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DESC9180 Designing Virtual Worlds Week 2 Introduction to Virtual Worlds 6pm – 9pm Tuesday, July 31st, 2006 Owen Macindoe and Kathryn Merrick DESC9180 Designing.

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Presentation on theme: "DESC9180 Designing Virtual Worlds Week 2 Introduction to Virtual Worlds 6pm – 9pm Tuesday, July 31st, 2006 Owen Macindoe and Kathryn Merrick DESC9180 Designing."— Presentation transcript:

1 DESC9180 Designing Virtual Worlds Week 2 Introduction to Virtual Worlds 6pm – 9pm Tuesday, July 31st, 2006 Owen Macindoe and Kathryn Merrick DESC9180 Designing Virtual Worlds University of Sydney, July 2006

2 Announcements  We know what the problem from last week is!  A thorny networking problem  We are trying to get it fixed  How did you go with Tutorial 1 at home? DESC9180 Designing Virtual Worlds University of Sydney, July 2006

3 Lecture Overview 1.History of virtual worlds 2.The virtual world experience DESC9180 Designing Virtual Worlds University of Sydney, July 2006

4 What is a Virtual World?  A computer-based simulated environment intended for its users to inhabit and interact with  Some authors point to the importance of  Persistence  Co-presence  Avatars  Historical overview focuses on worlds of this kind DESC9180 Designing Virtual Worlds University of Sydney, July 2006

5 Virtual Worlds 1978-1985  1978: Multi-User DUNGEN written by Trubshaw and revised by Bartle  Inspired by text adventures  Accessible via BBSes and Essex University system  MUD is still live! DESC9180 Designing Virtual Worlds University of Sydney, July 2006 MUD: telnet://british-legends.com:27750

6 Virtual Worlds 1985-1989  First commercial successes  MUD clones arise: Federation II, Shades, and Gods  Users connect through third party services like CompuServe and CompuNet  Technical advances  Building and player management tools  Separation of driver and world model DESC9180 Designing Virtual Worlds University of Sydney, July 2006

7 Virtual Worlds 1989-1995  TinyMUD introduces user-generated content  Collaborative and social focus distinct from other code bases  LPMUD introduces user-generated scripts  TinyMUCK, LambdaMOO, and TinyMUSH extend the social route  DikuMUD moves in the other, game- oriented, direction  Fundamental design split still exists DESC9180 Designing Virtual Worlds University of Sydney, July 2006

8 Virtual Worlds 1995-1997  MUDs flourish in the US due to cheap phone calls  Neverwinter Nights pioneers graphical online games in the US  Royalty model earns US $5 million a month for Neverwinter Nights and Gemstone III  Changed pricing model drives away players  2,500 simultaneous players in Gemstone III DESC9180 Designing Virtual Worlds University of Sydney, July 2006 Neverwinter Nights on AOL

9 Virtual Worlds in Korea  Korean gaming  Internet café model  Large online gaming culture  No US adoption  Nexus (1996)  Tessellated graphics  Advanced social systems  Lineage (1998)  Large scale Player versus Player combat  Peak of 3.25 million subscribers in 2003  US$5 million in Q1 2000 DESC9180 Designing Virtual Worlds University of Sydney, July 2006 Nexus: Kingdom of the Winds and Lineage

10 Virtual Worlds 1996  Meridian 59  First 3D MUD yet unsuccessful  Plagued by bugs  Per day pricing model  Poor customer service and marketing  Too early for internet boom DESC9180 Designing Virtual Worlds University of Sydney, July 2006 Meridian 59

11 Virtual Worlds 1997  Ultima Online  Direct subscription model via the internet  100,000 subscribers after one year, 230,000 by 2000  US$12 million per year  Tessellated isometric graphics  Sophisticated economic and social systems  Player housing  First US Massively Multiplayer Online Game DESC9180 Designing Virtual Worlds University of Sydney, July 2006 Ultima Online

12 Virtual Worlds 1997  Active Worlds  User generated content  Limited scripting  Integrated browser  Interconnected worlds  Private servers  Agent Software Developers Kit  Popular with educators  Financial difficulties DESC9180 Designing Virtual Worlds University of Sydney, July 2006 Active Worlds

