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Competition? |
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paulie Femto
Into the dark
Join date: 13 Sep 2003
Posts: 1,098
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12-06-2005 17:03
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REUTERS on SL: "Thirty-five thousand people wearing their psyches on the outside and all the attendant unfettered freakishness that brings."
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Bond Harrington
Kills Threads At 500yds
Join date: 15 May 2005
Posts: 198
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12-06-2005 18:08
Not sure. It might be for LL's developer contracts, but I doubt for SL in general.
It's too soon to tell. |
Torley Linden
Enlightenment!
![]() Join date: 15 Sep 2004
Posts: 16,530
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12-06-2005 18:14
RUR RUR RUR, this is why I like Bartle:
"Although Multiverse's software will help speed up the to-market time for companies, it's still going to take developers ages to create content." I'm curious to check this out, but admittedly, just about every time one of these articles come out, they tend to make bold, pronounced statements while being kinda vague at the same time. Kinda like giving someone a hardcover dust jacket and saying "read the book"! Second Life has come to accumulate so much Resident-created content over the last few years. That's a wealth in time that can't be bought by dollars alone, as much as some will try in vain. _____________________
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Bond Harrington
Kills Threads At 500yds
Join date: 15 May 2005
Posts: 198
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12-06-2005 18:21
I'm curious to check this out, but admittedly, just about every time one of these articles come out, they tend to make bold, pronounced statements while being kinda vague at the same time. Kinda like giving someone a hardcover dust jacket and saying "read the book"! I think it's not ready for primetime, so to speak. I just signed up for early developer status, just to see if I can get a kit. I haven't even gotten a response yet (likely because I'm a hobbyist developer, I guess). Their test MMOG isn't even up yet, and I'm not sure whenever they'll open their beta. It seems too soon to be releasing press releases, IMO, but I guess that's what they learned in the dotcom boom. ![]() |
Torley Linden
Enlightenment!
![]() Join date: 15 Sep 2004
Posts: 16,530
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12-06-2005 18:27
I think it's not ready for primetime, so to speak. I just signed up for early developer status, just to see if I can get a kit. I haven't even gotten a response yet (likely because I'm a hobbyist developer, I guess). Their test MMOG isn't even up yet, and I'm not sure whenever they'll open their beta. It seems too soon to be releasing press releases, IMO, but I guess that's what they learned in the dotcom boom. ![]() Kewl to hear... I wonder how it will go. I don't see anything about their test MMOG yet that's unique or compelling to me (i.e. offers a culture of its own) but it's going to have time to grow. _____________________
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Starax Statosky
Unregistered User
Join date: 23 Dec 2003
Posts: 1,099
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12-06-2005 18:33
A similar approach is happening here:
http://www.kaneva.com/create/create.kaneva Just make sure you comeback!!! Its not as accessible as Second Life, but still quite interesting. The nice thing about Second Life is that it doesn't come with a manual. That's because its so damn user friendly that it doesn't really need one. |
blaze Spinnaker
1/2 Serious
Join date: 12 Aug 2004
Posts: 5,898
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12-06-2005 18:52
Makes you realise how far ahead of the pack SecondLife is.
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Taken from The last paragraph on pg. 16 of Cory Ondrejka's paper "Changing Realities: User Creation, Communication, and Innovation in Digital Worlds :
"User-created content takes the idea of leveraging player opinions a step further by allowing them to effectively prototype new ideas and features. Developers can then measure which new concepts most improve the products and incorporate them into the game in future patches." |
Satchmo Prototype
eSheep
![]() Join date: 26 Aug 2004
Posts: 1,323
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12-06-2005 18:52
Signed me-self up for a dev account early today just to take a peak. One advantage SL has over other mmog "game engines" is you don't have to be a professional developer, designer to make compelling stuff in SL.
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---------------------------------------------------------------------------------------------------------------- The Electric Sheep Company Satchmo Blogs: The Daily Graze Satchmo del.icio.us |
Salazar Jack
Nova Albion native
![]() Join date: 12 Feb 2004
Posts: 1,105
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12-06-2005 18:55
Here's another interesting tidbit illustrating another possible approach with similarities to some of Second Life's features.
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kahruvel.com - Onward & Upward!
