Archive for the 'meta-game' Category

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Redzone - Live in The Church of The Divine Engineer

December 4, 2007

redzone - euphoric: live in London

Church of The Divine EngineerIf you haven’t yet, do check out Redzone.tv. Concert announcement follows:

Purify Your Ears
Redzone - Live in The Church of The Divine Engineer
December 21st 2007, 4PM SLTime/ Midnight UKTime

Redzone bring their unique brand of dark/ambient/classical/electronica and visuals back to SL.

The band invite you to this awesome location in the city of Nexus Prime, Gibson to experience christmas cheer, RZ-style, and will be premiering material from the forthcoming 3rd album, as well as playing songs from ‘Modified’ and ‘[digital flesh]‘.

We hope to see you there.

IM: Red Xu
Email: info@redzone.co.uk
Web: http://www.redzone.tv

http://slurl.com/secondlife/gibson/195/234/58/

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more windows by DB Bailey of Blinker Hall

November 30, 2007

DB Bailey

All images below can be clicked for larger 2560 x 1936 views.

DJ Bailey - more windows

DJ Bailey - more windows

DJ Bailey - more windows

DJ Bailey - more windows

DJ Bailey - more windows - photo by Onder Skall


See the display yourself at The Bomb Factory.

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Ted Castronova At Metanomics

November 19, 2007

by Onder Skall

We’re holding an event today on Metaversed Island featuring an interview with Ted Castronova. His study “Virtual Worlds: A First-Hand Account of Market and Society on the Cyberian Frontier” made academics, and by extension businesses, take games seriously. It precipitated a huge shift in thinking about games, and many were inspired to begin studies of their own after reading it.

Check out the full post with instructions over at Metaversed.com, or watch it live over at SLCN.tv today at 11am PST. If you miss it, just give us a few days and we’ll have it available in archive for you.

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Windlight - Awesome, But Tread With Caution

November 15, 2007

by Onder Skall

As Osprey recently mentioned, Windlight is back. This means that if you download the First Look Viewer you’ll be treated to some great views. This brings much realism, but there are problems too.

I’ve taken a few pictures to illustrate the point. Click on any of the thumbnails for a higher-res version.

City of Lost Angels 1
When I was looking for a place to take some test photos, my first thought was of the newly minted City of Lost Angels sim. Do check it out, it’s an artistic masterpiece.

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City of Lost Angels 2

As you can see the architecture looks impressive both facing and away from the camera. Everything is really dramatic, and the light looks like real sunlight. I used a trick to get these pictures though. Can you spot it? I’ll show you what it is in just a moment.

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Onder Skall in CoLA Windlight

In close quarters things look great, hands down. When sunlight hits things they really seem lit up, as opposed to just brighter. One might think this is going to immediately make people feel like they’re really “in” the game… but… there are problems with that. Big ones.

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Onder Skall - normal looking skin

Here I am in my “Mr. Generic” avatar standing by the water. Yes, that big blue block behind me is supposed to be water. That’s what it looks like when there’s no actual sim occupying the space you’re looking into. In order to get those impressive pictures at the top of this article I had to turn off rendering water by going to Client ->Rendering ->Types ->Water. You’ll notice another problem with this picture: contrast.

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Onder Skall - normal looking skin - in the dark

Boy does THAT look wrong. The thing is, in the real world with a real camera people will often photograph this way as well. Being backlit with no light source or reflection in front of you will black out your face entirely. In the picture above you can see that half of my face is dark, half is lit. That would happen with a normal camera in the real world as well. It doesn’t matter so much with my cybergoth av because his skin is bleach white anyhow, but if we’re striving for realism we’re going to have to deal with realistic problems.

Fortunately, the fix is pretty easy.

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Onder Skall - normal looking skin - fixed lighting

I created a big block, gave it a completely transparent texture, and made it a light source. I attached it to my nose and bam, problem solved. If we were REALLY going to do this right, I’d place the light source off-camera to the right, and create another on the left. The color needs tweaking too in order to really look like a reflection of the sun, rather than just white light sources…

Actually I could fill volumes and volumes on lighting, but I suppose that’s the punchline here: conventional lighting techniques that have been honed by industry professionals for years now matter in Second Life. If you’re a virtual world photographer or machinima producer, it’s time to up-skill!

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Octoberville Returns

September 17, 2007

OctobervilleConsider this your teaser. The sim isn’t built yet, but more is coming.

I have a feeling that fall and winter are going to be insane for gaming in SL the way things are shaping up. I have a backlog. Watch this space.

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Grid Safari Gallery - Stagecoach Island

September 5, 2007

Stagecoach Island splashscreen

This is just a quick pictorial of the most recent Grid Safari trip. We went to Stagecoach Island and it was pretty fun!

Grid Safari arrives First we all showed up and stood around trying to work out the controls. Luckily they’re pretty easy and all focus around the numeric keypad and F keys.

Oooh video! A local resident took us on a tour, somehow easily sending TPs to everyone from a variety of locations. This little dome was on top of a mountain that you could basejump from. They had a video playing of somebody’s parachute on fire. It steamed really well.

