Monday, July 13, 2015

Game Review: Ark - Survival Evolved


By Bixyl Shuftan

The latest game that my friends have gotten into is one called "Ark: Survival Evolved." It could be thought of as "Rust meets Jurrasic Park." Like Rust, one is in the wild, gathering food and crafting resources from wood, rocks, and other resources around him to build weapons, clothes, and shelter. Unlike Rust, instead of an abandoned series of buildings, you're on a primeval looking island filled with dinosaurs, which can be tamed, but any wild meat eater is going to go after you for a snack.

The timing of the game's release was certainly noteable, right about the time the movie "Jurassic World," the latest of the "Jurassic Park" sequels was released in theaters. Like Linden Lab's choice of a velociraptor as it's freebie birthday avatar, it's obvious this was no coincidence, but to take advantage of the resulting "dino-mania." So far, it's worked, with PC Gamer reporting a million copies of the game sold in less than a month.

To begin with, once you log on a server, you're asked to customize your character, male/female, height, build, skin color, etc. This is purely cosmetic and won't affect your strength or running speed. Once that's done. you're shown an outline of the island, and asked to pick a zone to spawn on. Once you choose one, you wake up to a flash of light, and find yourself on a beach. One will find most other players traveling on or near the beach, and the creatures here are mostly less dangerous than those inland, mostly. Typically there's just almost all herbivores such as triceratops, along with a few dodo birds, with the most dangerous thing being a dilo, which you should be able to beat once you have a pickaxe or hatchet (better weapons are preferred, such as spears). Unfortunately larger predators on occasion make their way to shore, so if you see big feathered birds, raptors, or what looks like a T-Rex, avoid it if you can, and run if you can't (press the Shift key while moving forward to run) Low level players without weapons who can't get away will end up lunch (Insert "Barney" parody music - "I eat you, you feed me .."). Be careful of any scorpions you see as a few stings are enough to put you to sleep, and you can only watch as the bug slowly eats your character alive.

The island is a strange mix of the prehistoric with strange futuristic technology. You begin with a strange implant in your arm. Around the island are strange alien-looking monoliths. One can help you save your character and transfer to another server. Beyond that, supposedly there are secrets to discover later in the game.

Your first concerns, besides avoiding danger, are getting some basic tools. To get stones off the ground, press "E" to collect some. To get wood and thatch, without a tool one has to punch tree trunks, either live ones or dead ones lying on the ground. This will damage you a bit, costing some health points. But when you have nothing, this is the only way you can get wood and thatch. To make your first tool, a pickaxe, you'll need one stone, one piece of wood, and ten thatch.

A level one player isn't able to build much, just a pickaxe and a torch. You'll But it isn't long before you level. Once that happens, you can increase an attribute, such as the amount of weight you can carry, running speed, stamina, etc. Then you get an amount of points to spend on "Engrams," or skills. Now you can learn how to make a stone hatchet. You'll need to use your pickaxe on a rock to get a piece of flint, along with the piece of wood and ten thatch to make it. Something else you'll want to learn is how to make a campfire (if you see one someone else made nearby, you can wait a little to learn to make one). Other skills for your first few levels include cloth clothing, and thatch building parts. Doing actions can help you level faster. Just going around gathering things such as stones, fibers, and berries, can help you level fairly quickly early on.

When night falls, it's not quite as hazardous as "Rust" as you can still see a little, especially when the moonlight isn't obscured by trees and other large objects. But still it's possible for a player to run into a predator or a pack of them, especially if running. The terrain is uneven, so running at night over unfamiliar ground could get you falling off a cliff if you're not careful.

Both the pickaxe and hatchet can be used on trees, rocks, and dead critters, as well as close range weapons. But they yield different amounts of resources. For instance when building, using the pickaxe will yield more thatch then pieces of wood than if you use the hatchet. The pickaxe will get you more flint than stone from rocks. And if you're harvesting the body of a dead critter, a hatchet will yield more hide than if you use a pickaxe.

