LEGO Universe Could Be The Next Thing in MMO May 2, 2009
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SAN FRANCISCO – LEGO Universe, the upcoming LEGO-branded MMO, can best be described as “LEGO Star Wars multiplied by a million,” according to Mark Hansen, the Director of Business Development for the LEGO Group.
Tentatively set for release in 2009, LEGO Universe seeks to provide gamers with “a virtual extension of the real-world LEGO” gameplay, by allowing MMO fans a chance to virtually live among each of the thousands of LEGO sets that have been created over the years.
Most impressive in this quest is LEGO’s plan to integrate fabrication of objects directly into the title.
Any structure or vehicle you may construct out of the MMOs virtual blocks, you can also export to LEGO who will allow you to purchase traditional LEGO sets that are exact replicas of what you’ve created in-game.
The biggest hurdle to LEGO in creating LEGO Universe is the challenge of transitioning a toy designed to assist people in furthering their own creativity through multi-colored bricks.
To draw an analogue to the issue they face, it’s almost a plastic brick version of what Will Wright had to do to create every title since SimCity.
According to Hansen, though, the creation system is only half of the title’s design.
The game will also include a traditional MMO-style plot which reflects the barebones ideas presented in the firm’s real-world brick sets: LEGO Knights vs Dragons, LEGO Sailors vs Pirates, and so on.
The title’s release is roughly a year off, but Hansen did reveal the fact that the game’s key trailer should hit the ‘net near the end of 2008.
Certainly it is still too early to judge the game entirely, but as long as LEGO maintains their trademark attention to detail and appeases the rabid fanbase they’ve created in the preceding 70 years, LEGO Universe could be the Wii of MMOs; It certainly bucks trends, but it does so with such confidence that players may very well adore a fresh take on the stale, overcrowded genre.
Million Halo 3 players have already killed 402 million baddies online April 29, 2009
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It’s hard to overestimate just how big Halo 3 is. It has tie-in beverages, long lines at stores, and people taking the rest of the week off to finish the fight; this is one of the few games that’s almost a cultural event when it ships. But how well is it actually selling? According to Bungie’s own server stats, there have already been 1,216,715 unique players in the last 24 hours.
Keep in mind this number doesn’t include people who have yet to play the game online, so it’s safe to say this is a conservative estimate on sales. The vast majority of games will never sell even 500,000 copies in their entire lifespan, and Halo 3 did it in a matter of hours.
Bungie’s numbers also show that 4,669,304 online matches have been played in the last 24 hours, with 402,988,939 kills in the campaign. Many, many people are playing Halo 3, killing many, many bad guys in the campaign. It should be fun to watch the number increase as more and more gamers pick up their copies going into the weekend.
Kid overcomes Nagging thanks to video games April 27, 2009
Posted by hoaasakura in gamers blogs.Tags: gamerce.com, gamers blog, ittgamer.com, mmo gossip
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Throughout elementary and middle school, I was the textbook definition of a bully target. I was weak, shy, and a bit of a loner. I had a few friends, but we all fell into the same category of bully magnets. Since we all fell into the same social category, we formed a fairly tight-knit group and kept to our own little social circle. Even then, I was still a loser. I wasn’t too good at meeting people and making new friends. If I ended up in a class without anybody I knew, I’d just fade into the background of the class.
I was cursed by my shyness when it came to meeting new people. I’d look for my first chance to escape and hightail it to the nearest quiet corner of the school.
This curse began to carry on through high school until my Sophomore year, when one of the school bullies noticed me reading the December 1998 copy of EGM in my Graphic Arts class. Normally, I’d just catch my daily dose of harassment from him so I braced myself when he started walking towards me. But as he got closer he stopped, looked at what I was reading, then sat next to me and asked what kind of score Metal Gear Solid got.
