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stories filed under: "online games"
Culture

Culture

by Mike Masnick


Filed Under:
business models, dungeons and dragons, free, mmo, online games

Companies:
turbine



Dungeons And Dragons Online Highlights How Free Can Work As A Part Of A Business Model

from the nice-job dept

Pretty much everyone who reads Techdirt seems to be sending over the story of how Turbine has changed the business model for Dungeons and Dragons Online, going away from charging people $50 for the game and then $15/month to play, to a model where you can play for free and there are additional benefits to actually paying. And, so far, it seems like a massive success. Many more people are playing than before... and many of those who would never have paid (or played!) at all are realizing that there are good reasons to pay for some things within the game. While these sorts of situations can be a fine balancing act (if the company gets too focused on trying to convince people to pay, it could make the free stuff annoying), it appears that Turbine has done a good job finding a sweet spot -- making sure that if you just want to play the game for free, you can absolutely do that and it's perfectly enjoyable all the way through. Putting money into it just gives players certain additional benefits that they feel is worth it. Suddenly, paying the company money becomes a reasonable per transaction situation, rather than an ongoing chore. While it's still early, it should be worth watching to see how well this particular business model experiment goes -- but the early indications suggest that it's yet another example of how "free" can work as a part of a business model.

27 Comments | Leave a Comment..

 
(Mis)Uses of Technology

(Mis)Uses of Technology

by Mike Masnick


Filed Under:
competition, games, netflix challenge, online games, video store, virtual store clerk

Companies:
netflix



Virtual Video Store Clerks Take On The Geeks For Netflix Prize

from the wisdom-of-the-movie-geeks dept

We've been fascinated with the Netflix Challenge for a while now. That's Netflix's offer of $1 million to whomever can improve on their system for recommending movies by 10%. While there were a lot of early success stories in making improvements, all of the attempts seemed to bog down, making much more gradual improvements, but not getting close enough to hit that 10% mark. Earlier this year, we wrote about the surprising run up the leaderboard by a (previously) anonymous individual who approached the problem from a very different perspective, that of a psychologist, rather than a coder, which apparently was quite helpful in getting good results through a very different method.

Now some other folks are trying something completely different, relying on more of a "crowdsourcing" system, combined with a gaming element. They've set up a virtual video store, called Video Store Clerk, and set it up as a game for movie buffs. The game players act as a video store clerk, and can see how particular users rated three movies, and are then asked to predict how they would rate a fourth movie, with points given to correct answers. The idea is that they'll be able to use these crowdsourced predictions to create an even better model than the purely algorithmic model being worked on by various teams.

This reminds me of the research work by Luis von Ahn to do things like tag images via the "ESP Game." von Ahn has had numerous successes in creating fun casual online games, where the output data is actually very useful for taking on some sort of problem that is quite difficult to do algorithmically (such as identifying what's really in an image). The real question, though, is if movie recommendations really work that way as well. Perhaps I need to be a bigger movie buff, but so far, I'm not particularly good at figuring out how others would rank a movie. And, unlike the ESP game, frankly, the Video Store Clerk game isn't all that fun as currently designed. After playing it once, I had no desire to try again. Still, I'm intrigued by the different approach, and wonder if a more advanced (and more fun) version might be much more effective.

13 Comments | Leave a Comment..

 
Legal Issues

Legal Issues

by Mike Masnick


Filed Under:
online games, trademark, united nations



UN Tells Online Game It Can't Have A Fake United Nations

from the even-if-it-does-good-work? dept

Ed Powell writes "On April 1, the online game NationStates, in which players create their own simulated nations, changed the name of its United Nations feature to World Assembly. It claimed that "The (real) United Nations has demanded NationStates 'immediately cease and desist from using the United Nations name and emblem,' as it 'is unauthorized and in violation of the provisions of international and U.S. laws.'" Having seen the previous April Fools' gags the site had pulled, I assumed it was a joke. But, time passes, I return to the site to find that it was not a joke. The UN did send an email to creator Max Barry, demanding that he cease and desist. Of course, it's no wonder the UN wanted to shut the operation down. The NationStates UN passed over 240 resolutions, promoting peace, tolerance, and equality throughout the (simulated) world. Why would the UN want to be associated with that?"

Why indeed? This is pretty strange, as NationStates has been around for many years (I remember seeing it early on and had forgotten that it still existed). Also, calling out the trusty moron in a hurry trademark test, it seems unlikely that anyone would believe that the real United Nations was being represented in an online game. Of course, a few years ago, we wrote about the UN (the real one) getting into the video game business, so perhaps it felt NationStates was a threat.

12 Comments | Leave a Comment..

 
Overhype

Overhype

by Mike Masnick


Filed Under:
online games, quality, scrabble

Companies:
facebook, hasbro, mattel, realnetworks



The Way To Beat Scrabulous Is Not With Lawsuits Or Crappy Versions Of Scrabble

from the keep-trying dept

In the ongoing saga of Scrabulous, the unauthorized online version of Scrabble that has found many fans on Facebook but has upset Mattel and Hasbro (who own the rights to Scrabble), it appears that RealNetworks and Mattel have finally put out an official version of Scrabble for Facebook -- but the problem is that it's terrible. As the NY Times reports, "Facebook Scrabble takes a long time to load, does not always quickly update to show recent moves, and the words the game will accept do not reflect standard Scrabble dictionaries, or even the English language." While it's nice to see that Scrabulous still hasn't been forced offline, it seems odd that the authorized version is so terrible. It still probably would have made the most sense to just do a deal with the brothers who created Scrabulous (and there are still rumors that a deal has been discussed, but without a decent resolution), but if that doesn't work, the way to compete is with a better product. Putting out a product that's not very good isn't likely to win over many fans.

6 Comments | Leave a Comment..

 
Say That Again

Say That Again

by Mike Masnick


Filed Under:
fear mongering, foxnews, online games, violence

Companies:
fox, news corp.



FoxNews Fear Mongering: Online Games May KILL You!

from the sensationalism-at-work dept

In a piece that with just a few tweaks could easily be from The Onion, FoxNews has written up a fear mongering article about online game players. It selectively picks out a few extreme cases where people who met via online worlds ended up doing something bad, and broadens that to suggest that online games like World of Warcraft are a threat that's only going to get worse. To be fair, the article does squeeze a few quick quotes in the middle from folks who point out that the premise is highly exaggerated, but it brushes them off and quickly goes back to fear mongering. It includes typical fear-inducing sensationalist statements like: "But some hook-ups have had deadly consequences" (you can practically hear the scary voiceover voice saying it). The article offers nothing in the way of proof that anything described in the article is a common occurrence, instead just offers scary words and conjecture not supported by facts: "You're going to see a lot more of these stories, unfortunately." Oh really? Then how come as these games have become more popular, violence has been dropping? How soon until we see Congress start looking into laws regulating online games?

38 Comments | Leave a Comment..

 
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