September 2002
- A "dev chat" with Brad McQuaid Vincent Archer
- Article on Griefers Rayzam
- Article on Griefers Stephen Miller
- Article on Griefers Michael R. Estepp
- Serialization, dealing with changing classes. Neil Edwards
- Serialization, dealing with changing classes. Sean Kelly
- Serialization, dealing with changing classes. Ammon Lauritzen
- Serialization, dealing with changing classes. Brian Lindahl
- TECH: Serialization, dealing with changing classes. Mark Kochanowski
- Ballerium: Interesting Game John Arras
- Ballerium: Interesting Game Valerio Santinelli
- Ballerium: Interesting Game John Robert Arras
- Ballerium: Interesting Game Crosbie Fitch
- Ballerium: Interesting Game shren
- Ballerium: Interesting Game Peter Tyson
- Ballerium: Interesting Game Valerio Santinelli
- Ballerium: Interesting Game Vincent Archer
- Ballerium: Interesting Game Mark Cheverton
- Ballerium: Interesting Game huserl@yahoo.com
- Ballerium: Interesting Game Adam
- Ballerium: Interesting Game Valerio Santinelli
- Ballerium: Interesting Game Jon A. Lambert
- Much Respect to JessicaM apollyon
- Much Respect to JessicaM Michael Tresca
- Much Respect to JessicaM Sean Kelly
- Much Respect to JessicaM Dave Rickey
- Much Respect to JessicaM Matt Mihaly
- Much Respect to JessicaM Michael Tresca
- Much Respect to JessicaM apollyon
- Much Respect to JessicaM Daniel.Harman@barclayscapital.com
- Much Respect to JessicaM Sean Kelly
- Much Respect to JessicaM Michael Tresca
- Much Respect to JessicaM Paul Schwanz
- Much Respect to JessicaM Richard A. Bartle
- PK/PD (was Much Respect to JessicaM) justice@softhome.net
- MudDev - FAQ 1 Marian Griffith
- MudDev - FAQ 2 Marian Griffith
- [decentralization] Reputation device (fwd) J C Lawrence
- [decentralization] Reputation device (fwd) Daniel.Harman@barclayscapital.com
- [decentralization] Reputation device (fwd) Crosbie Fitch
- ANNOUNCE: Open Betas Daniel.Harman@barclayscapital.com
- ANNOUNCE: Open Betas Vincent Archer
- ANNOUNCE: Open Betas Richard Aihoshi aka Jonric
- ANNOUNCE: Open Betas Mordengaard
- ANNOUNCE: Open Betas Mordengaard
- Charlie Munger on the Psychology of Human Misjudgment J C Lawrence
- Charlie Munger on the Psychology of Human Misjudgment [summary of points] Sasha Hart
- Point of View Ted L. Chen
- Point of View Shane P. Lee
- Point of View Damion Schubert
- Point of View justice@softhome.net
- Point of View Shane P. Lee
- Point of View listsub@wickedgrey.com
- Point of View justice@softhome.net
- Point of View John Robert Arras
- Point of View Ted L. Chen
- Point of View Ted L. Chen
- Commercialization of virtual spaces Koster, Raph
- Commercialization of virtual spaces Jessica Mulligan
- Commercialization of virtual spaces Derek Licciardi
- Commercialization of virtual spaces Mike Shaver
- Commercialization of virtual spaces Justin Stocks
- Commercialization of virtual spaces Russ Whiteman
- Commercialization of virtual spaces Justin Stocks
- Flexible Perl MUD-like Server Project Luke Parrish
- Flexible Perl MUD-like Server Project stanza
- Flexible Perl MUD-like Server Project Joshua Judson Rosen
- Flexible Perl MUD-like Server Project Lars Duening
- MMOG growth Matt Mihaly
- MMOG growth Koster, Raph
- MMOG growth Daniel James
- UO Advanced Character Service Christopher Allen
- UO Advanced Character Service Jessica Mulligan
- UO Advanced Character Service eric
- UO Advanced Character Service Jessica Mulligan
- UO Advanced Character Service Matt Mihaly
- UO Advanced Character Service Matt Mihaly
- UO Advanced Character Service Amanda Walker
- UO Advanced Character Service Matt Mihaly
- UO Advanced Character Service amanda@alfar.com
- UO Advanced Character Service Marc Bowden
- UO Advanced Character Service Ted L. Chen
- UO Advanced Character Service Freeman, Jeff
- UO Advanced Character Service Damion Schubert
- Storytelling in MMOGs article Koster, Raph
- MUD-Dev Storytelling in MMOGs article Jessica Mulligan
- MUD-Dev Storytelling in MMOGs article Valerio Santinelli
- MUD-Dev Storytelling in MMOGs article Paul Boyle
- MUD-Dev Storytelling in MMOGs article Koster, Raph
- MUD-Dev Storytelling in MMOGs article Ted L. Chen
- MUD-Dev Storytelling in MMOGs article Poe, Lawrence
- MUD-Dev Storytelling in MMOGs article Dave Rickey
- MUD-Dev Storytelling in MMOGs article SpY
- MUD-Dev Storytelling in MMOGs article Freeman, Jeff
- MUD-Dev Storytelling in MMOGs article SpY
- MUD-Dev Storytelling in MMOGs article Derek Licciardi
- MUD-Dev Storytelling in MMOGs article Freeman, Jeff
- MUD-Dev Storytelling in MMOGs article Marc DM
- MUD-Dev Storytelling in MMOGs article Matt Mihaly
- MUD-Dev Storytelling in MMOGs article Marc DM
- MUD-Dev Storytelling in MMOGs article Matt Mihaly