Once you have a stone pickaxe and hatchet, along with maybe a torch if it's night, its time to get some food. To get berries from bushes, along with fibres press "E." Of the six kinds of berries you'll find, three are good as food. Stimberries will help keep your torpor, or how easy you can slip into unconsciousness, down. One will help you with cooking later, Narcoberries will just put you to sleep. Each berry will help with food and thirst slightly. When your food and water levels run out, you will begin to starve and dehydrate and lose health points. Once your health reaches zero, your character will die and you'll have to respawn. If it rains, your character automatically hydrates when in the open. If you plan to be active, running, fighting, chopping wood, etc, stay near some water. Don't go too deep in the water as there may be a shark waiting for you. Rivers may have mega-piranha, so you have to be careful there too. If a school homes in on you in the middle of a big stream, you're in deep trouble.

Besides thirst and hunger, heat and cold are also problems. If you're too hot, you will sweat and lose water faster. If you're too cold, you'll burn up food faster. If you're *really* hot or cold (a larger flame symbol or your snowflake turning into an ice cube on your HUD), you'll start loosing health points as well. Getting in water can help keep you cool if you're hot, but conversely can be bad for you if it's getting cold. Clothes, torches, and campfires, can help keep you warm. Buildings help insulate against temperature extremes. There's also an energy meter. If you run for too long, it runs out, and you have to stop to catch your breath. While you're swimming, it runs down very slowly. If your energy level reaches zero while you're swimming, you're in danger of drowning.

Since berries help with hunger only a little, you'll probably want some meat. As some objects need hide, such as shoes and gloves, that's a second reason to do some hunting. Dodos are ideal for beginning players as they don't fight back, but clumsily waddle away, and after a few hits they're as "dead as a dodo." You may find fish in shallow waters and rivers for meat, though the problem with mega-piranha is obvious. Once you have a couple spears, you can go after the lowest level predator, the dilophosaur, or "dilo" as they're called in the game. The problem with them is they can spit venom at you and blind your vision. But if you're not fighting a pack, you shouldn't have too much trouble. As you progress higher, you'll be able to make hide clothing, which protects more than cloth.

Different dinos require different tactics to fight. Raptors can be a challenge as they like to zip around and attack you from the side. I had to keep backing up to avoid getting flanked when fighting one (if near a cliff, turning away first). When attacked by a croc, my strategy was to flank it by going to the side and spear it in the ribs, taking advantage of it's slower turning ability, taking care *not* to get caught in it's enormous jaws. After some time at this, had a load of hide and meat on my hands.

Eventually you're going to need a home base to both store items as well as a place to safely leave your character when you log off as anyone left out in the open is liable to be found by a predator (or a hostile player in PvP servers). Building just the base and four walls without a roof won't guarantee 100% safety as a low flying monster bird or large carnivore walking nearby can spot your sleeping body. At first, you'll be limited to building thatch buildings. But they're not very strong, and can be torn up by a large carnivore that sees you run into one for refuge ("Little pig, little pig, let me in!"). So eventually you'll want to learn and build wooden building parts. When gathering items while making a wooden building, you can become encumbered quickly. So you may want to build some parts while in the field to lighten your load.

Once you have a building set up, you're going to want to build some things to help you out, such as storage boxes to keep stuff in, and a sleeping bag or bed to ensure you respawn in the shelter if killed, the former being one-use only. As you progress, you can make a preserving bin to slow the decay of meat and fruit you collect, a mortar and pestle to make ingredients, a forge and smithy to make metal tools, and more. You'll also be able to learn and make stone and metal building parts, making your home safe from wild dinos, and in PvP servers resistant to all but the most determined raids.

You might not have to make everything. On various spots on the island, beacons will shine and a crystalline supply crate will slowly float to the ground. In contrast to "Rust," supply crates are easy to see, so it's not as hard finding them. One will still have to contend with any predators nearby, as well as any hostile players in PvP servers. They are color coded, with white being lootable by anyone level three and up, green for those level 15 and over, blue for those 25 and up, with higher ones being purple, yellow, and red, which is accessible only to those level 60 and higher. White supply crates will typically deliver thatch building parts, cloth clothes, or simple tools and raw materials. Green will get you wooden parts and hide clothing.