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Jeffrey Gomez
Cubed™
![]() Join date: 11 Jun 2004
Posts: 3,522
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12-06-2005 19:21
Yeah, I had a look at it earlier.
It just looks like they're giving away netcode that may or may not work well. I'll believe the "free MMOG to dissect and mod" when I see it. Personally, if I wanted to put all of that together I'd still use Torque as the foundation, but it's nice to know someone else is trying. _____________________
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blaze Spinnaker
1/2 Serious
Join date: 12 Aug 2004
Posts: 5,898
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12-06-2005 19:28
(Nebuchadnezzar) Trinity: Oh no. Morpheus: Here they come.... Can't get that image out of my head, for some reason. _____________________
Taken from The last paragraph on pg. 16 of Cory Ondrejka's paper "Changing Realities: User Creation, Communication, and Innovation in Digital Worlds :
"User-created content takes the idea of leveraging player opinions a step further by allowing them to effectively prototype new ideas and features. Developers can then measure which new concepts most improve the products and incorporate them into the game in future patches." |
Torley Linden
Enlightenment!
![]() Join date: 15 Sep 2004
Posts: 16,530
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12-06-2005 19:33
Signed me-self up for a dev account early today just to take a peak. One advantage SL has over other mmog "game engines" is you don't have to be a professional developer, designer to make compelling stuff in SL. Yeah, this point rings true a lot. _____________________
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Kage Seraph
I Dig Giant Mecha
Join date: 3 Nov 2004
Posts: 513
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12-06-2005 19:55
So if we can upload meshes and more advanced scripting and things to this other place, does that make SL the user-friendly but dumbed down metaverse? Don't get me wrong, I love SL and pay a silly amount of tier too...
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blaze Spinnaker
1/2 Serious
Join date: 12 Aug 2004
Posts: 5,898
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12-06-2005 20:04
Well, depends on how static the content is.
Personally, llRezObject is anything but dumbed down. _____________________
Taken from The last paragraph on pg. 16 of Cory Ondrejka's paper "Changing Realities: User Creation, Communication, and Innovation in Digital Worlds :
"User-created content takes the idea of leveraging player opinions a step further by allowing them to effectively prototype new ideas and features. Developers can then measure which new concepts most improve the products and incorporate them into the game in future patches." |
Satchmo Prototype
eSheep
![]() Join date: 26 Aug 2004
Posts: 1,323
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12-06-2005 20:27
So if we can upload meshes and more advanced scripting and things to this other place, does that make SL the user-friendly but dumbed down metaverse? Don't get me wrong, I love SL and pay a silly amount of tier too... ![]() I think some of the stuff people do in SL is far from dumbed down. I think a better way to look at it is, in multi-verse there will be dozens of content creators... in SL there are thousands. Yea the scripting and modelling of multi-verse may allow for more complex interactions, but it certainly will lose the rapid prototyping. Also you won't find ad-hoc groups of people to work with, you'll have to find your team before development begins. _____________________
---------------------------------------------------------------------------------------------------------------- The Electric Sheep Company Satchmo Blogs: The Daily Graze Satchmo del.icio.us |
Jeffrey Gomez
Cubed™
![]() Join date: 11 Jun 2004
Posts: 3,522
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12-06-2005 20:35
In the Multiverse, you own the world.
In Second Life, the world owns you. ![]() _____________________
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Icon Serpentine
punk in drublic
![]() Join date: 13 Nov 2003
Posts: 858
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12-06-2005 21:43
competition?
it could certainly be -- but the website looks like crap and the press release came before the beta. Prospect? You know the clichee. If it's too good to be true? Yeah. While SL is cool and games can be developed for it -- it's turning out to be more of a social platform. It would be neat to see something like "the Multiverse" (or another iteration of it later on if this one flops -- like it probably will) take up the space for indie games developers and their fans to have a REAL platform for developing games on. Merh... I edited this post just thanks to the initial "that would be so cool if..." wearing off. In reality, my second-first-impression is simply, "Meh." _____________________
If you are awesome!
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Burke Prefect
Cafe Owner, Superhero
Join date: 29 Oct 2004
Posts: 2,785
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12-06-2005 22:46
Hmmm. Build Your Own MMORPG... It's not SecondLife, but something you can really sink teeth into. I personally wouldn't mind something akin to the Nights Dawn Trilogy (Minus the final book, of course).
