The international blog site Metroblogging has added Azeroth, a fictional territory in the world of the online role-playing game World of Warcraft, to its list of 45 real cities from around the world. This is the first "virtual city" listed on Metroblogging and could be the beginning of a whole new niche of blogging that Boingboing.net facetiously called "MMORPBLOGGING."
Metroblogging co-founder Sean Bonner told SCI FI Wire that the Azeroth blog is different from other Warcraft blogs because writers "living in the city" are posting information related to life in Azeroth itself, versus the news commonly found on most other Warcraft blogs.
"Since we use WoW so much like a physical place, we wanted to see if talking about something virtual—as opposed to a physical city, like the other blogs—would work," Bonner said in an interview. "WoW is really a space where people go and hang out and 'live,' so to speak. Our approach to the Azeroth blog is the same [as] with other cities on Metroblogging. It's a bunch of people who live in the city talking about life in that city. And instead of reporting that Blizzard's going to release this patch or that macro, like the 20 or 30 blog sites out there now, this is more about the people playing the game and treating it like a place, rather than a game that's being played."
The Azeroth blog was launched on April 14 and has since grown in content and traffic by the day. The site receives on average 5,000 hits per day and is updated regularly with new content, such as a recently added glossary of commonly used words.
Bonner and his co-founding friend, Jason Defillippo, launched Metroblogging in November 2003 with the Los Angeles blog. Since then, Metroblogging has expanded to cover cities around the world, including Istanbul, Tokyo and cities in Pakistan, as well as most major American cities.
"There's already tons of blogs for every game," Bonner said. "They're usually news-type sites or blogs reporting on the game itself. There's even role-playing blogs, where people are blogging as their character in specific cities in games. But we didn't want to take that approach, either."
Sci Fi Wire -- The News Service of the Sci Fi Channel
Tuesday, April 25, 2006
Monday, April 24, 2006
'World of Warcraft' battles server problems
With 6 million subscribers, each of whom pays $15 a month, Blizzard Entertainment's online game "World of Warcraft" has become a billion-dollar enterprise.
Now comes the hard part: Making sure WoW is always up and running. Some players are angered by ongoing server problems that have led the game to crash without warning while they were playing. Complaints have also surfaced about long lag times and frustrating waits to even play.
Despite Blizzard's contention that it's been keeping WoW customers informed of system problems at all times, some players contend that the company has been slow to react to complaints and reluctant to offer support when problems arise.
According to players, the problems have been especially acute since Blizzard implemented its last major patch to WoW, in late March. At that time, the company acknowledged it had some temporary server problems but said they'd resolve themselves within hours. But some players say that ever since then, they're routinely encountered "urgent maintenance" that can result in being booted from the game at any time.
"Being a system administrator myself, I have some understanding of what goes on in a corporate data center," said Evgeny Krevets, a sometimes-frustrated WoW player. "I don't know Blizzard's system setup. What I do know is that if I kept performing 'urgent maintenance' and taking the service down without warning for eight-hour periods, I would be out of a job."
Blizzard blames some of the problems--such as the disconnection, for several hours on Friday, of players linked to several servers--on AT&T, its network provider. (AT&T did not respond to a request for comment.)
It also argues that online games like WoW that have to manage hundreds of thousands, or millions, of accounts, are simply prone to network issues.
"Due to the complex nature of massively multiplayer games like 'World of Warcraft,' technical issues such as the ones some of our players have experienced recently may occur on occasion," Blizzard spokeswoman Lisa Jensen, said in an e-mail to CNET News.com. "Our commitment to our players is to provide effective solutions as quickly and carefully as possible whenever any such situation occurs."
WoW is what is known as a "sharded" online game. That means the game's many players are divided up among a large number of servers, or "shards," because no individual server could handle the full player base. This is common in the online games space.
As a result, players can usually choose which server they wish to play on, and each server can take on its own characteristics due to the specific guilds that play on them. In some games, like "EverQuest II," different servers can even have different operating rules.
Certainly, WoW is hardly the first online service to be hit by network and server problems. Over the years, services like eBay, Amazon.com and E*Trade have all dealt with various forms of outages.
And even some WoW players who are frustrated by the inconsistency of their game acknowledge that providing constant uptime is tricky, especially considering how fast the service has grown.