Flying thingie Here I am in one of those… flying thingies. You know… those… hang-gliders with seats and propellers… what are those called again? Anyway it was fun.

Snowboarding Another mountain, another bit of fun. Snowboarding! Yay!

Nessie Underwater to visit a really sweet Loch Ness Monster. Nice detail, smoothly animated, and you really felt like you were underwater.

Volcano They showed us a volcano. I fell in.

Kitchen Lots of houses there, but this feature I thought was pretty significant. A kitchen. Tell me class: what does the fact that the resident put a kitchen (and bathroom) in his house indicate about prim limits?

Full writeup on the way tomorrow at Metaversed.com.

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Stiff People’s League

September 4, 2007

It’s not as rude as it sounds. Unfortunately. But it’s still fun!

Stiff Peoples League is a mixed reality game between physical and virtual players. Come and join together for a team and earn real L$. Become a top rated player in the future of sports.

I’m going to really get in-depth on this one probably over at Metaversed.com, but in the meantime check out the main website, the Season 1 blog, and the wiki to get you started.

Apparently this goes away on the 12th so jump on it while you can. (SLurl)

Meanwhile, this is a reminder that I’m still looking for writers for Second Life Games. I’m not looking for Shakespeare, just enthusiasm! Get in touch! ruagamer [at] gmail (dot) com

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Games Park

August 14, 2007

by Onder Skall

For those of you who haven’t seen it I wanted to tell you all about my little home in Second Life, the Games Park (SLurl).

Games Park

Here I have a whole bunch of games and some free T-shirts if you’re into Atari or Nintendo.

Games Park

Here I have a bunch of artwork. The tree changes color when you touch it, and you might remember those panels from Brian Eno’s big display

Games Park

… and over here, a chill-out area. Those panels can be clicked for notecards about sites around SL and landmarks if you want to visit them.

This whole thing might go away actually, I’m not sure. Things I can’t reveal are really moving at the moment. Basically: catch it while you can!

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I saw it! It’s alive! It’s huge!

August 1, 2007

01-18-08

View the trailer.

Visit the unfiction trailhead.

Visit the 01-18-08 website.

Visit a fansite that’s already coming together mega-fast.

Visit the IMDB page.

From IMDB:

The Plot: A group of Manhattanites document a monster’s attack of their city.

THE BUZZ: This top-secret project set the Internet atwitter the week before Transformers came out last July. Known by the name Cloverfield or Clover, we understand it is a lower budget, NYC-set thriller from the pen of Drew Goddard, a veteran of the Buffyverse who first teamed up with producer J.J. Abrams as a writer-producer on “Alias;” another Abrams cronie, Matt Reeves, is directing.

Enjoy.

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Don’t Believe Ondore’s Lies

July 27, 2007

by Onder Skall

I’m getting ready for a major ramp-up of activity here on Second Life Games, and a refocusing on actual… you know… games from SL. Before that though I thought you should see this Mega64 awesomeness.

That’s Ondore, not Onder. :)

Hat tip: Broken Toys

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Weapons of Choice

July 15, 2007

[Originally published by me in New World Notes - small intro by Hamlet]

Snapshot_506
Unleashing the power of CCS high above the City of Lost Angels

Way back in its earliest beginnings, Second Life was conceived in part as a platform for game development. But as SL designers will eagerly tell you, hacking the code to support a playable system is a massive challenge. Accepting it are CCS and DSC, two robust gameplay engines already in use by many gamers in SL. NWN game correspondent Onder Skall breaks down the pros and cons of both in a compare and contrast accompanied by uniformly kickass screenshots. Whether you’re a gamer or game developer, it’s mandatory reading. Join Onder after the break.

Read the rest of this entry »

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Playin’ Half-Life For Cash

July 13, 2007

by Onder Skall

An official press release (see below) announces the launching of Tournament.com where players can wager real money on their skills playing popular first person shooter games. You can wager up to $10 per match and you’re limited to depositing $150 per month into the system, but that doesn’t mean that people won’t figure out how to cheat the system. I’d be shocked if there wasn’t somebody out there making a living playing FPS through this site within six months.

Even without cheating it’s still better than gold farming.

Pro gamers, of course, join the pro leagues. If you’re curious about that sort of thing, check out Major League Gaming (MLG), the Cyberathlete Professional League (CPL),  or the Global Gaming League (GGL). You can make a pretty good, honest living at it if you’re good enough.

Full press release after the jump.

Read the rest of this entry »

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Games Market Is Just A Tiny Bit Competetive

July 10, 2007

Gamasutra carried a series of projections about sales in 2007, and 30% of the ENTIRE projected sales for the year were from just three games: Halo 3, Madden 08, and GTA IV.

3 games. 30% of the entire market. Man… better off making your game in Second Life.

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Watch We Are The Strange In SL Friday

June 27, 2007

by Onder Skall

DROP EVERYTHING!

Oh… ok well wipe that up and then come back.