Besides hunting dinos, one can also tame them. They can help you go around faster, notably those that can fly, help you haul goods, help with defending your base (or attacking a hostile one). This is done by knocking out the dinosaur without killing it, then giving it the appropriate food, berries for herbavores, meat for carnivores, and keep it unconscious with narcoberries and narcotics. In PvP servers, large dinosaurs make excellent deterents against attacks. Conversely, they also make great raiding weapons. I've seen from a distance a party with a T-Rex patrol the length of a beach, and take out begining players' thatch huts.

Besides taming dinos, players can also band together to form tribes for help. In a tribe, players can protect one another as well as specialize in different skills and make for others what they can't. All buildings and goods are shared by everyone in a tribe. You can also do farming, building small plots and plant the seeds you find.

Of the issue of PvP, there have been comparisons to Rust. In the Second Life "Furry Gamers" group, at least one player refuses to play the game outright because it appears in *any* server. After the group's experiences in Rust, Nydia was frustrated with the "PvP kiddies" to the point she got her own server coming to Ark. Trouble is, these personal servers are not always on. Looking for an official one. Confused by what really was a PvP server and what wasn't, I chose one that was labeled "OC." It turned out that it was, with some characters being relentless about it. A few people would swoop down with monster birds, grab lower level players, then drop them from up in the air to fall to their deaths. At least on the middle part of the eastern shore, which was the default location for spawning. Trying in the west, I found things much easier, running into fewer people, and those who were tended to be less hostile ... tended to be. Sadly some people will take the opportunity to kill and steal when they can. On the other hand, it can be pretty satisfying to turn the tables on a raider, and some players take satisfaction in keeping a structure up in defiance of raiders.

Looking further, there were a few servers that were labeled "PvE" (Player versus Enviroment), and while I was there no one raised a hand to me. It was a bit crowded though, with lots of buildings. It's also notable only a few sims were labeled PvE. Other kinds of servers include the "hardcore" in which if a player dies he doesn't lose just the stuff on him, but has to start all over again as a newly created character, presumably with his old character's building, and it's stuff, locked to him. It's fair to say each server has it's own cast of characters with differing attitudes.

As one progresses in levels, you'll be able to go deeper inland and brave the dangers there, and perhaps uncover some of the strange secrets of the island, maybe even escape. Eventually you'll be able to make metal tools, guns, and more technological items. But these require metal, which I've found hard to get. I've heard there are mines, but have yet to see one, possibly because they've already been claimed and are behind someones walls.

Personally, I give the game two thumbs up. It's more versatile than Rust, and a more exciting feel. One small problem, it takes longer to load, so one can get a little frustrated when waiting to get back on the island. Also, the game is still in beta. So it is frequently updated, about once a day on average at the time this review was written. So more time to wait. But once in, there's a number of things one can do, building, crafting, hunting, exploring, etc. Rumor has it a future update will allow for the breeding of dinos for certain traits.

And of course, where else besides Second Life can you ride a T-Rex?

*Correction* I had thought "PvE" meant "Player vs Enemy." Someone corrected me, saying it was "Player vs Environment."

Bixyl Shuftan

Saturday, May 30, 2015

Tales from Minecraft: Going "To The Moon" Tinkering With Iguanas



The "Furry Gamers" group is still going at it with Minecraft, or "Minecrack" as Jasmine (or Jazicorn as she's calling herself now) calls it with tounge-in-cheek humor. This time we're going with a version of "Feed the Beast" called "Resonant Rise" with "Tinker's Construct with Iguana Tweaks." We still have the option of building some pretty powerful devices, and there's a lot more minerals and biodiversity. But it also means the process of building itself has become a little more complicated.


Before in Minecraft, you could just slap four boards together to make a workbench and that was all you needed. In this version of "Feed the Beast," I needed five things to start building tools. From left to right, crafting station, tool station, part builder, pattern chest, and a stencil table. For more info, Nydia offered us a wikipage and a couple youtubes (here) and (here) when we were starting out.