"I don't know how much I fault (Blizzard), since many of my own companies have had scaling problems," said Joi Ito, a venture capitalist who has put money into well-known online outfits such as Technorati, and who runs a WoW guild--or team--filled with other tech executives and well-known bloggers. "However, the uptime is really not (at an acceptable) level for a real commercial service, so I hope they get better."
Ito said the server problems have been particularly frustrating for him and his guild members because of the particular flavor of virtual "quests" they often run in WoW.
"Difficulty logging in (and) servers going down--it's become a normal part of our lives," Ito said. "It really does suck for us because we're running higher-level (quests) where it takes us a few hours to get to the (goal) and sometimes the server suddenly goes down right near the end before we finish. And they are unannounced (and) you just see people on the server--guild list--start dropping off."
Another member of Ito's guild said he too had been having problems with the WoW servers, though of a different nature.
"I have waited to get online the last couple times I have played," said Eric Haller, a San Francisco blogger and investor.
"We moved (servers) because the old server was doing that, and now the brand new server is having the same issues."
Haller said he attributes the wait times--often about 10 to 15 minutes--to WoW's growth being so fast. He joked about how long he has to wait.
"When you live on Internet time, 10 minutes can seem like an eternity of delayed gratification," Haller said, "so it can be pretty frustrating."
Not all WoW players have experienced the server problems, and even some who have complained note that the issue may be slowly resolving itself.
"I decided to switch to another server over a week ago," Krevets said. "The amount of issues and problems I experienced were just too much for me. The new server that I've been playing on has not experienced any log-in problems or queues, so I've been quite happy so far."
In any case, with no shortage of massively multiplayer online games, such as "EverQuest," "City of Heroes," "Ultima Online" and others, on the market, some might wonder why angry WoW players don't just walk away.
But some say WoW has reached its 6 million subscriber threshold--no other American massively multiplayer online game has even broken a million--because its game play is easier to grasp for mainstream players. And because there are few other practical options for many such players, they feel Blizzard should take the performance problems more seriously.
"The thing is, there is no other real alternative" to WoW, Ito said. "So they sort of have a natural monopoly, and that's why people are so mad, I think. They can't vote with their feet. They just have to wait. And 'Blizz' has to realize that they have millions of hours of people's time hostage and should feel that responsibility."
'World of Warcraft' battles server problems CNET News.com
Now comes the hard part: Making sure WoW is always up and running. Some players are angered by ongoing server problems that have led the game to crash without warning while they were playing. Complaints have also surfaced about long lag times and frustrating waits to even play.
Despite Blizzard's contention that it's been keeping WoW customers informed of system problems at all times, some players contend that the company has been slow to react to complaints and reluctant to offer support when problems arise.
According to players, the problems have been especially acute since Blizzard implemented its last major patch to WoW, in late March. At that time, the company acknowledged it had some temporary server problems but said they'd resolve themselves within hours. But some players say that ever since then, they're routinely encountered "urgent maintenance" that can result in being booted from the game at any time.
"Being a system administrator myself, I have some understanding of what goes on in a corporate data center," said Evgeny Krevets, a sometimes-frustrated WoW player. "I don't know Blizzard's system setup. What I do know is that if I kept performing 'urgent maintenance' and taking the service down without warning for eight-hour periods, I would be out of a job."
Blizzard blames some of the problems--such as the disconnection, for several hours on Friday, of players linked to several servers--on AT&T, its network provider. (AT&T did not respond to a request for comment.)
It also argues that online games like WoW that have to manage hundreds of thousands, or millions, of accounts, are simply prone to network issues.
"Due to the complex nature of massively multiplayer games like 'World of Warcraft,' technical issues such as the ones some of our players have experienced recently may occur on occasion," Blizzard spokeswoman Lisa Jensen, said in an e-mail to CNET News.com. "Our commitment to our players is to provide effective solutions as quickly and carefully as possible whenever any such situation occurs."
WoW is what is known as a "sharded" online game. That means the game's many players are divided up among a large number of servers, or "shards," because no individual server could handle the full player base. This is common in the online games space.
As a result, players can usually choose which server they wish to play on, and each server can take on its own characteristics due to the specific guilds that play on them. In some games, like "EverQuest II," different servers can even have different operating rules.
Certainly, WoW is hardly the first online service to be hit by network and server problems. Over the years, services like eBay, Amazon.com and E*Trade have all dealt with various forms of outages.
