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Brazil Bans Counterstrike + Everquest

Posted in MOG, MMOG, MMORPG, First Person Shooter, Law, Culture by Elliott Back on January 19th, 2008. [Del.icio.us]

Joining previous bans of pc games Carmagedon, Grand Theft Auto and Postal which all garnered 18+ “adults only” ratings in Brazil, now first-person shooter Counterstrike and MMORPG Everquest join the ban list. Since 01/17/2008 a federal judge in Goiás has begun confiscating copies of the games, enforcing a ban that was legislated last fall. Other provinces are not seizing the games.

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Kotaku also reports that Counterstrike “in the vision of specialists, teaches war techniques” and that Everquest “takes the player to total nonsense and heavy psychological conflicts, because the quests he receives may be good or bad.”

More amusingly, Everquest is not even officially sold in Brazil, and the offensive Counterstrike content where “Rio de Janeiro drug dealers kidnap and take to a slum three UN representative s” and “the police invade the place and are welcomed with bullets” refers to a user created map, CS_rio. Lol, it’s ok Brazil, we have politicians like that too in America; they’re called Hillary Clinton.

A Second Take on Second Life’s Economic Situation

Posted in Reviews, MMOG, Online, Secrets, Rumor, Sim, Second Life, Economics by ubersoldat on January 8th, 2007. [Del.icio.us]

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Tristan Louis, an application development VP for HSBC, recently made public his economic analysis of the pertinent numbers available on Second Life’s website.  For those of you who don’t know, Second Life is the highly controversial MMO 3D digital world in which paying subscribers interact in ways analagous to real life.  The only things truly connecting it to reality are a) subscription fees for high-tier membership plans, and b) its in-game economy, which can be exchanged for real money.  Like all real currencies, the exchange rate  from “Linden Dollars,” as the currency is called, to USD fluxuates.

But back to Louis’ economic survey of Second Life.  By dissecting the pecuniary affairs and the raw number of users who’ve subscribed since last August, Louis arrived at a conclusion that affords us a new perspective on Second Life:

On average, the number of logins over a 60 day period seems to be about 35 to 40 percent of the total population reported. The people who log in, however, seem to spend a fair amount of money ($50-60 a week) within the Second Life economy.

GigaGamez accentuates the highlights of Louis’ findings concisely:

If accurate, this would mean that some 200,000-230,000 active Second Life users are on average currently spending more on their in-world experience than any existing online world by far. (For comparison, a World of Warcraft subscription is but $15 a month, and that’s money paid to the Blizzard/Vivendi, not user-to-user.)

To summarize Tristan Louis’ conclusions, Second Life is relatively sparse according to its amount of active users, but absolutely economically lively based on the average amount of cash trading an active user’s hands.  Furthermore, even though Second Life doesn’t have an enormeous amount of active users, Louis predicts that that’s all going to change:

[I]t looks that, under the most conservative growth rate, we will see 3.5 million users registered and over 600,000 using the service by the end of April 2007. Under a liberal interpretation of the data, those numbers would shift to 9.6 million and just under 7 million. However, in the most likely case, it is probable that there will be 7.2 million users registered with 1.6 million logging in over the previous sixty days. Not too shabby.

“Not too shabby,” Tristan Louis concludes, but he also advises his readers “to go with the most conservative estimate because [his] data set is still relatively small. Even then, this type of growth mirrors some of the growth patterns we’ve seen in the early days of the commercial web and seem to support the contention that LindenLab is going to be a very strong player in the future.”

In response to Tristan Louis’ analysis of Second Life’s economic situation, Tateru Nino analyzed his analysis, ultimately judging that although many of the user-to-user transactions aren’t meaningful, there is still significant economic activity:

The way money moves in Second Life with tip jars and alternate accounts and refunds means that probably about half of the value given is double-counted. That would leave us with roughly 75% that we could count on, but let’s go the highly conservative route and say a mere 40% of that figure represents actual meaningful transactions, where there’s a net change in the distribution of funds that is in line with the stated figure. Averaging out Tristan’s weekly samples for December 2006, and then applying our own conservative 40% figure to it, we get a daily movement of L$ equal to $269,848 USD.

You can read Tristan Louis’ analysis of Second Life here, and Tateru Nino’s response here.

Blizzard’s Banning Bonanza

Posted in Ethics, MOG, MMOG, MMORPG, Online, Blizzard, WoW, Official by ubersoldat on June 10th, 2006. [Del.icio.us]

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Perhaps “bonanza,” a word that literally means “an extremely large amount,” is the only word that can fully encompass the extent to which Blizzard is banning customers who violate their Terms of Use.  In the month of May alone, they banned over 30,000 accounts that were using third-party programs to farm gold and disrupt equilibrium in many other ways.  Furthermore, perhaps the connotations of the word “bonanza,” which include “profitable” and “rewarding,” are also accurate speculations as to the motives of Blizzard.  Cutting 30,000 accounts assuredly lessens Blizzard’s band-width and maintanence costs, and the 5-digit banning marathon in May leaves us wondering if Blizzard’s employees have a banning quota.

World of Warcraft Monopolizes MMOG Market

Posted in PC Games, MOG, MMOG, MMORPG, Online, Blizzard, WoW by ubersoldat on June 1st, 2006. [Del.icio.us]

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(Bruce Woodcock. MMOGCHART.COM)

MMOG Chart has released updated figures concerning the state of the MMOG market, that is, a comparitive ratio of the number of subscribers of many MMOG to the whole MMOG market.  It turns out, to little surprise that Blizzard’s World of Warcraft (WoW) dominates the free market.  But the extent to which WoW has possession of the market is quite startling.  Holding 50.6% of all MMOG subscribers (indicated blue in the above graphic), WoW has an overbearing, exclusive grip on the market.

Blizzard Doesn’t Respect Your Privacy

Posted in PC Games, MOG, MMOG, MMORPG, Online by ubersoldat on October 19th, 2005. [Del.icio.us]

Rookit.com alleges that Blizzard, RTS/RPG producing extraordinaire, is guilty of snooping through the PCs of World of Warcraft owners. This breach of privacy is possible because of a spyware program called “Warden Client” that installs with WoW. Kotaku reports that this program runs every 15 seconds that you’re playing WoW and can “read the window text in the title bar of every window. However, these ain’t windows related to WoW, but any ol’ program running on your computer. ” While the warden client is supposed to track down “cheat-ware”, it clearly goes above and far beyond its call-of-duty.

Update: Apparently the Warden utilizes a form of secure hash-coding to prevent Blizzard from getting any of your personal info from these frequent reports. Blizzard is notified if, and only if, Warden discovers an application on its banned list. So although Blizzard employs a form of intrusive spyware, it does not use it to profit, but rather to maintain a hack-free WoW environment.

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