Archive for March, 2006

Rapid MMOG Turnover

March 06th, 2006 | Category: Design

Though I feel like I’m starting to disagree with some of Mr. Koster’s views on what exactly MMOGs are, he never fails to open up the door to an interesting discussion. I’ve had his Peering into China post open in Firefox since last week, and damned if I don’t look at those numbers and go ‘guhhh’. A few thoughts on the realities of MMO Gaming on the other side of the world after the cut.

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The Insubstantiality of Matter

March 02nd, 2006 | Category: Asides, Design, SL

Buzzcut has a nice piece reflecting on the physical reality of Massively Multiplayer Games. From the point of view of an architect, being able to fly or teleport is quite confusing if you’re trying to undestand something’s physicality. Or, on the other hand, it can be quite freeing. From the piece:

I had one student who grasped this immediately. Everything he built in SL hovered, floated or cantilevered out at impossible angles. He was having the time of his life doing sculpture and calling it architecture. In the real world, no matter how goofy a Frank Geary building might look, it’s physically rational. And in that way, also limited. Online architecture is truly unbounded. 

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