Watch We Are The Strange in Second Life at Ars Virtua Gallery this Friday 6pm PST. Yeah. Seriously.

Full article, click here. Yeah I know, you’d be surfing away from my website if you read it. That’s cool. Ars Virtua are awesome. Go.

See M Dot Strange pimpin the DVD and talking about the SL show here:

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The Future Of Insert Coin Arcade

June 25, 2007

Hello. I’m Seven Shikami, owner and designer of Insert Coin Arcade, and all the games within. Now, let’s get down to business.

“Seven, what’s this I hear about your retrogames no longer being for sale?”

I had never dreamed — or intended, really– that this enterprise would become a massive business that would eventually lead to opening a full island sim. The problem is that the products here essentially infringe on the rights of several copyright holders, such as Nintendo, Capcom, and Konami. While I firmly believe that retrogaming nostalgia is a form of common, shared culture, and my games are an expression of my love for that culture, I can’t reconcile the fact that I am actually making some money off this labor of love, and that’s a no-no.

Lately, Second Life has been in the news, and not in a good way as police and FBI and lawyers are starting to sit up and take notice. Since I’m not in the mood to have my life destroyed by corporations, even ones I have a great deal of love for due to the joy they’ve given me throughout both my childhood and adulthood, I’m doing the “right thing” and not selling the games anymore.

“Noooooo!”

Hey, hang on! This is not a death knell, it’s a rebirth. Just keep reading, okay? Right. Onward!

“Hang on, what about the games I bought from you?! Are they going away? Are you magically whisking them from my inventory!?”

No, no, of course not. You bought them; they’re yours. I RECOMMEND you set them free play or simply delete them, though, to avoid legal troubles. If you wanna damn the torpedoes, though, that’s your call and you can keep them rolling and keep them giving you money. It’s entirely up to you! However, no more patches or features will be added to these games.

Excluded from this are Whack-a-Mole and Skeeball. After some modifications (which will be issued free to owners) they’re safe as houses. Technically, the trademarks on these games are actually “Whac-a-Mole(tm)” and “Skee-ball(tm)” and our games play like any number of similar non-infringing clones — and ours even have features the originals do not. So, good to go!

“So… does this mean no more arcade games, ever?”

HELL NO! It’s a rebirth… I have plans to take the code — which was entirely my work and only vaguely echoed the original games anyway — and repurpose it for a SECOND GENERATION of games, using original intellectual property, but hearkening back to the era of coin-op that time forgot. Original sprite artwork and new cabinet designs. You can learn more about this in the Upcoming Projects room, in the back of the arcade, which will open soon to the public so you can follow our progress.

What’s more, when they’re finished, you will get the “equivilant” Second Generation version of the game you own FOR FREE. I said free upgrades for life, and I meant it!

Still, you love these games from your childhood, why replace them with originals? Well…

* REASON #1: PROFIT. Although I believe $1 to be the most fair price point, the new games will allow for $0, $1, $5 or $10 price points per play. These will become viable ways to pay for your tier! (You run the risk of losing business to lower priced competitors, but that’s business, baby.)

* REASON #2: TICKETS & PRIZES. The most requested feature ever will be added — the ability to install (if you buy the package for it) a ticket booth that hands out prizes of your own design! A great way to promote your business and encourage repeated arcade plays! Your tickets will be unique to your arcade, and cannot be spent at a competitor’s place. The module that gives out tickets and redeems them for prizes will be on sale soon from the arcade’s shop wall. (It’s not free, but it’ll be much cheaper than an arcade game itelf.)

* REASON #3: OPEN SOURCE. What!? YES, open source game development tools! I am going to publish the framework that handles owner config, payment, player registration, high scores, and even ticket rewards! With this OpenArcade Framework, you can develop your OWN games that will be compatible with the ticket booth system, high score trackers, and all the other features you’ve come to love from Insert Coin Arcade.

You lose the original, infringing IP… but look at what you gain in return. A free game. More profit generating. Ticket granting. And a developer’s toolkit. It’s a fair trade.

“When will all this neat stuff be made available?”

The answer is “When It’s Done.” We’ll be working first on revamps to Skeeball and Whack-a-Mole, then releasing the Ticket System to go with them. The OpenArcade Framework will follow soon after, letting you develop your own games.

If you want to track progress, visit the Upcoming Projects room.

“You bastard! I paid $350 just last week for these, and now you’re dropping support?”
“You bastard! I wanted to buy more of these but put it off, and now I can’t get them!”
“You bastard! I don’t want original games, I want Nintendo classics!”

I wish I could please everybody, but I can’t. In this situation I have to do what’s best for myself, or there’d be no more games anyway, and the ones I had would go away when the lawyers came to feed regardless. This is survival. Plus, the new features of Second Generation are going to, I hope, make up for any losses.

For those of you who are nodding your head to all this and continuing to support Insert Coin Arcade… thank you. We can keep the SPIRIT of the greatest generation of gaming alive, without legal troubles, and with even more fun than before. The good times are AHEAD of us. Stay tuned, true believers!