Don't worry, I'll be explaining at Gamasutra soon. No More Heroes didn't really need a sequel either, but it got one (and I was also glad of that). All I'll say for now is that we ought to get used to sequels to games that "don't need them" -- and that the trend could evolve into something very positive.
I'm busy all the time, especially with my staff at D.I.C.E. I suspect that what people do at D.I.C.E. is play a lot of poker and get supremely drunk. So in other words, it's like my life, except my life lacks poker (which I don't know how to play), and lacks me having to cover people's talks. Props to my colleague, Game Developer EIC Brandon Sheffield, who's already got a couple talks from Vegas up at Gamasutra: Astronaut and new-minted Facebook gaming boss Richard Garriott's sorta-critique of game narratives, and Davids Jaffe and Crane talking about their experiences in the evolution toward casual gaming -- Jaffe says Calling all Cars was "a mistake", thanks to "a casual theme with a hardcore mechanic on a machine people had paid $500 for. Nothing matched up."
Speaking of evolution, remember that whole "virtual worlds" thing, where everyone wanted to interact in browser-based 3D environments with avatars? That lasted like, 12-18 months, didn't it? I feel sorry for the venture capitalists that are still buying that line (and for Sony, which appears to have some very expensive lemons with which it must now make lemonade).
A couple years ago when I was running the inaugural Worlds in Motion Summit, I got up in front of a room of all these starry-eyed venture-funded kiddoes (ignore the awkward pic! I thought we were friends, Zonk!), and -- okay, it was a bit nervy for a journo to do -- demanded that they prove to me why I should believe in their promises of a 3D web, an avatar-based future. I was skeptical that anyone wanted a "3D web" or to "democratize content" or anything like that, and what I saw was a bunch of people who had actually gotten someone to fund their fantasy that Neal Stephenson's Snow Crash could be real.
A little bit thereafter at Austin GDC, where I had less involvement in the Summit, I told FreeToPlay.biz I thought Web 2.0-types should "evaluate their substance" and take more lessons from the gaming biz. Now it sure looks to me like a lot of the buzz and enthusiasm around so-called "virtual worlds" has been transmuted into iPhone and Facebook gaming.
Just look how many game developers have gone into those spaces: The dude who made Klax (read my interview with him!) A couple guys from Rockstar Leeds, who miss the sense of agency that comes with grass-roots bedroom coding. Flippin' Richard Garriott! Sid flippin' Meier is even putting Civ on flippin' Facebook!
This, this I am interested in -- especially when you see publishers like EA plainly state that they depend on success in this small-digital space for their survival.
I used to snicker a bit at dudes saying things like "Facebook is a virtual world." No, Facebook is a social network. Virtual worlds are also social networks, and it turns out that Facebook is a method much simpler and more intuitive for social networking. People just want to be connected to each other in the most accessible way possible. Nobody wants the Web to be a world, a game, an "environment" or a "user-generated content space." They just wanna get shit done.
I was one of the earliest business writers on Web 2.0 -- one of the earliest neutral ones, at least. I remember getting into arguments with other journalists at events: I'd argue that Second Life was only relevant to the people that "lived" in it, and they'd argue back how wrong I was. The argument would soon reveal that they owned a business selling virtual fashions in Second Life, or selling virtual kits that could make their avatars into hermaphrodites or whatever. Not that there's anything wrong with that, but I think a very vocal super-minority made a lot of people feel like this avatar thing was way more important than it is.
I did say that I hoped that a lot of lessons from the virtual-everything gold rush got transmuted wisely into the larger games business, and I think that's happening. Some bubbles pop, some don't, but mostly what happens is a lot of subtle evolution. All of this industry fragmentation is really good both for core games and for social games. It's exciting, and I'm glad I don't have to interview anyone who uses their Second Life picture as a real picture anymore.
13 comments:
Raph Koster was an unfortunate victim of the browser-based virtual world flop with Metaplace. Shame, cause it truly was a solid system with a good vision. On a positive note, Raph left yet another solid footprint in video game history with Metaplace securing his legacy as a video game visionary.
I was thinking of Raph while writing this. He has always been ahead of his time... in this case he was just too ahead for his own good.
It wasn't even that he was that terribly far ahead of his time, it's just that the economy went from one that could support dreamers, to one that (temporarily) couldn't.
I will say that it's interesting that the VC's lined up around the block for the first guys that were willing to carbon-copy the Metaverse, but ended up not being able to support the one guy who knew how to get it right.
It really is one of the sadder losses we've sustained as an industry in the downturn and we're all worse off for it.
Wow. Second Life still exists?
I remember you really dogging virtual worlds on a podcast a year or so ago. It's only continued to go downhill from there it seems.
With you all the way on virtual worlds and such. I think the "thing" the get-rich-quick-types imagined is dead. Stillbirth. Thank god.
On the other hand, I think the avatar-in-virtual-world thing is super slowly evolving in places where narrative is involved. Games like SW: Old Republic could be the next baby step.
Also;
Unfortunate pics all around on the massively article. Bad lighting. Raph Kosteralafinakis?
The avatar-based future is in education, not social networking. There are any number of real-world tasks that would benefit from a couple hours running through an MMO instance that looked just like one. I just don't need to boot it up every time I log on to Facebook.
Very well said robyrt. I couldn't agree more.
There is one other application that I think has at least some potential: At a previous employer, I worked on an enterprise-based virtual world for meetings, and while I think it has promise (it really is impressive how much more immersed you feel with avatars rather than video chat), it won't catch on until everybody in enterprise grew up playing WoW.
I have to say though, I get giddy thinking about somebody trying to pull off everything Stross wrote about it in Halting State. Unfortunately Lenscrafters doesn't sell HUD glasses yet :-(
Leigh, a multi-million dollar shopping mall is currently being built in Egypt. It was prototyped, commissioned, and planned through a build in Second Life:
http://nwn.blogs.com/nwn/2010/01/sl-architecture-in-egypt.html
There's countless examples of real world applications of Second Life like this. How exactly are they relevant only to people in Second Life?
Yeah that is the mentality no sleep til brooklyn so im my cause is complicated cause i got sleep sex disorder.
What a wonderful post, thanks so much for sharing this with us!
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Really interesting, who knows what's just round the corner, only time will tell!
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No no no, we want some virtual reality!
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I agree, I think the virtual world is needed! It's very diverse and helpful!
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