To make stencils, you need two sticks and two pieces of wood to make four. For the stencil table, you need a stencil and a piece of wood. Crafting stations are just workbenches remade (bring back in the four square building area in your inventory). Tool stations get a stencil on the regular workbench. The part builder needs a log and a stencil. The pattern chest needs a chest with a stencil.


Sounds complicated? "But wait, there's more." When you start out, you're limited to making tools out of flint. The good news is instead of just waiting for the occasional piece of it while digging gravel, you can combine three piles of it on a workbench or crafting table to make one. To make a flint pickaxe, you need two stencils, one for the head and one for the connector, which you make on the stencil table. Once you have those, you use the pickaxe  head stencil and a chunk of flint to make the flint pickaxe head, and the connector stencil and a piece of wood to make that part and a couple sticks. You then use the tool station, clicking on the pickaxe icon, and placing the head, connector, and stick in their places to make the pickaxe.

Depending on the version of "Tinkers with Iguana" you use, you might not be able make the old style tools on your workbench at all, or even use them if you pick them off clobbered mobs. I never figured out how to make bronze or iron tools with the new system. But you can repair the flint tools with more flint via the tool station.

 The good news, these tools improve with use. As I dug around with my flint pickaxe, it improved, gaining qualities such as resilience, taking longer to wear away, being quicker to use and so being able to dig holes and tunnels faster, and once in a while able to regenerate. The last ability the game announces as "your (tool) seems to have picked up a bit of moss." A pickaxe this happens to three or four times will not need repairs any longer, at least my flint pickaxe.


To complicate matters, there was the occasional "Blood Moon." Hostile mobs like zombies and skeletons came out at night like before, though some places were largely free of them and in some not as densely. But when the darkening sky turned dark red and the message "The Blood Moon is rising" flashed on the screen, that was the signal to hunker down and hide, dig yourself a hole and seal the opening if you were caught far from a building or cave. The mobs would come out in a massive horde that would quickly overwhelm you unless you could fight them from a doorway AND had a study weapon that could take a lot of hits.

Some monsters also had special abilities, such as the "Vampyric Zombie of the Eclipse" which could block out the sun where it was fighting you and drain more health than normal if it touched you. Often they had more hitpoints, so taking more hits before they dropped. Witches had potions that could really poison you, going down to half a health point. One of the more insidious was a kind of witch cat that seemed harmless at first, then would morph into a huge beast that could both pummel and poison you.


I didn't build much when the group first established their Resonant Rise server, just build two bases in a couple forested area in the middle of a desert. From there I would explore around a little, getting armor from fallen mobs, and fruits from the numerous saguaro cactus in the sands.


Besides horses, there were these chocobo, which could be tamed and ridden (insert Final Fantasy 7 victory music).


There was more biodiversity in the game, with some trees getting especially big.




And lots of new plants. Not sure what you can do with them, but the looked nice.


There were various builds already on the map at random places, such as this mausoleum near a spooky old castle. There was a crate with treasure inside, but looking triggered a lava trap.


There were also various villages, each with villagers, out there. A few had guards, which could take on zombies. There were also bandit camps, which would take on any player who entered.


Some players could build some pretty elaborate builds. As there were other realms in the game besides the Nether, and this included the Moon, Mars, and other planets, that got Jasmine's mental gears turning. So she got together with Nydia and Kryxia for their own Apollo project. They'd be making their own rocket to the Moon.


When everything was ready, they waited a few minutes for people to come over to watch. Then Jasmine got in the rocket and they counted down ...


And it was "rockets away" as she went up into the air.


Jasmine took some screenshots as she went up.


And further up.


And soon the ground was too far to see.


Jasmine's ride continued onward ...


And soon, she was in the cold black of space.


Soon the lunar lander was deployed. At this point, she could see the square Minecraft Earth.


It was soon time to start the landing sequence.


Closer, closer, putting on the rockets, not burning too much too soon so not to run out before she landed.


And touchdown!


The Eagle had landed!