- MUD-Dev Storytelling in MMOGs article holding99@mindspring.com
- MUD-Dev Storytelling in MMOGs article Sean Kelly
- MUD-Dev Storytelling in MMOGs article Marc DM
- MUD-Dev Storytelling in MMOGs article Sean Kelly
- MUD-Dev Storytelling in MMOGs article Mathieu Castelli
- MUD-Dev Storytelling in MMOGs article Matt Mihaly
- MUD-Dev Storytelling in MMOGs article Matt Owen
- MUD-Dev Storytelling in MMOGs article Damion Schubert
- Game developers gear up for cyber wars Michael Tresca
http://www.cnn.com/2002/TECH/fun.games/09/17/japan.netgame.reut/index.html
Incremental revenues...the wave of the future!
Mike "Talien" Tresca
RetroMUD Administrator
http://www.retromud.org/talien
<EdNote: Below>
--<cut>--
Game developers gear up for cyber wars
Online gaming key to beating the software competition
TOKYO, Japan (Reuters) --Online gaming is still seen as a risky
business, but Japanese software developers are positioning
themselves -- some aggressively and others cautiously -- for a new
battle over the next frontier of videogame play.
And analysts say online games, in which users go head-to-head over
Internet connections, could hold the key to success in boosting
their war chests over the long term.
"We are talking about incremental revenues, subscription-based
business and very stable revenue streams for a company that is
engaged in a hit-or-miss business," said Jay Defibaugh, an analyst
at Credit Suisse First Boston.
Japanese game publishers are expected to ring up profits, at least
for a few years, from brisk sales of traditional software as the
three mega console makers -- Sony Corp., Nintendo Co. Ltd. and
Microsoft Corp. -- wage price wars, spurring demand for hardware as
well as software.
But the longer-term prospects for Japanese game publishers appear
less rosy than they would like.
The costs of developing software titles are rising as consoles have
become highly advanced, armed with powerful chips that offer faster
games and dazzling graphics.
Some analysts also noted that ordinary packaged games, which usually
sell for $55.50, now look expensive compared with the consoles and
may have to undergo price cuts.
With console systems all hooking up to the Web, growth of the online
game market is expected to accelerate.
Sony began selling network adaptors early this year while Nintendo,
which had been the most wary about online gaming among the three,
plans to release a similar device in October.
Microsoft, the most aggressive of the three, will start a trial run
for its online game service, Xbox Live, some time after October in
Japan.
The earlier the better
Daisuke Kobayashi, a game developer at mid-sized software firm Enix
Corp, says having a head start is key as players tend to concentrate
on a few online game Web sites and are unlikely to move on to newer
offerings.
Unlike conventional software business where games can be popular
even if similar titles exist, only one or two online games per genre
can survive, he said.
"It's very much like an oligopoly," said Kobayashi. "It's first
come, first served."
In July 2001, Enix launched the online game "Cross Gate" for
personal computers and now has six million registered players in
Asia, including Japan, with one-tenth of them being avid users.
Kengo Nakajima, president of CommunityEngine Inc., an Enix affiliate
that offers online game system solutions, said publishers need time
to groom new types of creators as online games require a different
set of skills than traditional titles.
"You need people who know the power of having a mass audience, who
can communicate with them and are flexible about listening to them,"
Nakajima said. "It's like being a politician, and we don't see many
people who meet these criteria."
Capcom Co. Ltd. rolled out racing and fighting online games in 2000
for dial-up connections on PlayStation 2, and plans to offer its hit
"Biohazard" action game for possibly broadband and "Tekki" for Xbox
Live.
"We are at the stage of planting seeds before the blooming season
comes," a Capcom spokesman said.
Sega Corp. also started offering its role-playing mainstay "Phantasy
Star Online" games for Nintendo's GameCube earlier this month in
Japan.
Uncertain market
Still, some analysts said community-type online games in which a
large number of players participate won't take off for a few years,
as they require hefty investments to run Internet servers and
support other network systems.
Instead, they said, online games where people play one-on-one, or
with a small number of people, will likely be the main format.
"Until the next generation of game consoles comes out, people will
likely play peer-to-peer online games," said Takashi Oya, a senior
analyst at Deutsche Securities.
