Sunday, August 10, 2008

WCG 2008 @ Suntec

Finally got a chance to visit World Cyber Games 08 at Suntec City level 4. I missed the first two days due to heavy work commitments. The event is held from 7th to 10th August 08. Well, the admission is free and I actually expect a much larger crowd. I guess the smaller turnout may be due to the National Day Parade, which is a huge crowd drawer.



Nonetheless, it is still fun to see fellow gamers engaging in competition with adrenaline pumping excitement. The event is not all about cyber games, since there are also booths for the WoW TCG competition. In fact, the goodie bags came with a few WoW TCG cards thrown in! The goodie bags also came with magazines like Playworks and EGM.



The big events are held at the end of the rooms, where a stage with two huge displays are mounted. Players and visitors could look at the game play, and there were much cheering and clapping as the games proceed.



Due to the nature of the event, there are plenty of sponsors, e.g. Samsung, Microsoft, and Intel. You could see the list of sponsors, as well as the prizes for each game category at this WCG site. The site only shows the prizes for local category, but navigate around and you see the related Open Category site.



Surprisingly, accompanying the car racing games are booths selling actual car accessories. Hmm I thought booths selling games, and related merchandise like magazines, toys...etc would make more sense.




Tuesday, August 5, 2008

Freedom on the Internet - S. Koreans & Beijing IOC

It is quite weird how governments treat the boundaries of Internet use. Apparently the S. Korean government is going to impose some sort of Cyber Defamation Law because the President felt that:
"We have to guard against 'infodemics,' in which inaccurate, false information is disseminated, prompting social unrest that spreads like an epidemic," Lee (S. Korean President) told parliament early in July.
I guess the S. Korean got too passionate about the earlier US beef import incident. It is true that earlier this year there have been incidents of Internet abuse for the S. Koreans, including cases of cyber-bullying and serious incidents of privacy loss.

On the other hand, the Beijing government finally agreed to relax their Internet sites control after IOC president had a chat with the Beijing government.

Somehow these government actions all seems reactionary, and I wonder if they would take a more long term approach of 'internalising' the concepts that Internet boundaries are not practical. People will want to look at news that interest them, and there are simply too many ways to get around any 'blocks' or 'laws', for example there are these tools to get around the Chinese Web censor.

Education and public awareness of the advantages and pitfalls of the Internet are still (in my opinion) the best approaches. Costlier and take a longer time, but such long term solutions are more ideal.

Sunday, August 3, 2008

Gold Farming Academic Analysis

Found a 87 pages academic analysis of gold farming in virtual worlds from Richard Heeks from University of Manchester, and I've done a 'points' form summary of the conclusion. This summary is very long, and I do think the paper is worth a detailed read.

General Statistics:
  • rough guess is that 400,000 gold farmers in 2008 earn an average US$145 per month produced a global market worth US$500m;
  • there are probably 5-10m consumers of gold farming services. The main uncertainty of estimation relates to the gold-farming market in East Asia, which appears much larger than that in the US/EU;
  • guesstimated 80-85% of gold farming takes place in China;
Historical Development:
  • "pre-history" of gold farming dates from the 1980s, and we can structure it in terms of capitalist development, starting with "subsistence" production and moving through barter, commoditisation and monetisation until it reach the petty commodity production of the 21st century;
  • gold farming proper started in earnest in 2001-2002, really took off in 2003-2004, and entered something of a black hole phase in data terms during 2007-2008. This can be structured as a move from petty to capitalist commodity production involving wage labour, automation, and globalisation/offshoring, particularly to Asia;
  • From mid-2005 to mid-2008, however, in-game currencies devalued an average of 75% against the US dollar. The continuing survival of the sub-sector probably relies on a disappearance of those super-profits, increased productivity, and disintermediation so that many firms now sell direct to consumers. As a result of these plus new entrants and the anti-gold-farming actions of game companies, power within the gold-farming value chain has in recent years become more dispersed, and has shifted somewhat away from brokers and somewhat towards game companies.
  • Thirdly, continuing survival of gold farming relies on dealing with the many threats it faces and an important threat that is much more serious such as game company substitution or legal action by governments or game companies. Continuing survival of the sub-sector also relies on overcoming some severe information failures – absence, uncertainty, asymmetry, and communication problems.
  • gold farming helps reduce unemployment and poverty, and improve national balance of trade and income equity. It may help reduce crime and provide a model for telecentre and cybercafé financial sustainability;
  • gold farming seems to represent an efficient use of capital in job-creation terms
Market Structure of Gold Farming:
  • entrepreneurs (almost all men) who start up gold farms are pulled into the sub-sector by some mix of existing game- and/or gold-farming-knowledge plus the lure of profits. They have created tens of thousands of enterprises, principally micro-enterprises employing less than 10 staff, and they are informally-financed.
  • gold farmers typically work alongside managers, researchers, technical support and customer relations staff. The apparent lack of domination by medium- and large-scale firms means, though, there must also be scale diseconomies, such as the costs of "being noticed" by government and game companies. These two stakeholders, alongside ICT suppliers, fansites and regular players, sit outside the main gold farming value chain.
  • The sub-sector has taken off because a demand with more money than time met a supply with more time than money.
Social Perceptions:
  • Perception outranks reality in the discourse on gold farming, and – at least in the West – those perceptions have been largely negative, serving to homogenise, alienise, criminalise and moralise about gold farmers. That this has happened supports the idea that racial stereotypes and views about immigrant labour are remapped into cyberspace. It also supports the structuralist argument that institutional forces in the real world are reproduced in new, virtual fields like gold farming.
  • There is some contra-flow, suggesting the sub-sector's virtuality has produced new outcomes; for example in relation to intermediaries. While this falls short of an argument that technology has transformed social structures and behaviours, it means the mix of technology, structure and agency is unpredictable.