The trouble with a trip to the Moon was once the initial thrill wore off, well, there wasn't much to explore but endless surfaces of dust. Fortunately, she brought enough materials to start work on a base. Eventually, she was able to build another rocket, and head back.


They talked about making another rocket to head to Mars. Then came trouble. Something went VERY wrong with one of Jasmine's builds, and the result was the server was "nuked." We had to start all over. This hit some players such as Valkyrie and Skylark hard as they had taken the time to make some pretty eleborate builds they were proud of, and now there was nothing left. The only thing that could be done was to start over, with a few flint tools to allow people to find a place and establish themselves.


I found a village some distance to the east and made a new base.


And tunneling away to make my G.U.E. (Great Underground Empire), linking places with tunnels, and making a few shelters in between them.

There's a little more to tell, but perhaps for another day as that darn Blood Moon is once again rising, and time to head back to the tunnels before the freaks come out at night.

Bixyl Shuftan


Monday, May 18, 2015

What’s Happening In High Fidelity?


By DrFran Babcock

   If you haven’t yet heard, High Fidelity, or HiFi, is a virtual world that was started a little over a year ago by Philip Rosedale, creator of Second Life and Linden Lab. I have been an Alpha tester since about a month into the opening for Alpha, and in this time there has been a lot of change.

Why Another Virtual World?

There is an answer, in case you were asking yourself this very question. HiFi is Philip’s dream for creating a world that has few of the main problems that dogged SL. The first of these is scaling. I can recall, back in 2006, when SL was the darling of the media. I remember getting my Nissan car in world, and being courted by IBM. Coke, etc. Why aren’t all these companies still in SL? It seems as if it would be a good place to market. However, consider that one video of a cat singing gets more hits than SL could ever muster. You see, each sim in SL can only hold about 50 maximum before performance starts to dip, and that’s not the kind of numbers that attract business. With High Fidelity, each resident can manage their own domain—essentially, a server (it can be your own computer) that runs a world. The size of this world is enormous, and it doesn’t put a stress on any central space that is going to have to bear the stress. Each of us can be the masters of our own worlds, and the scaling is infinite.

   The second issue that has always been a goal for Philip Rosedale is to reduce latency. In SL, performers always have to deal with a lag if they are playing together, so that group work suffers timing problems. The goal of HiFi is to create a place where a resident in California can jam live with a resident in the UK…without any delay in the sound reaching the listener. 

   I have been to concerts in HiFi where this is happening, and it’s a completely jaw-dropping experience. In addition, the sound is spatial. As you move around the level changes based on where you are—just like in first life. There have been times when a few people jammed, and I felt as if I was in a concert hall.

But, Can I Look Pretty?

   When I try to “recruit” people for HiFi, my girlfriends often ask: “When can I look pretty?” The avatars at this point, are still quite primitive, as you can see in the picture of me here. However, what’s amazing, is that everything that is coming is being built to accommodate immersive movement. Facial expressions and body and hand movements all add to the feeling that “you are there.” As HiFi Alpha Tester @Judas says: “You haven’t experienced a virtual world until you have reached out and touched someone and they smiled back at you. It really, for me, is a game changer.” 

   The pretty is coming. It’s important to remember that this is still alpha.

Interested In Joining?

Come see what’s happening in High Fidelity Alpha. The sign up page can be found here: https://highfidelity.com/
 
  Some basic info:
·  There is no money system yet.
·  There is a marketplace, and everything is free.
·  The scripting is done in JavaScript.
·  It’s Alpha; it’s going to be crude.

·  I will keep letting you know about High Fidelity, and you can join when you are ready.

See you there.

  --
Fran

Sunday, May 10, 2015

Gaming News: Steam Suddenly Ending Modder Payment System, WoW Numbers Drop, A Cheater's Public End


By Bixyl Shuftan

There were a couple notable stories this week in the world of Massive Multiplayer Games. The  news about World of Warcraft's numbers revealed that the boost provided by their latest expansion is now over. When "Warlords of Draenor" came out, the response was electric, subscriptions going from less than 7 million in June 2014 to more than ten in November. The latest statistics released show that by March 2015, numbers had plummeted as fast as they had risen, down to 7.1 million.