Oya also said software developers have been disappointed by a slow
start for Square Co. Ltd.'s "Final Fantasy XI," an online version of
its popular role-playing game that sold more than 38 million copies
globally.
Since its May launch, the online game so far has amassed 120,000
players.
Credit Suisse First Boston's Defibaugh said financial strength is a
crucial factor, but added that just as original ideas brought major
success to some small Internet businesses, online gaming could
represent a vital opportunity for many firms.
"I'm quite sure that they do see opportunities here and they do feel
that at least early on, some amount of investment is required and
appropriate," he said.
--<cut>-- - Online Games Resource Guide Valerio Santinelli
- Critique this combat system Britt Green
- Critique this combat system Paul Schwanz
- Critique this combat system Edward Glowacki
- Critique this combat system hart.s@attbi.com
- [TECH] new linux thread library coming for libc Bruce Mitchener
- Zhe4 shi4 shen2me zhan4? Richard A. Bartle
- Grouping in MMP Games Dave Rickey
- Grouping in MMP Games Clay
- Grouping in MMP Games Amanda Walker
- Grouping in MMP Games Alex Kay
- Player Created Content - The Holy Grail? Matthew Dobervich
- Player Created Content - The Holy Grail? Matt Mihaly
- Player Created Content - The Holy Grail? Sulka Haro
- Player Created Content - The Holy Grail? Matt Mihaly
- Player Created Content - The Holy Grail? Michael Tresca
- Emoticons: When was the "big bang?" Randolf Richardson
- Emoticons: When was the "big bang?" Darren Henderson
- Emoticons: When was the "big bang?" Elia Morling
- Massive Online Gaming magazine Dr. Cat
- Massive Online Gaming magazine Matt Mihaly
- Massive Online Gaming magazine Dave Rickey
- Massive Online Gaming magazine Matthew Dobervich
- Massive Online Gaming magazine Dr. Cat
- Massive Online Gaming magazine Mark Cheverton
- Massive Online Gaming magazine Zach Collins {Siege}
- Massive Online Gaming magazine Dr. Cat
- Massive Online Gaming magazine shren
- Massive Online Gaming magazine Peter Tyson
- Understanding Simulation (was: Point of View) Ted L. Chen
- Understanding Simulation (was: Point of View) John Robert Arras
- Understanding Simulation (was: Point of View) Ted L. Chen
- Understanding Simulation (was: Point of View) John Robert Arras
- Understanding Simulation (was: Point of View) Derek Licciardi
- Understanding Simulation (was: Point of View) Matthew Dobervich
- Understanding Simulation (was: Point of View) Daniel.Harman@barclayscapital.com
- Understanding Simulation (was: Point of View) Travis Nixon
- Understanding Simulation (was: Point of View) Ted L. Chen
- Understanding Simulation (was: Point of View) Sasha Hart
- Understanding Simulation (was: Point of View) Ted L. Chen
- Understanding Simulation (was: Point of View) hart.s@attbi.com
- Understanding Simulation (was: Point of View) Kwon J. Ekstrom
- MUD-Dev Storytelling in MMOGs article Clay
- Diamond Age (ex story telling in MMORPG) Mathieu Castelli
- visualization toosl for text mud builders... (aka automapper) fred@clift.org
- Understanding Simulation hart.s@attbi.com
- Understanding Simulation Damion Schubert
- Understanding Simulation Michael R. Estepp
- Understanding Simulation Ron Gabbard
- Understanding Simulation shren
- Understanding Simulation Sasha Hart
- Understanding Simulation shren
- Understanding Simulation Peter Harkins
- Understanding Simulation shren
- Future of MMOGs Valerio Santinelli
- Future of MMOGs Shane P. Lee
- Future of MMOGs Eric Lee {GAMES}
- Future of MMOGs Crosbie Fitch
- Future of MMOGs Koster, Raph
- Future of MMOGs Mike Shaver
- Future of MMOGs Crosbie Fitch
- Future of MMOGs Joe Andrieu
- Future of MMOGs Crosbie Fitch
- Future of MMOGs Jeremy Noetzelman
- Future of MMOGs Sean Kelly
- Future of MMOGs Dave Trump
- Future of MMOGs Matt Mihaly
- future of MMOGs Adam
- Future of MMOGs Brack, J. Allen
- Future of MMOGs Matt Mihaly
- Future of MMOGs Matt Chatterley
- Future of MMOGs Daniel.Harman@barclayscapital.com
- Future of MMOGs Damion Schubert
- Future of MMOGs Derek Licciardi
- Future of MMOGs Jon A. Lambert
- Future of MMOGs Valerio Santinelli
- Future of MMOGs Travis Cannell
- Future of MMOGs Dr. Cat
- Future of MMOGs Crosbie Fitch
- Future of MMOGs Koster, Raph
- Future of MMOGs Crosbie Fitch
- Future of MMOGs Adam
- Future of MMOGs Amanda Walker