Sunday, July 27, 2008

Cabal Online / Granado Espada Soundtracks

With higher expectations and competitions among the different online games, many developers have tried enhancing the online gaming experience by improving the background music. Two such games that come to mind are Cabal Online and Granado Espada. The soundtracks from Cabal Online have a faster pace, which suits gaming fine. The tracks from Granado Espada are even better, with pace and theme that could be used for own leisure listening.

Here's the soundtracks from Cabal Online and Granado Espada. Both soundtracks are from Imeem.com, which may take a while to load. For Granado Espada the soundtracks could be purchased in games and some music shops (4CDs). Music4Games had an interview with Granado Espada people about the soundtracks used in the game.

Cabal Online Soundtracks:
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Granado Espada Soundtracks:
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Related Post
- imeem Soundtracks from the World of Warcraft

Sunday, July 20, 2008

Wii - THE Next Console for all things?

Just read that Nintendo Wii has become the top selling console in the states, with 10.9 million units sold so far which beats XBox and PlayStation 3. It is actually not that surprising that Wii has such great popularity, simply because Wii targets a much much bigger market that includes the non-traditional gamers.

With Wii's easy to use interface and easy to learn games, anyone can get hook onto the Wii, and that includes UK's Queen Elizabeth II! If you can attract even the Queen to play console games, you are set to be the industry leader. :)

Other than the rich and famous, others are also using Wii beyond its traditional gaming purpose. For example, folks have used Wii for re-habilitation for patients recovering from strokes, broken bones, surgery and even combat injuries. The fun element of it adds variety to an other-wise borign re-hab process.

I've considered buying a Wii Fit for fun exercise at home, but the thought of me battling for the use of the TV unit sort of put this thought on hold. Another reason why the Wii is less atractive is because of the less than desirable online experience. Some users have commented that Wii's online interfaces and games variety could be improved further. Below is a picture of a Wii Fit demo.



Oh well, maybe I'll try to entice my family about the attractiveness of Wii and Wii Fit, and tout it as a console for everything, including exercise, gaming, online surfing...etc. Lolz.

Sunday, July 13, 2008

MIRALab - Prof Magnenat-Thalmann & Virtual Worlds

I chanced upon an article in the NTU '@NTU' magazine that described the works of MIRALab. After I visited their website, I'm impressed. The main reason is the amount of research they have done for CGI and Virtual Worlds. From their website, here's a brief description:
MIRALab was founded in 1989 by Professor Nadia Magnenat-Thalmann. She chairs around 30 researchers coming from as many different fields as Computer Science, Mathematics, Medicine, Telecommunications, Architecture, Fashion Design, Cognitive Science, Haptics, Augmented Reality, etc. This truly interdisciplinary group works in the field of Computer Graphics, Computer Animation and Virtual Worlds. Since 1992, MIRALab has participated in more than 45 European Projects. International conferences such as CASA and CGI are often organized in Switzerland by MIRALab. Actually, Prof. Nadia Magnenat-Thalmann leads 3 ongoing European Research Projects: INTERMEDIA NoE, HAPTEX and 3D ANATOMICAL HUMAN, a Marie Curie Research Training Network. Moreover, MIRALab produces displays for museums, galleries, such as fashion shows or cyberdances with virtual models and clothes.
The list of projects could be found on their website. While they are not in the business of creating virtual worlds per se (not like Linden Labs), their works will feed into the greater community of how virtual worlds are created. I'm impressed mainly because the demo movies and images are of high quality for the technology of that time. For example, here's a YouTube upload of animation done in 2002, 'Virtual Life in Pompeii.



The work is not just in animation; they are now researching on textile and how cloth behaves in virtual world. Well, here's the YouTube about the research in this area. For more info, pop by their website for more videos and descriptions. I like the 'hair dance 2006' too but I guess we have enough videos for now. Enjoy!

Wednesday, July 9, 2008

More pictures of Myminicity

Myminicity is addictive! This is true for those people who like to build cities and watch them grow. My Myminicity has grown to a size of 352 population. This pales in comparison with other cities of 6 digits size population, but nonetheless there is some level of satisfaction to watch the city grows. I'm looking forward to the day when there are skyscrapers in my minicity.



Over the course of the game, I've also collected pictures of various 'disasters' that could happen for cities that are not well maintained. Here's a list of the different 'disasters', including the population leaving for more jobs (they will leave even if the unemployment is less than 2%), pollution, crimes / arson, and riots.




In order to avoid these disaster, the owner of the city will need to monitor and build more amenities. Sometimes, with the building of amenities, new buildings will appear, e.g. here is a picture of the police station. These are in addition to the earlier mentioned 'church upgrades' and 'factory development'.



There are many other 'graphics' present in the game, some of which do not have an apparent purpose. For examples, the 'mountains' and lakes. It will be interesting if someone could find an explanation for these 'features'. Ok, I guess I've bored my readers with these descriptions of Myminicity, and I'll try to move on to other virtual worlds / games.