So why the plunge? Different players will give different answers. One heard more than once was that once a player reached Level 100, maxed out the Garrison, and witnessed Garosh Hellscream's end, there wasn't that much to do. But even with this drop, World of Warcraft remains the top MMO.

Links: MMO Champion, Gamespot, Nasdaq, IGN

In another MMO, a cheater was delt with in a very public way. Over a few weeks, players gathered evidence of a JT Darkside using exploits  to dominate other characters in Player versus player combat, teleporting away, dealing massive damage, etc., "with these programs running, the character could travel around the map at extraordinary speeds, teleport inside structures to take them from opposing factions, and apparently both hit hard as well as be hard to kill."

As youtube videos were the big evidence against him, in a fitting end to Darkside, his fate was shown in a youtube video on a post by security cheif Chris Cleary in the Guildwars forum. The video showed Darkside being stripped of his clothes down to his underwear, giving the viewer a friendly wave, then plummeting off a ledge to his death. The character, and one other belonging to the player, were deleted. When someone asked about his account, Clearly posted, "We don't need to see it (evidence) in-game. Sometimes good video evidence is good enough for me to track down who it was. In this case, the video was enough for me to findout who it was and take action. Thanks for the video, and to accompany your video, I give you this video of his account's last moments. Oh yah, he's also banned."

The response was a number of cheers from gamers, "Perfect way to embarrass these idiots who seem to find it fun cheating."

Links: Guild Wars 2 Forums, Eurogamer, BBC News, Massively OP,

Late last month was a move by Steam that got quite a bit of attention. They announced a new system that would allow the makers of game mods to sell them on Steam Workshop, starting with Skyrim, which has among the most mods of any game on the market. While the move excited some people whom felt this would encourage new content, others reacted badly, feeling they'd have to pay for what they were getting for free.

The system didn't remain up for long. After only four days, Steam announced the system was being taken down. In a statement, Steam explained than in the past their efforts to allow "community creators to receive a share of the rewards" had been "in the past, they've been received well. It's obvious now that this case is different." They had been taken off guard by the numbers of those complaining.

There was one other issue, though it didn't get as much buzz as people having to pay for mods. The question was also raised about how much the modders themselves would make. Only a 25% would go to the modder. The rest was split with Steam's owner Valve and Skyrim's owner Bethesda, 30-45 respectively. Hamlet Au blasted this decision to give modders such a small percentage, "it suggests that Bethesda looked at it's sales data, noticed the financial success of it's most talented, dedicated, grassroots developer fans, and decided that was a bad thing. I'm not even finished with how bad this is: It suggests that talented independent gamers do not deserve great success, despite countless hours of free work, risked on the great likelihood that they would earn little or no revenue for their plans. It suggests that only professional game developers deserve to be reasonable compensated for game development. It suggests that Bethesda thinks it puts more value into Skyrim than the hundreds of thousands of it's most passionate fans who make and use Skyrim mods."

Hamlet Au compared Bethesda's apparent attitude to modders to Linden Lab's feelings to content creators making more money than the Lindens themselves, "They brag about it." He brought up a speech by then CTO Cory Ondrejka in which he mentioned one businesswoman, " 'She makes more money than me,' said Cory. And he was proud of that."

Both Bethesda's attitude and the sudden removal of the mod sale system "has deeply hurt the long term value of Skyrim," Hamlet Au thought. He felt the game, now four years old, could have "easily thrived for a decade or more."

In the meantime, those modders hoping to get at least some money for Skyrim mods will have to look elsewhere. Perhaps some will hear about the successes of Second Life's content creators and come here.

Links: New World Notes, Steam CommunityArs Technia, Kotaku, Bethblog, Steamed,

Bixyl Shuftan

Saturday, April 25, 2015

Gaming News: WoW Tokens, Star Wars Galaxies Jedi Hunt Idea, and Antilia No Longer an MMO


By Bixyl Shuftan

While the Newser and Second Life blogs have covered lots of events in Second Life, there's been no shortage of things going on with some of the games we like.

