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Science!

I heard about the confirmation of water of mars pretty soon after it went public after spending an entire afternoon reading newspapers cover-to-cover, but I learned about it from my friend Alex. Not one mention of it in the news.

And you know what? Mainstream media has failed me again: May 22 (yes, over a month ago) Japanese team of physicists Yoshiaki Arata et al. proved incontrovertibly that cold fusion is totally real.

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I’ve finally started my essay on symbolic logic. What I’m hoping to do here is look at the origins of symbolic logic to get more about the linguistic evolution of mathematics. It’s pretty clear that people choose their words carefully in order to manipulate - I want to find out how Goedel chose his notation carefully in order to best illustrate his concepts. 

Goedel was an incredibly mathematically minded person, and while Leibniz was an accomplished mathematician he was also a philosopher and I’m going to utilize his work a lot during the portion with emphasis on rhetorical components of symbolic logic. 

I wouldn’t expect to see this sucker any time soon, but I wanted to get this little proposal out there in case there are any questions or ponderings you have that I can look into while I’m doing craploads of research. One thing I would like to learn is more about is Goedel’s schooling, in great detail.

I guess I’m going to have to include an appendix with a breakdown of some of the most basic rules of calculus. This is ambitious indeed. Then again, ambitious is something I intend to be. Gimme a couple weeks.

I wanted to let you all know that the article Papa Gene was interviewed for, “Browser-Based MMOGs - Part 1″ has finally been published. Each part in this three-part series is dedicated to one developer asked to respond to questions in essay-format. It appears Gene has been selected to go first.

I will probably follow this up with commentary on the other developers’ features, but for now I think you’d be interested in what Gene had to say…

The web-based MMOG has been going through a renaissance. In this segment of the industry, where the rules are still being written and media industry giants don’t have a stranglehold, it’s still possible to be successful as a small, independent developer. The web browser provides an environment that dwarfs all other gaming platforms while appealing to a vastly diverse audience.

Having an army of artists and vast cashe reserves doesn’t provide much advantage when the game needs to be small enough to run within a web page.

Interestingly enough, it’s just the browsers’ restrictions that effectively level the playing field between us and larger developers. Having an army of artists and vast cash reserves doesn’t provide much advantage when the game needs to be small enough to run within a web page. If Sherwood required a large installable client, we’d be competing with companies like Blizzard and Sony… which would be insane. But in the web gaming space, being small and nimble with low overhead gives us an advantage, and makes our goal of having one of the most popular web-based 3D fantasy games achievable, for us as an independent.

And yet, we’re still the oft-forgotten ugly stepchildren of the industry. Gamers frequently describe browser-based MMOGs as retro-looking, 2D, sprite-based, “cutesy” experiences played in a little box on a web page. Will this always be the case, or can we envision a future where the next World of Warcraft killer app comes in a web page, and not off a shelf? 

The massive success of endeavors like Runescape, Habbo Hotel and Club Penguin demonstrates that web games have potential beyond just short, throwaway experiences. In fact, it may surprise you to learn that in terms of total active players, browser-based MMOGs are actually kicking the crap out of their boxed counterparts. Notice I said, “total active players” - boxed games continue to generate more revenue due to much greater earnings per player. The higher expectations and commitment level of retail MMOG players means publishers can charge them more, which is ultimately necessary due to skyrocketing development costs. It seems this is discussed ad nauseam at conferences, but there’s little debate that web-based titles have become a thriving segment.

Companies that make web-based MMOGs often have more in common with dotcom startups and new media firms than other developers… 

with funding more likely to come from venture capital than game publishers. The category seems to be charting a course influenced by Web 2.0 principles rather than their high-budget cousins, following trends like social networking, user-generated content, remixing and mash-up. Three Rings’ Whirled and Raph Koster’s Metaplace stand out as recent examples. Of course, to be truly innovative, we have to get over our fixation with “dress up my avatar, decorate my apartment” clones. Habbo Hotel did it first and best… now let’s leave it alone! 

There’s some debate over the differences between browser-based plug-ins like Java, Flash, Shockwave and Silverfish, but it’s really just semantics. This space is ultimately defined by the inherent limitations of the browsers. Team preference towards certain programming environments and browser penetration rates seem to be the determining factors. Web-based MMOG makers are a divergent group to say the least; however, it’s commonly held that 3D will exclude a percentage of the potential audience, and that the game behind the graphics is what’s important, not the eye-candy. 2D or 2.5D isometric graphics can take advantage of Flash’s or Java’s uniquity, and have the broadest reach with the lowest hardware requirements. 

Nevertheless, for Sherwood Dungeon, we decided to ignore conventional browser wisdom and take a road less traveled. We chose to focus on creating immersive experiences that leverage Adobe Shockwave’s 3D capability. I like the visual presentation of games like EverQuest and World of Warcraft. We wanted to keep the traditional full screen 3D experience, but get rid of the retail boxes, store lineups, downloads, patches and registrations. 

Without the burden of downloading and installing a large client, or having to drive to Wal-Mart, a lower level of commitment is required for the all-important first experience. This attracts a vastly diverse audience, including self-described non-gamers. Web-based games have an uncanny affinity for viral marketing through blogs, portals, e-mail, forums, instant messages and social networking because anyone can become a distribution partner simply by providing a link saying “Hey, try this cool game.” 

“Imagine clicking a link on a web page and being transported instantly into a 3D world with the fidelity and depth of a triple-A retail boxed MMOG.” This elusive dream initially attracted us to this space. If we could remove all barriers to trying our game, maybe people wouldn’t notice we’re a husband and wife team making games independently in our attic. It turns out players loved that we’re a cottage industry operation, and as we continued pushing toward the goal, our little independent project grew organically to over a million unique players a month. Through incremental updates since 2004, Sherwood Dungeon has been an ongoing experiment to raise expectations about the level of 3D quality an MMOG can deliver within a browser. 

I had anticipated the article to feature a selection of a few snappy & succinct quotes from each interviewee to support some journalist’s angle. I worried that I would be infringing on something (morally, I guess, since an electronic cease-and-desist wouldn’t be worth the time it took to type it) but the article is, in fact, just Gene. I’m pretty sure he won’t mind my sharing his intellectual property.

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