This scared the ever-living crap out of me and I immediately began looking for the first opening to run. This bully was one of my daily tormentors; why would he want to be nice to me? Feeling cornered, I quickly gave him the answer and then buried my nose in the magazine. The bully asked to read the reviews, so I quickly handed him the magazine. He took a quick read over the reviews, then asked me if I had read much about Metal Gear Solid. I gave him a quick “yes,” still feeling cornered. The bully asked me what I thought of the game, based on what I’d read. Before I could answer, he started to tell me in detail what he’d read about MGS and how excited he was about it.
I eventually relaxed, and told him what I’d read about MGS. I’d spent a lot of time reading every magazine article I could on it and surprised the bully with how much I knew. By the time I told him that I had saved as much as I could to get a PlayStation just to play MGS, the class was over. We both had the same lunch (which I never knew before because I usually avoided him) so we agreed to meet up then and talk about the game more.
At lunch I met some of the bully’s friends, who happened to be more of my daily tormentors. He told them I was “cool,” and that I knew a lot about MGS, a game they were all interested in. We spent the entire lunch period talking about games, and I started to gain a little acceptance outside of my normal social circle.
As the school year went on, I spent more time hanging out with the bully. He eventually went from bully to friend, and I began to make even more friends thanks to a shared interest in Pokémon. Due to the fact that Game Boys weren’t allowed in school for any reason, I became part of an elite covert group of Pokémon traders. During our free time in classes and in between classes, we would hammer out trade agreements, sometimes going into intense haggling bouts to try to get the best trade. It could take days for trades between rare and/or high level Pokémon to be finalized. At lunch we would put our backpacks on the lunch table, with our Game Boys conveniently nestled inside. We’d use the lunch trays to conceal the link cable, which ran across the table. When the lunch monitors were distracted we’d quickly make the trades. Pokémon battles could be just as daunting. Battles would be negotiated like prized boxing fights and created many heated rivalries.
I kept meeting new people through the common connection of videogames and eventually began to get recognized more in school. I also noticed that I wasn’t as afraid of stepping outside of my social circle as I used to be. With the friends I made through gaming I started to branch out, taking what I’d learned by making friends through gaming and started meeting new people through other shared interests.
By my Senior year, I made a lot of progress socially. I was still a gaming nerd, but I’d become a “cool” gaming nerd. I’d become friends with other kids from a bunch of different social circles. From the jocks to the art kids and everywhere in between. I even became friends with most of the kids who had bullied me previously. And even if I wasn’t a friend with everyone in my school, I was at least accepted by most of them. By the time I graduated the only people who still picked on me were part of a small group of very stuck-up snobs.
My entire social education was thanks to vidoegames. I love to tell my story every time I hear someone say that videogames are anti-social, that they encourage kids to isolate themselves alone in front of a screen. I’m living proof that games are just the opposite. Since most kids are gamers, gaming gives them a massive common ground, something that they all can relate to, no matter which social circle they’re in.
Here’s a Story For You :> April 27, 2009
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Gamer Risks Life To Save Nephew
On September 4th of last year, firefighter Jeff Diederich came home from work to discover his year-old son Aiden lying strangely still in his crib, grey and yellowed from Jaundice. He and his wife Heather rushed to the hospital only to discover that Aiden needed a liver transplant, and was no way the always crowded National Donor List route would save him in time. Their only option was a living transplant, where a portion of a living donor’s liver is transplanted into the recipient. The father offered to undergo the procedure, but his family changed his mind. The 40% risk of donor death meant that Heather would be left alone with two children, so they had to look elsewhere. Enter Aiden’s Uncle, Jeff Shoemaker.
Jeff, the uncle, recalls, “after seeing him laying there with all the tubes and hoses, cables and wires I think all my fears went away. My life was worth giving to save his, and if that’s what it took, I was fine with that.”
Six months later both Aiden and Jeff have recovered, with Shoemaker giving his nephew a gift that the child will never forget for as long as he lives.
Jeff Shoemaker is a gamer. He posted the story over on the SeasonGamers.com forums, understandably proud of his actions. In the midst of all of the negative press gaming has been getting recently from the likes of JC, Fox News, and the New York Post, a story like this comes along and none of those articles and accusations matter anymore.