And even some WoW players who are frustrated by the inconsistency of their game acknowledge that providing constant uptime is tricky, especially considering how fast the service has grown.
"I don't know how much I fault (Blizzard), since many of my own companies have had scaling problems," said Joi Ito, a venture capitalist who has put money into well-known online outfits such as Technorati, and who runs a WoW guild--or team--filled with other tech executives and well-known bloggers. "However, the uptime is really not (at an acceptable) level for a real commercial service, so I hope they get better."
Ito said the server problems have been particularly frustrating for him and his guild members because of the particular flavor of virtual "quests" they often run in WoW.
"Difficulty logging in (and) servers going down--it's become a normal part of our lives," Ito said. "It really does suck for us because we're running higher-level (quests) where it takes us a few hours to get to the (goal) and sometimes the server suddenly goes down right near the end before we finish. And they are unannounced (and) you just see people on the server--guild list--start dropping off."
Another member of Ito's guild said he too had been having problems with the WoW servers, though of a different nature.
"I have waited to get online the last couple times I have played," said Eric Haller, a San Francisco blogger and investor.
"We moved (servers) because the old server was doing that, and now the brand new server is having the same issues."
Haller said he attributes the wait times--often about 10 to 15 minutes--to WoW's growth being so fast. He joked about how long he has to wait.
"When you live on Internet time, 10 minutes can seem like an eternity of delayed gratification," Haller said, "so it can be pretty frustrating."
Not all WoW players have experienced the server problems, and even some who have complained note that the issue may be slowly resolving itself.
"I decided to switch to another server over a week ago," Krevets said. "The amount of issues and problems I experienced were just too much for me. The new server that I've been playing on has not experienced any log-in problems or queues, so I've been quite happy so far."
In any case, with no shortage of massively multiplayer online games, such as "EverQuest," "City of Heroes," "Ultima Online" and others, on the market, some might wonder why angry WoW players don't just walk away.
But some say WoW has reached its 6 million subscriber threshold--no other American massively multiplayer online game has even broken a million--because its game play is easier to grasp for mainstream players. And because there are few other practical options for many such players, they feel Blizzard should take the performance problems more seriously.
"The thing is, there is no other real alternative" to WoW, Ito said. "So they sort of have a natural monopoly, and that's why people are so mad, I think. They can't vote with their feet. They just have to wait. And 'Blizz' has to realize that they have millions of hours of people's time hostage and should feel that responsibility."
'World of Warcraft' battles server problems CNET News.com
Saturday, April 22, 2006
Families unite for online games
The Holman family gets together practically every weeknight and most weekends these days, even though Jean is in Dupont Circle, her father and sister Susan are in Pennsylvania, and her uncle and cousin are in Texas.
Together, they're also in Tyria, the virtual world of a fantasy computer game called Guild Wars, where they form the "Jelo" team, fighting the undead and other groups of players as a family unit. Along the way, they also might plan vacations or share family gossip.
Although computer games have often been thought of as a pastime for the antisocial, communal online worlds such as the one in Guild Wars are the hottest things in games these days. The most popular title in this genre, World of Warcraft, has more than 5 million subscribers -- all text-chatting with their fellow players or using microphones and headsets to collaborate on the latest monster-killing mission.
Game companies don't track how many families play online games together, but they say the trend helps drive their popularity. Some families play games to maintain contact from far-flung towns; some parents play online games with their kids in the next room as a way of bonding with them. Game designer Jack Emmert, at Guild Wars publisher NCsoft Corp., played his own game, City of Heroes, to stay in touch when his brother was serving in the Army and based in Korea.
If games are sometimes used to preserve familial bonds, they also can create those bonds. The game designers at Mythic Entertainment Inc. in Fairfax were recently invited to a wedding taking place this fall; the bride and groom met inside the online world of Mythic's flagship title, Dark Age of Camelot.
Academics are just starting to dig in to the effects of computer and video games on players, and there isn't much consensus. Professor James Paul Gee, in the department of educational psychology at the University of Wisconsin and the author of books examining the educational aspects of video games, argues that games are more a social pastime than an antisocial one.
"The prediction that this was going to be an isolating technology turned out to be so thoroughly wrong," said Gee, who sees the worlds forming in these games as a new type of public space. Gee started studying video games five years ago and ended up with a World of Warcraft habit of his own -- he plays on a team with other professors and academics.