13 Virtual Worlds 1998-1999  Everquest  Hardware accelerated 3D graphics  DikuMUD inspired gameplay  Zone-based geography  300,000 active subscribers by 2000  Asheron’s Call  Zoneless geography  90,000 active subscribers by 2000 DESC9180 Designing Virtual Worlds University of Sydney, July 2006 Everquest and Asheron’s Call

14 Virtual Worlds 2000 - 2003 DESC9180 Designing Virtual Worlds University of Sydney, July 2006 Ultima Online The Sims Online (2002)Eve Online (2003) Dark Age of Camelot (2001)Star Wars Galaxies (2003)

15 Virtual Worlds 2003  Second Life  In-world 3D modelling tools  User generated scripts  Fully customizable avatars  Players own IP for creations  Real estate based subscription model  Private islands  Sophisticated economy  Support for XMLRPC  Social and educational support  5 million unique users with 94,000 premium accounts in 2007  First virtual world millionaire DESC9180 Designing Virtual Worlds University of Sydney, July 2006 Second Life

16 Virtual Worlds 2005  World of Warcraft  Capitalized on Warcraft brand  Region-dependent subscription model  Heavy use of instancing  UI mods and scripts  Evolutionary rather than revolutionary  9 million subscribers in 2007  Lineage had 3.25 million at peak  ~5 million Chinese subscribers in 2006  ~2 million US & European (source: www.dfcint.com) DESC9180 Designing Virtual Worlds University of Sydney, July 2006 World of Warcraft

17 Virtual Worlds 2007+  World of Warcraft dominates MUD-like virtual world market  More than 120 MMOG titles exist  Many WoW clones on the horizon  Several successful niche players  Second Life leading player in MUSH-like market niche  Text worlds still exist!  Low overheads encourage innovative game designs  Small player bases facilitate close interaction with developers DESC9180 Designing Virtual Worlds University of Sydney, July 2006

18 Offline Virtual Worlds  Games  ADVENT (Colossal Cave Adventure)  Wolfenstein 3D, Doom, and Quake  Simulations  Flight simulators  Sim City  The Sims DESC9180 Designing Virtual Worlds University of Sydney, July 2006 Wolfenstein 3D and Flight Simulator X

19 The Virtual World Experience  Simulated world  Persistence  Co-presence  Interactivity  Immersion DESC9180 Designing Virtual Worlds University of Sydney, July 2006

20 Simulated World  Physics model  Spatial model  Economic model  Avatars  Objects  Relations  Agents and mobiles DESC9180 Designing Virtual Worlds University of Sydney, July 2006 Node-based spatial model in LambdaMOO

21 Persistence  Key feature of MMOGs in particular  Character advancement  Possessions  Lasting effects of actions  User-generated content  Content re-use issues DESC9180 Designing Virtual Worlds University of Sydney, July 2006 One of SL’s oldest builds: Stellar Sunshine’s bean stalk

22 Co-Presence  Single-user worlds  Social systems  Collaboration  PvP  Live teams and GMs  Bartle types  Achiever  Socializer  Explorer  Killer DESC9180 Designing Virtual Worlds University of Sydney, July 2006 Large-scale PvP in Planetside

23 Interactivity  Activities  Playing  Creating  Socializing  Exploring  Players  Environment  Live teams  Agents  Scripts  Bartle types again DESC9180 Designing Virtual Worlds University of Sydney, July 2006 Surfeit Surface’s Crooked House in Second Life

24 Immersion  Sense of being in an environment  Roleplaying  Information hiding  User interfaces  Desktop  Headset VR  Projection VR  Haptics  Audio DESC9180 Designing Virtual Worlds University of Sydney, July 2006 Headset VR and an industrial flight simulator

25 Tutorial  Find your group members and introduce yourself  Create your Second Life account if you have not already done so  Complete the Orientation Island tutorial  Look for available land for your group DESC9180 Designing Virtual Worlds University of Sydney, July 2006


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