Sure, it could have been anyone donating that liver, but this time it was a gamer. If the other media outlets want to focus on gaming in negative stories, I see no reason why we can’t do it on the positive ones.
Online Gamer Dies After 3 Day Online Marathon April 27, 2009
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A 30 year-old Chinese internet user dropped dead after a three day online marathon at a local cybercafe.
The man collapsed at his computer and medical personnel were not able to revive him.

“According to preliminary findings, the length of time this man spent online might have triggered heart problems,” the paper quoted a local hospital emergency medic in the city of Zhongshan as saying.”
China’s government has taken steps to combat the online problem by offering warnings within the games as well as asking online gaming sites to deduct points from gamers who play too long.
Although with companies willing to let their players pay their monthly fees by donating blood, it is likely to get worse before getting better.
Earlier this year in February, a 26 year-old obese gamer died in a similar situation and caused an outbreak of concern in China.
Second Life “land” dispute moves offline to federal courtroom April 27, 2009
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A virtual land dispute in Second Life will be resolved in federal court after a judge’s ruling. A lawsuit filed in May of 2006 by Pennsylvania attorney Marc Bragg accused Linden Lab and its CEO Philip Rosedale of wrongfully seizing his virtual land and unilaterally shutting down his Second Life account—intellectual property that Bragg says is worth thousands of (real-life) dollars. Linden Lab filed two motions to dismiss the suit, arguing that Bragg came into possession of his land wrongfully, but the Pennsylvania judge denied those motions.
Linden Lab has long maintained that virtual “property” owned by its residents in Second Life belongs to the players. Therefore, things like virtual clothing, buildings, and land all legitimately belong to the residents who created or purchased them, and the burgeoning trade of such is legitimate. Linden Lab sells “land” to residents directly—which translates in real life to server space for the land and things that are built on it—and does so through online auctions. Bragg purchased the land in question through an auction offered by the company, which he argues is the company’s fault for selling it to him if he wasn’t supposed to have it.
“I am reaching out to you that wish to help support this case and assist me in deflecting some of the substantial costs that could arise from these acts,” pleaded Bragg on his law office’s web site. “The issues being litigated are important to many people participating in Second Life, as well as MMORPGs generally, and they should not be abandoned simply because the Defendants succeed by stretching the financial resources of a single man.”
But Bragg didn’t win the auction in the same way that most people do. The auction wasn’t publicly available yet and was not posted on Linden Lab’s main auction page, but he was able to access it by changing out the ID number in a URL for an auction that was public for one that wasn’t. He was then able to purchase the land for far below (virtual) market value and complete the sale automatically before the auction ever officially started.
Linden Lab and Rosedale made a motion to dismiss the lawsuit for lack of personal jurisdiction and another motion to compel arbitration. The West Chester judge, however, denied both motions and said that while Linden Lab’s terms of service—which Bragg admits to agreeing to—say that disputes must be carried out in California, Second Life is ultimately a business that operates across multiple states by virtue of operating on the Internet, and therefore the complaints can be heard outside of California’s law system.
Bragg is demanding roughly $8,000 in restitution from Linden Lab, and it appears as if this will be the first case over virtual land to make it all the way to court. Some believe that the outcome of the case could affect how the ownership of virtual property is treated in relation to games like Second Life and World of Warcraft, where users often buy and sell items with both virtual and real money. However, the case may never address the topic of virtual property, as the dispute centers mostly around Second Life’s terms of service and how the company’s insecure auction result should be handled. Linden Lab made a mistake, and a player managed to take advantage of it.
PISSED OFF SECOND LIFE USERS USE NUKES April 26, 2009
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Last year the virtual population of Second Life soared from 100,000 online players to well over 2 million. As a community grows that large it’s normal for the original players to become defensive as the newcomers start changing the way things are run, but in an online world where anything is possible (online embassies, terrorism, borderline genocide, and the infamous dildo storms) the worried veterans have resorted to drastic actions that I didn’t even know were possible within the game.
