will flock to virtual worlds by 2017

Filed under: Business models, News items, Virtual worlds


Market research and consulting firm Strategy Analytics has forecasted a surge in virtual world registrations over roughly the next decade. The firm's study is titled 'Market Forecasts for Virtual World Experiences - from Habbo Hotel to Second Life and Beyond - 2008 to 2017.' It posits that roughly 22 percent of global broadband users will participate in one or more virtual worlds on some level. The end result will be a global virtual world market with one billion registrants. That throng of virtual world residents will provide an estimated eight billion USD in service opportunities for companies that learn how to do business effectively in these spaces.

Strategy Analytics has been keeping a close eye on virtual worlds of late. The firm released another report on the growing market in May, as well as a presentation seemingly geared towards fledgling companies wishing to capitalize on what might seem to them an abstract, if not bizarre, new market. Adrian Bowles, Executive Director of Virtual World Strategies at Strategy Analytics, writes, "For this generation it is as natural to interact with a friend represented by a flying cat as it is for real world senior citizens to gather in a town center and reminisce," for his 'Finding Business Value in Virtual Worlds' presentation. The Strategy Analytics next-decade projections are specifically for non-gaming virtual worlds. Were they to include the massively multiplayer online market, the global figures would likely be drastically higher.

Lessons learned in virtual worlds

Filed under: Business models, Culture, MMO industry, News items, Virtual worlds


Nic Mitham from K Zero is going to offer up the key things he's learned about virtual worlds in the last 18 months. But who is Nic Mitham, you wonder, and what is K Zero? Mitham describes himself as a "one time corporate strategist, ad man and analyst. Now spreading the metaverse word." K Zero describes itself as a virtual worlds consultancy, 'specialists in connecting real world brands and companies with the residents and environments of virtual worlds.'

Mitham's most recent blog post, '50 lessons I've learned in virtual worlds' is an introduction to his upcoming series of reflections on the unpredictable nature of the metaverse. The series of posts will be a look back at what Mitham's seen in the 18 months he's been immersed in the virtual. It's chiefly aimed at those interested in doing business in virtual worlds. Mitham writes,"The point to getting my 50 lessons 'out there' is to attempt to ensure mistakes made by companies along the way are not repeated by others and also to hopefully assist new companies in this space get traction as quickly as possible, because that's in the interest of everyone."

That's not to say that only biz types will get something from his blog; the series of insights is likely to have some significance to the people who populate the virtual worlds already in existence, and those who will flock to the birth of new worlds in the future.

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

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