Constant conversation
The Holman family formed its game squad after Christmas. On a recent rainy Saturday, Jean Holman is parked on her sofa with her dog, Scooter, and a bloody mary. On her laptop computer, team Jelo is fighting to clear out members of the Undead Army, which has taken over the Temple of Tolerance. There is a constant stream of conversation among the Holmans as they play, carried via a separate voice-chat program they installed on their computers.
Everybody on the team has a job. Jean, 34, who goes by the name Heather Greer in Guild Wars, is Jelo's "healer" -- a magical medic who patches up her teammates as they incur battle wounds from Grasping Ghouls and Skeleton Mesmers. A box on the right of the screen tells her which of her teammates' game characters are healthy and which are about to get killed; by clicking a few buttons on her keyboard and mouse, she's able to help keep her team alive by casting spells, though sometimes the magic runs low and they die.
As the mission progresses, sister Susan, 30, and Jean argue about who should get to set off certain events in the game or interact with some of the in-game characters. When the monsters are all safely dispatched, an hour or so later, Jean's dad takes his character down to a nearby beach for a swim. Jean's and Susan's characters run off and talk about the fashion choices they have made for their online personas.
"We fight; we get lost," is how Jean summarizes a typical session, which can run three or four hours. "In fact, it's identical to some of the summer vacations we've taken together." She plays the game so much, she's gotten behind on favorite TV show, "Smallville," which she records on her TiVo. When Tom DeLay announced he would resign from Congress, the family heard the news from Mike, Jean's uncle, while they were online, playing the game.
In some ways, the Holmans replicate their real-world relationships in the game. It was Jean's dad, Pat, who got hooked on the game first, so his character, Rex Rexter, has the most money and experience points in this world. When Susan or Jean wants virtual money for a new virtual outfit, they turn to him. He's also the one who tries to dictate the family's strategy.
But there are other ways of playing these games, and some fans say they use them as a means of switching around or breaking down the roles they have in the real world.
Psychologist Roger Fouts, a professor at Central Washington University, plays World of Warcraft in an online team with his son, daughter and son-in-law. For Fouts, World of Warcraft was one way of getting to know his son-in-law, and he said the game reveals personality traits he might not have noticed otherwise. For example, his son-in-law is skilled at getting fellow players organized for a mission and for making new players feel welcome to the team.
"I was very impressed," Fouts said.
Florida to Afghanistan
While they play, the family members can catch up on comings and goings. Recently, Fouts's son signed on to the game and let his dad know he was in the District for a conference, staying -- and playing World of Warcraft -- at the Mayflower Hotel.
For a family separated by the military, such games can be an intimate way of "being together" that goes beyond phone calls or e-mail. Rhonda Carswell lives in Florida, and her husband, Randy, is an Army National Guard medic stationed in Afghanistan, but they meet routinely in Paragon City of the superhero-themed game City of Heroes.
"It sounds silly to our non-gamer friends, but when I see his hero or villain, I feel like I am looking at him. . . . His choices of appearance and powers personify him perfectly," Rhonda said in an e-mail. The couple run missions together, and at the end of the day, they put their characters in yoga position in a "safe" part of the game's world and just talk.
Sometimes they run out of things to say; he can't talk about his duties, and she doesn't always have interesting news from home. But they always have the game and their favorite corners of the online world.
"Florida and Afghanistan may be half a world apart," she said, "but we can be together in Paragon City."
Cyberspace offers venue for a social pastime
Together, they're also in Tyria, the virtual world of a fantasy computer game called Guild Wars, where they form the "Jelo" team, fighting the undead and other groups of players as a family unit. Along the way, they also might plan vacations or share family gossip.
Although computer games have often been thought of as a pastime for the antisocial, communal online worlds such as the one in Guild Wars are the hottest things in games these days. The most popular title in this genre, World of Warcraft, has more than 5 million subscribers -- all text-chatting with their fellow players or using microphones and headsets to collaborate on the latest monster-killing mission.
Game companies don't track how many families play online games together, but they say the trend helps drive their popularity. Some families play games to maintain contact from far-flung towns; some parents play online games with their kids in the next room as a way of bonding with them. Game designer Jack Emmert, at Guild Wars publisher NCsoft Corp., played his own game, City of Heroes, to stay in touch when his brother was serving in the Army and based in Korea.