Marshal Cahill started playing Second Life before the boom came, and has since witnessed arrogant gamers grow rampant. Players hog real estate, step on each others’ free speech, and run online mafias that harass the entire community. So how does he plan to solve this problem? Nukes of course. Even online humans are predictable. But instead of plastering people in main towns he chose to set us up the bombs near in-world corporations that would draw real world attention. The first nuke was detonated outside an American Apparel store, with an encore explosion occurring outside a Reebok store. 2-22-07. Never Forget… To Never Play.
Declaring himself as a political officer for the Second Life Liberation Army, Cahill is fighting in hopes that the game’s Linden Lab creators will give his army more influence in the future of the game through voting: “The population of the world should have a say in the running of the world.” He goes on to compare himself to John Adams proving he’s just as arrogant as his enemies, but this will still gain his army the attention they long for. Fool Linden Labs once, shame on . . . shame on you. Fool Linden Labs . . . you, you can’t get fooled again. That’s their stance and they’re sticking to it.
If they actually allowed an entire Second Life World War to break out, I’d join immediately. It would be recorded as one of the lamest online battles of all time and I’d Fraps every second of its furry fighters until dildo rainbows rose above silent battlefields. All that’s left to do is alter the video to black and white, splice out a photo of an avatar wearing tattered Reeboks, and submit it as “Migrant MMOer” for my Pulitzer Prize.
10 Signs of MMORPG Addiction April 25, 2009
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Here is a fine line between a gaming fan and someone who is addicted. There is a fine line in healthy game play and addiction and there is no sure way of telling when that line is crossed. It can vary from person to person and really you are the only one who can judge whether or not your game-playing has become a problem. The problem is that many people are not able to properly distinguish whether or not their gaming has become an addiction.
How do you know if you are suffering from MMORPG addiction? What are the signs that your love of the game has gone too far and that you need to stop or at least intervene somehow in your additive game play habits? Below are a few signs that your game play may have crossed the line into addictive behavior. See if any of these apply to you:
1. You skip work/school to play the game.
2. You avoid family and friends so that you can play instead.
3. You neglect to eat, drink or shower because you don’t want to stop playing.
4. Your sleep suffers because you play so much.
5. You become anxious, irritable or angry if something interferes with your ability to play.
6. You have tried to quit the game before and can’t.
7. You have played continuously for 10 hours or more at a time.
8. You pretend to be sick to stay home and play.
9. You continue to play even when you become frustrated or bored with the game and are no longer having fun.
10. Your need to play the game has caused financial, emotional, academic, health or relationship problems.
Players love the game not the gore April 25, 2009
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The next time a loved one brandishes a virtual shotgun in their favorite video game, take heart. That look of glee, says a new study, likely stems from the healthy pleasure of mastering a challenge rather than from a disturbing craving for carnage.
Research to be published online January 16 in the Personality and Social Psychology Bulletin shows that, contrary to popular belief, violence does not make video games more enjoyable. The study by investigators at the University of Rochester and Immersyve Inc., a player-experience research firm, found that for many people, gore actually detracts from a game’s “fun factor,” decreasing players’ interest and desire to purchase a game. When designing the next generation of video games, added the authors, developers should remember: blood does not help the bottom line.
“For the vast majority of players, even those who regularly play and enjoy violent games, violence was not a plus,” explained Andrew Przybylski, a University graduate student and lead author of the study. “Violent content was only preferred by a small subgroup of people that generally report being more aggressive,” added Przybylski, however, even these hostile players did not report increased pleasure when playing more gruesome games.
read the full story: antiViolent
Hidden Secret of MMORPG April 24, 2009
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OMG!!!!! You know who you guys are and you know its true. Face it, 48% of the female characters are guys according to a research scientist, Nick Yee. In addition, BBC News reports that woman playing MMORPGs are five times more likely to be bisexual. Your chances of finding your significant other may be pretty slim but who knows, the population of female players are growing rapidly.
Base study on Internet Cafe


