Tuesday, February 27, 2007

Level 10 Priest

So, Cynic decided to stop hating the world and started leveling a bit more. I've actually come to kinda like the Drenai start area. From what I've seen of the Blood Elf area, I think I like that a bit better, but that's probably because the Blood Elves get to fight mana wraith things that look alot more epic than the standard panthers and deer-ish creatures.

One thing I think the new starting areas do a MUCH better job of is preparing players to do the quests in the real world. Already at level 10, I have:
-used my racial healing ability to save some guy
-killed X things (of 1 to 3 varieties)
-used a given item on X things
-kill the leader of those X things
-pick up X items
-kill X things that (might) drop Y items
-kill X things that (might) drop Y items, then use items on Z other item for effect A
-invade a camp and find items X and Y that they stole
-Follow some totem spirit around, letting me slowfall and swim really friggin fast

Now, I've been TRYING to avoid using www.thottbot.com (a site that has a listing of about any kind of WoW info you can imagine), but I must admit, I've been there several times. In the next day or so, I should be able to make the trek over to the Western continent to rejoin the class for some hardcore VCing.

Oh, and here's me:



















Edit: So, another quest, I disguised myeslf as a tree to spy on a couple guys:

Tuesday, February 20, 2007

Level 1 Drenai Priest

So, in my WoW history, I've played a Warrior to 70, two or three mages to about 25, and a druid to 5 (so it became my disenchant alt). One thing I wanted to do was pick a healing class that is the complete opposite of the characters I've played.

Enter: Cynic, Drenai Priest, Nazjatar

Thus far, I've only been able to level it to 3. I got to kill some moths, heal some guy with my racial, and generally do nothing exciting.

As of now, I'm dreading the bag problems I'm bound to encounter. The biggest frustration as a low level character is not having enough space to store everything. Constantly running back and forth between mobs and towns just to sell off vendor trash is very obnoxious. Still, I'm excited about healing in a group. It's something different I've never done before.

What IS exciting was killing Curator and completing the chess event last night. Tonight, it's back to the start and we're hoping to clear to the back door. Another night of funs killing skeletons, ghosts, and the cast from the Wizard of Oz.

Thursday, February 15, 2007

Copy Copy Bot Bot

Ownership is one of the primary tenants of a capitalist society. Ownership implies that the owner has the right to control, benefit from, sell or transfer, and exclude others from his property (http://en.wikipedia.org/wiki/Property). Without an authority defining and protecting property, one can only have as much as he can keep others from stealing. Because this, generally, is not a very productive manner to live, governments of free societies make property rights a very high priority. In the United States, it is covered in the Fourteenth Amendment to the Constitution:


“No State shall make or enforce any law which shall abridge the privileges or immunities of citizens of the United States; nor shall any State deprive any person of life, liberty, or property, without due process of law.”


Of all forms of property, intellectual property is, by far, the hardest to protect. It is the idea that people own their own creations and innovations in the same manner people own tangible goods. A few types of intellectual property are patents, trademarks, and copyrights (http://www.intellectual-property.gov.uk). Intellectual property has provided some of the largest legal battles in recent history including the Recording Industry Association of America (RIAA) suing Napster and the movie industry's battle against file sharing programs.


Second Life, created by Linden Lab, is an on line game that thrives on its users freedom to do practically anything, only restricted by the Terms of Service (http://secondlife.com/corporate/tos.php) and Community Standards (http://secondlife.com/corporate/cs.php). All aspects of a character are customizable from hairstyle to the shoe size to the clothes they wear. Likewise, the world around the characters is just as flexible. The majority of the worlds buildings, trees, and businesses are all created by the users themselves.


Players make a living in Second Life by selling these creations. When an item is created, the creator has three flags that change how it can be distributed. The modify flag permits changes to the actual item, the copy flag allows it to be copied by the owner, and the transfer flag allows it to be exchanged amongst players. There is also a “Next Owner Permissions” area that will change these flags whenever it is transferred next. Disabling these flags allows creators to control how their creations are being used and distributed. They do not want their customers duplicating an item several thousand times and selling it at a huge discount.


Because none of these creations are actual, tangible items, they all fall into the category of intellectual property. This leads to the single biggest innovation from Second Life. From section 3.2 of the Terms of Service:


“You retain copyright and other intellectual property rights with respect to Content you create in Second Life, to the extent that you have such rights under applicable law.”


With a few exceptions given to Linden Lab, players actually own all rights to the items they create in the game. This gives residents a little more security to invest hundreds of their own dollars into a line of fashion or cars that they can sell for a thousand dollars across the Second Life population without having to worry about someone copying their hard work and selling it as their own.


Enter: CopyBot.


CopyBot was a program that, literally, copied an object in Second Life. Here is a video demonstrating its use: http://www.youtube.com/watch?v=7L4f1Z-xrxc


LibSecondLife (http://www.libsecondlife.org), a group supported by Linden Lab, created the original CopyBot. LibSecondLife is an open source venture to help understand how the Second Life clients and servers communicate and to create a better system. The ultimate goal of the project is to make all of Second Life open-source, much like the Linux operating system.


CopyBot was intended to be used as a debugging tool where they could quickly duplicate and manipulate objects. In order to see other people's hair or clothes, your computer has to actually download the object's properties and store them so the graphics card can render them properly. CopyBot finds where this data is stored and makes a copy of the information and puts it onto a character or into inventory (http://taotakashi.wordpress.com/2006/11/15/the-copybot-controversy).


