This is the start page with links all summaries and charts that to that give you a quick and comparative overview of current virtual worlds.


Showing posts with label comparison chart. Show all posts
Showing posts with label comparison chart. Show all posts
Jul 30, 2008
Jul 26, 2008
About framing Virtual Worlds
by
J
When framing virtual worlds it must be considered that they are complex, ambiguous structures so that there is not simple method of absolutely pinning down their characteristics. What is instead possible is to juxtapose worlds with characteristic behavioural, structural and thematic attributes that act as representations for families of games. Nevertheless it must be considered that the game experience for each game is unique so that it cannot be generally assumed that games within the same family provide a equal or even similar game experience.
Generally speaking, game experience has to be evaluated on a case-by-case basis, meaning that all extrapolations of other games are potentially insecure. Since interaction is the core of virtual worlds, it can further not be assumed that games with similar representations (same setting, similar style, similar audio) also provide a similar quality of interaction (no matter what trailers and "gameplay videos" will tell you). Interaction can only be experienced through actively participating in an activity and not only by simply watching. Even when a virtual world is online, the quality is still changing. Developers are permanently improving and expanding a virtual world so that its quality level (and play experience) is under constant transformation. A virtual world that was 10 months before only average could now have been developed to a balanced and entertaining place. Sadly, the same counts also for the opposite direction.
Analyses and comparisons should therefore be understood rather as temporal screenshots of probing effort of a virtual world than as absolute, never-changing inspection results.
Generally speaking, game experience has to be evaluated on a case-by-case basis, meaning that all extrapolations of other games are potentially insecure. Since interaction is the core of virtual worlds, it can further not be assumed that games with similar representations (same setting, similar style, similar audio) also provide a similar quality of interaction (no matter what trailers and "gameplay videos" will tell you). Interaction can only be experienced through actively participating in an activity and not only by simply watching. Even when a virtual world is online, the quality is still changing. Developers are permanently improving and expanding a virtual world so that its quality level (and play experience) is under constant transformation. A virtual world that was 10 months before only average could now have been developed to a balanced and entertaining place. Sadly, the same counts also for the opposite direction.
Analyses and comparisons should therefore be understood rather as temporal screenshots of probing effort of a virtual world than as absolute, never-changing inspection results.
Labels:
comparison chart
Jul 10, 2008
Broad Virtual World Comparison
by
TanteLev
The following comparison of the most important virtual worlds has been done by Jürgen Musil. He tried to be fair and make an objective comparison. Some data is not available and we do hope to get this comparison better and better over time. If you find facts that are not correct, please let us know!
All in all you can say the worlds differ mainly in the amount of "influence into the game" (the freedom of creativity) the target group, and the gamy-ness of the world.
In Second Life users are very free in what they can do, but it is complicated to use the creativity tools. In Papermint this is much more easy, the creativity is more a game to explore than something players have to learn.
Best regards,
Lev Ledit
All in all you can say the worlds differ mainly in the amount of "influence into the game" (the freedom of creativity) the target group, and the gamy-ness of the world.
In Second Life users are very free in what they can do, but it is complicated to use the creativity tools. In Papermint this is much more easy, the creativity is more a game to explore than something players have to learn.
Best regards,
Lev Ledit
Labels:
comparison chart
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