"World of Warcraft" has continued to develop, with a new Blackrock Dungeon. But what's gotten more chatter is the release of something new: the WoW token. The tokens are intended as "an in-game item that allows players to simply and securely exchange gold and game time between each other." In other words, an alternative to buying WoW gold from third party services, which has always been against the rules and could get players suspended or banned.

WoW tokens are purchased from the ingame store for $20 US dollars ($25 Australian Dollars), up to a total of ten over a 30 day period. They can then be sold on the auction house for gold. Once bought from the auction house, they can be redeemed for 30 days of game time.

The tokens were first up for sale on April 6. They were initially valued at the Auction House for 30,000 gold. Demand caused the price to rise for the first few hours. Then the value plummeted to 22,405 gold, a drop of more then 25%. People wondered if it would continue, but the slide halted, going through smaller rises and declines. There was a limit to the number of tokens which could be purchased from the Auction House, but Blizzard soon raised it.

Sources: PC Gamer, Blizzard,

For fans of Star Wars, the MMO aimed at them is "The Old Republic." Before that, there was "Star Wars Galaxies," which was released in 2003 and continued to December 2011. Among those involved in the design was Ralph Koster. In his blog, he recently talked about one of the challenges in the game: jedi characters. Jedi have access to all kinds of powers, but the trouble is "by comparison, everyone else sucks." There was also another issue, in the time perios of the movies, the Empire was hunting down anyone with the potential to be one. So Ralph had a "crazy idea." If people wanted to have the potential to be a Jedi, let them, but there would be a catch. 

You see, the moment you used Force powers within view of anything or anyone Imperial, or indeed any player, they could report you to the Empire. To Darth Vader’s Death Squadron in fact. And that generated someone to come after you. After first, just lowly Stormtroopers. Eventually, cooler characters, such as some of the bounty hunters like IG-88. Eventually, really cool ones like Boba Fett or fan favorite Mara Jade.

These would be brutal fights. Odds are you’d just die. So hiding and training very carefully would be essential. But it wouldn’t matter, of course. As you advanced, your powers would get “noisier” and cooler. You wouldn’t be able to resist using Force Lightning in a crowd, or equipping your lightsaber in view of some Imperials. And eventually, after Boba Fett and Mara Jade and everyone else had failed, well, that would be when Darth Vader himself bestirred himself to take care of the little problem.

And you would die. It would be rigged.

And you didn't just die. You'd have to start over with a new Level 1 character, as the old was was permanently dead, aka "permadeath."

Another idea was how these players would develop their Jedi powers, what Koster called "security through obscurity." When created, a different set of actions was determined for what it would take for them to progress. Anyone could become a Jedi, but how to become one would be less than clear. The intention was to limit the number of players whom would actually finish these quests to become a Jedi, making them rare but powerful, like they were in the stories.

But as it turned out, neither plan left the drawing board. The idea of  "permadeath" made the designers nervous, and there just wasn't enough time. The game was to be released in June 2003, and so they just didn't have the time to develop this idea.

Hat Tip: Hamlet Au

A few readers have mentioned Antilia, a fantasy MMO in development with all furred races. Despite some Kickstarters, efforts to raise cash to help develop the game have been less than successful. So after some years of the game still in alpha, the team has decided to bite the bullet. It was announced that they will not be making the game an MORPG, at least for now.

"We've come to the conclusion that we really want to get something out there with Antillia. What we're going to have to do to make that happen is find a way to make the project simpler. ... The easiest way to do that is to cut out the massive multiplayer online portion." (video link)

The good news, there will still be a multiplayer option. And they haven't completely given up on the idea of an MMO. They'll just have to wait until they have the money, and resources, to develop Antilia to that.

Source: Antilia 

Bixyl Shuftan

Thursday, April 16, 2015

Raglan Shire to Close InWorldz Location


By Bixyl Shuftan

Among the groups in Second Life that made a presence in the InWorldz grid was Raglan Shire, it's most noted community of fans of tiny avatars or "tinies." In June 2010, they got a sim in the virtual world and built what they called the Great Tree. For five years, the place stood, called an example of what could be done with InWorldz. Then on April 9 came some sad news from Zayn Till, the founder of Raglan.