If games are sometimes used to preserve familial bonds, they also can create those bonds. The game designers at Mythic Entertainment Inc. in Fairfax were recently invited to a wedding taking place this fall; the bride and groom met inside the online world of Mythic's flagship title, Dark Age of Camelot.
Academics are just starting to dig in to the effects of computer and video games on players, and there isn't much consensus. Professor James Paul Gee, in the department of educational psychology at the University of Wisconsin and the author of books examining the educational aspects of video games, argues that games are more a social pastime than an antisocial one.
"The prediction that this was going to be an isolating technology turned out to be so thoroughly wrong," said Gee, who sees the worlds forming in these games as a new type of public space. Gee started studying video games five years ago and ended up with a World of Warcraft habit of his own -- he plays on a team with other professors and academics.
Constant conversation
The Holman family formed its game squad after Christmas. On a recent rainy Saturday, Jean Holman is parked on her sofa with her dog, Scooter, and a bloody mary. On her laptop computer, team Jelo is fighting to clear out members of the Undead Army, which has taken over the Temple of Tolerance. There is a constant stream of conversation among the Holmans as they play, carried via a separate voice-chat program they installed on their computers.
Everybody on the team has a job. Jean, 34, who goes by the name Heather Greer in Guild Wars, is Jelo's "healer" -- a magical medic who patches up her teammates as they incur battle wounds from Grasping Ghouls and Skeleton Mesmers. A box on the right of the screen tells her which of her teammates' game characters are healthy and which are about to get killed; by clicking a few buttons on her keyboard and mouse, she's able to help keep her team alive by casting spells, though sometimes the magic runs low and they die.
As the mission progresses, sister Susan, 30, and Jean argue about who should get to set off certain events in the game or interact with some of the in-game characters. When the monsters are all safely dispatched, an hour or so later, Jean's dad takes his character down to a nearby beach for a swim. Jean's and Susan's characters run off and talk about the fashion choices they have made for their online personas.
"We fight; we get lost," is how Jean summarizes a typical session, which can run three or four hours. "In fact, it's identical to some of the summer vacations we've taken together." She plays the game so much, she's gotten behind on favorite TV show, "Smallville," which she records on her TiVo. When Tom DeLay announced he would resign from Congress, the family heard the news from Mike, Jean's uncle, while they were online, playing the game.
In some ways, the Holmans replicate their real-world relationships in the game. It was Jean's dad, Pat, who got hooked on the game first, so his character, Rex Rexter, has the most money and experience points in this world. When Susan or Jean wants virtual money for a new virtual outfit, they turn to him. He's also the one who tries to dictate the family's strategy.
But there are other ways of playing these games, and some fans say they use them as a means of switching around or breaking down the roles they have in the real world.
Psychologist Roger Fouts, a professor at Central Washington University, plays World of Warcraft in an online team with his son, daughter and son-in-law. For Fouts, World of Warcraft was one way of getting to know his son-in-law, and he said the game reveals personality traits he might not have noticed otherwise. For example, his son-in-law is skilled at getting fellow players organized for a mission and for making new players feel welcome to the team.
"I was very impressed," Fouts said.
Florida to Afghanistan
While they play, the family members can catch up on comings and goings. Recently, Fouts's son signed on to the game and let his dad know he was in the District for a conference, staying -- and playing World of Warcraft -- at the Mayflower Hotel.
For a family separated by the military, such games can be an intimate way of "being together" that goes beyond phone calls or e-mail. Rhonda Carswell lives in Florida, and her husband, Randy, is an Army National Guard medic stationed in Afghanistan, but they meet routinely in Paragon City of the superhero-themed game City of Heroes.
"It sounds silly to our non-gamer friends, but when I see his hero or villain, I feel like I am looking at him. . . . His choices of appearance and powers personify him perfectly," Rhonda said in an e-mail. The couple run missions together, and at the end of the day, they put their characters in yoga position in a "safe" part of the game's world and just talk.
Sometimes they run out of things to say; he can't talk about his duties, and she doesn't always have interesting news from home. But they always have the game and their favorite corners of the online world.
"Florida and Afghanistan may be half a world apart," she said, "but we can be together in Paragon City."
Cyberspace offers venue for a social pastime
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