The use of this as a debugging tool is very viable and useful. This creates a fast and easy method of transferring an object from the world onto your hard drive. However, the implications on the real world are staggering. As seen in the video above, it, quite literally, gives users free reign to copy any object they want.


Shortly after its appearance on LibSecondLife, Second Life residents wanted it removed from the server. LibSecondLife responded accordingly and thought they had removed the software before people actually had a chance to make a version compatible with live servers (http://www.secondlifeherald.com/slh/2006/11/bots_back_in_th.html). Unfortunatly, CopyBot appeared on SLExchange (http://www.slexchange.com), a Second Life auction site, and was available for wide distribution.


When CopyBot found its way into the game, the shopkeepers of the world protested by closing their stores. They didn't want to sell everything, just to see it copied and sold by someone else. Instead, the vendors took to the streets in protest around sellers of CopyBot and by the LibSecondLife building within Second Life (video: http://www.youtube.com/watch?v=ypFBsXSzGkU).


Linden Lab's response was that CopyBot violated the Second Life Terms of Service and banned the use of it or any similar programs.


Is that all? Second Life users are supposed to have full ownership and copyright privileges of their creations and all Linden Lab can do is eliminate the accounts that probably liquidated their assets already anyways?


Any further recourse must me undertaken by parties who were infringed upon. Linden Lab has a section of their website outlining the steps a user must take to report an infringement as part of the Digital Millennium Copyright Act (http://secondlife.com/corporate/dmca.php). This is a written document that first goes to Linden Lab, and then to the Federal Government where these lawsuits are taken care of. Unfortunately, this is the only recourse to seek financial damages and it is a very costly route both in court costs and lawyer fees.


The next step Linden Lab needs to take is to create an internal system that will deal with its users intellectual property. Currently, there is no kind of small claims court that is able to handle the more minor manners in Second Life. Linden Lab does not want to create an in game governing body, but there needs to be some system where users can take their minor matters to have these infringements rectified.


An alternate route would be in-game arbitration. Either Linden Lab or actual residents need to create a system where people can have an unbiased third party evaluate the case for a reasonable fee to enforce residents' property rights.


A relatively simple route Linden Lab can take is a more extensive system that shows where an item actually came from. If all objects had a created date and creator attached to them, then it can serve as both a brand name as well as printing. This can even increase the value of some products by having one of the first created and actually be able to prove it.


One final system would be to encrypt the properties of items. However, because Linden Lab is currently pushing to make all of Second Life open source, it would be of little use because the encryption algorithms would be publicly available.


The main conclusion here is that Linden Lab needs to do something to protect the valuables of its users. A society without any protections will consistently be exploited if the consequences are not significant enough. Second Life is starting to get big, but without significant protections for its user base, people will be unwilling to put their time and effort into creating new content. A safe economy will attract more consumers, more suppliers, and even real world businesses.

Wednesday, February 7, 2007

Fog of War

I've decided to work with Jason and Emma on our game design project, and what we thought we'd do is all type up our individual thoughts on what direction we saw our design going before actually collaborating on the details. We have conversed about the general idea, but haven't really tried to draw out details.

Description
This, in its most basic form, will be a first person shooter (FPS). The setting we've tossed around most is WWII, simply because it allows for substantial flexibility in location and technology. That said, the main innovation is not in the setting, but the actually game play system (more on that later). This means that the game is not tied to one location or point in time so it is easily extensible based on creating new maps, character models, and weapons. Likewise, rules for movement and communication can be tweaked. Jet packs for World War 5? No radios running around during the Battle for Troy? For our purposes, here, we're only going to focus on the WWII aspect of this game.

The Players
The two concepts for players we have are: 1) nearly every sprite is controlled by a player and 2) different players may have different rolls based on the scale of encounter. For example, there is no need to have different roles in "Assault on French Farm". Simply, 5 Ally troops attempt to take a farm held by 5 Germans. Contrastingly, the Normandy Invasion would require battalions of people with a commander, artillery men, and methods of communicating what goals have been captured (more on rolls and communication below). People won't be used in tasks that require no choices. Reloading the tank gun? No one wants to do that, so that will be an NPC. Likewise with people loading artillery and screaming civilians.

New Innovation
One of the most unrealistic things about programs like Ventrilo (a voice conferencing program) or other "global" voice channels is that it completely unreasonable for the hidden spy to be yelling out directions to his forces while he is lurking in the shadows. Simply talking while hiding near someone will probably alert them and something like a radio was huge, bulky, and wasn't something you really carried covertly.

Our proposed system allows for several methods of voice communication: whisper, talk, yell, and radio. Of course, everyone (enemies too!) can hear any standard communication, they just have to be close enough. Radio use is reserved for commanders to talk to each other, however, it is possible for these radio signals to be jammed or intercepted (at the cost of substantial time/effort on the interceptor's part).

Various other communication methods can also be included. Hand signals can be hot keyed and agreed on prior to engaging an enemy to keep everyone quiet. Signal flares can be used to communicate over longer distances.


Single Player Campaign
This will also come with a single player mode that aims to teach the different roles possible in the multi player version. This will take the form of the player starting from a foot soldier who sees all of the basic tasks (footman, artillery, tank driver, etc) and moves up the chain of command to see some of the commander functions. Here, you can implement the hand signals discussed earlier along with some basic voice recognition commands (that is, to key commands to a particular word or number).