This afternoon I logged in to Inworldz to make the announcement that Raglan Shire IW is going to be closed. The sim will remain on the grid for another 5 weeks & then be shut down (May 15th-ish). This will give everyone enough time to take up any no - copy items or builds (or anything really) if necessary.

While very sad, the sim really hasn't been utilized & I'd rather not continue to accept donations just to make tier if this is the case. I have nothing but respect for the Inworldz grid. The founders & ppl behind the scene make Inworldz fantastic. They deserve a big thank you for all the hard work they did for us. Especially in the beginning. They are the best.

Special thank-you's as well to Etheria, Oceanoz, Liandras, Teal, Caleb & all the folken who helped bring the tree to life as well as maintain it. You are all amazing. It was glorious.


On the InWorldz forum, he posted the following.

It is quite sad for me as well & I can appreciate the questions and everything regarding the closing of the Sim and the end of the Great Tree. In a nutshell, The sim really hasn't been used as I had hoped it would be. This has always been about growing and moving forward as a community. The last few years it has felt like a lonely museum with the occasional visitor or activity. This is probably my fault for not being involved the last few years. For those that did try to have interesting things to do on the sim you have my thanks.

I have always felt in any world, that if growth and moving forward ever came to a standstill that I would no longer be interested in carrying it forward.

I would like to be clear that the Tree was a collaborative work of incredibly talented people. The first 4 months was a flurry of activity as Etheria, Oceanoz, Dagmar, Teal and myself tirelessly worked to construct the tree with help from Inworldz residents and the founders. If you want to thank anyone for all the hard work, thank these people as they/you are the ones that deserve it.

I am glad folks appreciated the build and what we tried to accomplish and my best to the Founders of Inworldz who have always been nothing but kind and helpful.



In Second Life, I ran into Zayn, and he and I talked about the matter, "I just was talking to someone. This is pretty much what I wrote them: The sim was intended as a place of social gathering and activity but somewhere along the way became a lonely empty place with only the occasional visitor. It was never supposed to be a mall with only the odd activity/event every few months if that.

"In the nearly 5 years I kept this sim on the Inworldz grid, I watched as the initial concurrent log ins which started at around 125 when I purchased the sim in June of 2010 grow to about 275 log ins concurrently at the current date.

"That's just not growth.

"As reference, Second Life which has been dwindling, still has concurrent log ins between 35,000 & 60,000 at any given time although I am no fan of Linden Lab. For me it is about moving forward and growing as people and as a community. I have always said if I felt that it is no longer growing and is merely lingering, that I would no longer be interested in carrying it forward.

"This has  happened in InWorldz, and may be happening in SL Raglan Shire. Perhaps this will serve as a reminder that nothing should be taken for granted."



Going on, he added, "I'm pretty wordy, but yeah, been down, really loved that tree. ... actually hoping the closing of Raglan Shire in InWorldz may give folks an idea that things never should be taken for granted." I asked, "Were there any notable events that took place there?" He answered, "Some, but much too far and in between. IW is so small in comparison to SL. not a lot of folks. It generated a lot of interest the first few years. 2 years ago IW named it Sim of the year. But really, people & activities were to far and few in between. Plus a lot of folks that did kinda embrace what we do were doing it all off sim, so I  thought it was time."


I asked, "Has interest fallen off since the content creator controversy died down?" "In InWorldz?" Zayn answered, "There's just no real growth sadly. Five years ago, concurrent logins were around 125. It was not unusual for Raglan to have more then half the entire grid population on the sim the first year or two during concets and stuff. Five years later, concurrent logins are around 250ish."

And so, InWorldz will soon be losing one of it's favorite sims.

<iframe width="420" height="315" src="https://www.youtube.com/embed/BHljaBmOAIY" frameborder="0" allowfullscreen></iframe>

(Click here if the video fails to play)

Bixyl Shuftan