But alas, all we have is text and tiny screenshots at best. It would still require a dev team, and funding, etc, etc. If anyone has about US$20k that can front me, I'll get started on something. Depends on if they have good vehicle Physics. |
Torley Linden
Enlightenment!
![]() Join date: 15 Sep 2004
Posts: 16,530
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12-06-2005 22:55
I used to really be into "game construction kits". One of these was Adventure Construction Set from Electronic Arts, and another was Shoot 'Em-Up Construction Kit from Access. At times, I'd use Virtus VR to make a house of sorts, or Spectre VR to design my own tank battlefield (I made one boss who was an insane spinner, rocketing off splinters of weaponry at every conceivable angle). Spectre VR also has the distinction of being an early title that allowed QuickTime displayed in a 3D way. I don't think it was quite true 3D, but when I see movies on parcels now, I'm reminded of it.
All in all, as great as they could be, they felt lonely. Part of what has appeals to me so much about Second Life is, if I'm having an experience, I can share that with others, and we can both react to it and become emotional. That's powerful, and to me, it's transcendental. _____________________
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Burke Prefect
Cafe Owner, Superhero
Join date: 29 Oct 2004
Posts: 2,785
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12-06-2005 23:48
Gah. I remember Spectre VR, was the roxxor.
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Dyne Talamasca
Noneuclidean Love Polygon
![]() Join date: 9 Oct 2005
Posts: 436
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12-07-2005 00:09
but the website looks like crap I keep seeing this allegation. Someone please point me to these amazing websites that shine like holy radiance that you folks are using for comparison... I don't see anything wrong with their site. Now, the Kaneva site pissed me right the hell off with its "come back when you have javascript turned on" thing. "How about I come back when you get over the "This site requires ___" 1995 mindset, hmm?" _____________________
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blaze Spinnaker
1/2 Serious
Join date: 12 Aug 2004
Posts: 5,898
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12-07-2005 03:11
I like javascript. Javax anyone?
Anyways, I wonder when the impeach bush signs will move in. _____________________
Taken from The last paragraph on pg. 16 of Cory Ondrejka's paper "Changing Realities: User Creation, Communication, and Innovation in Digital Worlds :
"User-created content takes the idea of leveraging player opinions a step further by allowing them to effectively prototype new ideas and features. Developers can then measure which new concepts most improve the products and incorporate them into the game in future patches." |
Sable Sunset
Prim Herder
![]() Join date: 15 Apr 2005
Posts: 223
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12-07-2005 03:41
If you're a devotee of big online games like "World of Warcraft," there's a good chance you've wished you could easily move from one title to another without having to load an entirely different piece of software each time. Needless to say, at least for now, such fluid border-crossing is impossible with anything outside of the Sony Online game universe (which includes "Star Wars Galaxies" and "EverQuest" ![]() I disagree - what could be more fluid than stepping over a sim boundary? Themed sims in SL provide exactly this experience -and many more will develop as SL progresses. With Multiverse you seem to be limited to developing enclosed games - with all of their linear content - and although you can move between them the lines sound very definite (I could be wrong on this as I - like everyone else - have yet to see the Development Kit). If it's a fluidic transition between experiences you're after SL still sounds like it wins hands down - at least for the foreseeable future. _____________________
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Ashen Stygian
@-'-,---
Join date: 30 Apr 2004
Posts: 243
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12-07-2005 07:53
I used to really be into "game construction kits". One of these was Adventure Construction Set from Electronic Arts, and another was Shoot 'Em-Up Construction Kit from Access. At times, I'd use Virtus VR to make a house of sorts, or Spectre VR to design my own tank battlefield (I made one boss who was an insane spinner, rocketing off splinters of weaponry at every conceivable angle). Spectre VR also has the distinction of being an early title that allowed QuickTime displayed in a 3D way. I don't think it was quite true 3D, but when I see movies on parcels now, I'm reminded of it. All in all, as great as they could be, they felt lonely. Part of what has appeals to me so much about Second Life is, if I'm having an experience, I can share that with others, and we can both react to it and become emotional. That's powerful, and to me, it's transcendental. P@PROX!!!!! |
AJ DaSilva
woz ere
![]() Join date: 15 Jun 2005
Posts: 1,993
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12-08-2005 09:38
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